Spectral Gatherer

Description

A bulbous and vaguely pistol-like biomechanism, the spectral gatherer is designed to gather all available energy emissions from any part of the electromagnetic spectrum when activated, then store that energy for later release as a focused beam, usually laser or heat rays. This highly destructive energy release likely forms the basis of many myths that portray human wizards as casting bolts of energy or lightning.

Charging the gatherer initiates a distinctive effect: Intense darkness and cold suddenly pervade its area of operation (six-meter diameter). The humidity content of the air immediately converts to snow, and the dramatic thermal differential causes wind to rush into the area of effect. Note that the user can easily see out of the sphere, since the visible light is still heading Into the sphere, but electromagnetic emissions passing out of or through the sphere are dimmed to the point of absolute blackness at the device's primary intake port.

Firing the gatherer releases a destructive beam. The device cannot both charge and fire within the same phase.

The gatherer powers itself with two essential forms of energy: thermal and light. Therefore, its actual performance will depend upon current environmental conditions. Listed at right are a number of sample conditions and the number of charges that a gatherer would draw in from them per five-second phase.

Fortunately for individuals who are proximal to the user, the gatherer does not steal heat directly from their bodies; it can only gather radiant energy. However, the intense cold of the device's area of effect will obviously be felt.

Controlling Skill

Slug Weapon (Pistol)

Associated Games/Campaigns

Dark Ζther N/A (-/-)
Dark Conspiracy N/A (-/-)
Dark Traveller N/A (-/-)
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Originally Published:  2012-01-16
Last Updated:  2012-01-16
Original Concept:  GDW, Inc.
Final Design: GDW, Inc.

 

Weapon Statistics

Name:  Spectral Gatherer
TL:  —
Year:  —
Nation:  —
Ammo:  Ambient electromagnetic energy
Length:  30 cm
Mass:  2 kg
Price:  —
Features:  None.
Magazine:  See Description

Add-Ons

None.

House Rules Performance

. Recoil .
Round ROF Dam Pen Bulk Mag SS Burst Range
Laser SA 8 2-2-2 2 10 (1) — — 50
Heat Bolt SA 22 3-3-3 2 10 (5) — — 20

Mag:  The number of charges held by the weapon (the number of charges consumed by the round).

Striker II Performance

Round Short Medium Long Extreme Notes
Laser 5: 3 (4) 10: 2 (4) 20: 1 (4) 40: 1 (4) None
Heat Bolt 2: 3 (7) 4: 2 (7) 8: 1 (7) 16: 1 (7) None

Planetfall Performance

Round ROF Ammo Dam Range (cm) Pen Burst Dice
Laser 30 10 8 50-100-200-400 2-2-2 N/A
Heat Bolt 30 2 22 20-40-80-160 3-3-3 N/A
Sample Conditions and Charges per Combat Turn (5 seconds)
Ambient Light/Energy Levels Charges gained per turn
High-Power Spotlight/Summer Sun 3
Bright/Noon 2
Normal Interior/Late Afternoon 1
Dim/Dusk 0.5
Dark/Night 0
Ambient Thermal/Energy Levels Charges gained per turn
30C 2
21C - 25C 1.5
10C - 20C 1
5C - 9C 0.5
<5C 0