Laser HandgunGame Rules for the EZ RPG Role-playing Game...

Laser Handgun
Game Rules for the EZ RPG Role-playing Game System
https://www.rwvansant.wixsite.com/rwvansant/e-z-rpg
https://www.amazon.com/dp/B01J58E44A/ref=dp-kindle-redirect?_encoding=UTF8&btkr=1
Laser handguns are a staple of classic science fiction. These high-energy weapons do damage by burning into or cutting through their targets. Wounds caused by a laser do not result in blood loss and have no impact. They also have very little stopping power, but are highly effective at cutting through objects and obstacles and inflicting damage at long ranges very accurately. They work in all atmospheres types or none at all. In denser atmospheres, however, their range is diminished. One drawback to this type of weapon is that the beams can be reflected away harmlessly away by highly polished or mirrored surfaces. Also when traversing a medium, space to atmosphere, atmosphere or water, the beams naturally diffract, making attacks across such mediums much more difficult to target. Hitting such a target suffering a -1 to -4 to attack rolls depending on the density differences.
Weapon Statistics
Small, Non-Bulky, Concealable.
Typical weapon damage 0. Some high powered models may deliver +1 damage.
This weapon is just as likely to deliver a harmful wound as an average weapon. This means that anyone struck with the weapon rolls their survival roll with no modifier.
The type of damage inflicted is determined by the way the weapon uses the laser beam.
A pulse penetrates deep into the target and major, or critical wounds will require surgery to repair the damage.
A beam cuts across the surface of the target and a major or critical wound results in deep cutting wounds or severed limbs.
Range base: 50 meters or yards.
Power types:
Power pack: A large battery pack worn on the back of the user. Provides 100 shots before needing to be recharged. This is the earliest technological type of power source. These packs increase the size of the weapon making them cumbersome and nearly impossible to conceal.
Capacitors (Caps): This is an early attempt to make the weapon more portable. The small caps are pre-charged and release a large amount of energy at once, allowing one high-powered shot. Depending on how bulky the weapon is, the weapon can have up to 10 caps in a reloadable magazine chambered in the handle to as not to interfere with quick use.
Power Magazines (Mags): These batteries become standard after the invention of mega high power rechargeable batteries. The mag is located in the handle or along the barrel (in high powered weapons larger mags are located on the barrel) and provides up to 10 shots before needing to be replaced, or the unit recharged.
Recharge units: The weapon has a self-recharging power unit capable of providing 10 shots and recharges 1 shot per minute, usually carries back up mags for heavy firefights.
Standard accessories/modifications:
Painter: the weapon can emit a harmless beam showing a red dot on the target prior to firing. This beam can then be intensified to lethal levels. This gives the user a +1 modification to their attack rolls.
Predictor: A computer sights system that predicts target movement. This gives the user a +1 modification to their attack rolls.
Night vision: Removes negatives resulting from low light conditions.
Stun: The weapon has a wide angled, low-intensity setting that causes the targets body temperature to rise suddenly. The target must make a survival roll or become unconscious.


