Sentinel Beam, Minor (D20 Modern Equipment)

A Sentinel Beam

PL 6 Ballistic, Energy (')

Damage2d12 Magazine100 Charge
Critical20 SizeLarge
Damage Type Weight35 lbs.
Range Increment50 ft. Purchase DC30
Rate of FireS, A RestrictionMil (+3)

Sentinel Beam, Minor

A Sentinel Beam fires a beam of energy at a target. The sentinel Beam has 100% charge, and uses 3% of it's original charge for every shot fired, and 6% of it's original charge for every burst-shot fired. Every burst-shot counts as 2 shots fired from this weapon. The Sentinel Beam cannot be reloaded or recharged. If the sentinel beam burst-fires every round for 4 consecutive rounds, the sentinel beam overheats and cannot fire next round.


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gollark: It works better on philosophers, since you can steal their wallet while they're distracted thinking about it.
gollark: They probably can't/won't eternally torture you, but there's a *possibility* of that infinite harm which is reduced by giving them £100, and if you accept the Pascal's Wager logic you should do that.
gollark: There's actually another similar thing, Pascal's *Mugging*, in which someone comes up to you and says "give me £100 or I will eternally torture you after you die".
gollark: But there are an infinitely large number of possible gods, and some do weirder things like "punish/reward entirely at random", "have no interest whatsoever in humanity", "punish people who believe in other gods", and all that, and Pascal's Wager just *ignores* those.
gollark: Pascal's Wager might work if the only options are "no god" or "one god, and it's the one you believe in, and they'll reward you if you believe and punish you otherwise".
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