Overloaded Plasmas rule

This was found in an alternate timeline in my 2001 Campaign. Basically, the idea here is to allow plasmas a normal "Overloaded" mode (x1.5 damage).

At the 0Xl tech level, Plasmas (of type G and larger) may do one of the following: Shotgun, Envelope, Overload. Overload has the same energy cost as Shotgun or Envelope. All damage done by an Overloaded Plasma is done to the shield it strikes. The warhead is increased by 50% (round down), but the plasma is considered to have moved 2 hexes for every 1 real hex (giving it shorter range).

Note that Overloaded Plasmas are better than regular plasmas at close range (0-7), but fall off quickly beyond that.

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