Weapons list

Nova cannon

Prestige 120 GP

Described in: Add-on 2038

Description

Ultraviolet germicidal irradiation has been used as a disinfection technique, employing UV light to kill microorganisms, for many years by 2038. Using light to purge an infection that multiplies uncontrollably if left unattended, though… The mere thought was enough for Merlin to attempt to weaponise something from it.

The Nova has two settings. Its alpha energy generator, situated in the weapon‘s grip, powers a UV cannon and a ray gun. Both of these can be used at their maximum strength for a short duration before emptying a fuel cell that is replenished by the generator between shots or bursts of fire.

The UV cannon uses a special electric arc bulb. Even on its lowest setting it requires care and proper maintenance, and increasing its power dramatically decreases its lifespan. A set of lenses and mirrors modify the beam‘s width as needed. Tempered glass designed to modify electrical polarity protects the lens and filters the beam should the user wish to harmlessly light an area up (since the unfiltered UV lamp burns skin and retina).

The weapon‘s use is straightforward, with two handles, two trigger mechanisms, each one with a power dial and a beam width adjuster. Gently pulling the Nova‘s trigger depolarises the tempered glass and powers up the bulb‘s electric arc, unleashing a scorching beam of light that burns creatures caught within it with rays hotter than the midday sun in the world before the Anathema. The bulb‘s intensity can be doubled, tripled, or quadrupled depending on the target‘s hardiness, with increasingly severe drain on the power cell and stress on the bulb, possibly leading to it blowing mid fight. When this happens, the user had better be possessed of extraordinary calm, as switching from a burned out bulb capable of melting flesh to a new one is a nerve-wracking experience. Expensive spare bulbs are safely stored in armoured cylindrical containers for such occasions.

Special: At the beginning of a fight, the character has a pool of 18 dice they can choose to split between damage and violence, up to a maximum of 15D6 on any given damage or violence roll. When the dice pool reaches 2D, the player must roll 1D6. On a 1, the bulb blows and it takes 2 turns to replace it. When the dice pool reaches 1D, the player must roll 1D6. On a 1 or a 2, the bulb blows and it takes 2 turns to replace it. When the dice pool reaches 0D, the player must roll 1D6. On a 1, 2, or 3, the bulb blows and it takes 2 turns to replace it. When the bulb blows, the weapon cannot be used until it has been replaced.

Increased damage from this dice pool only affects creatures of the Anathema.

Attack
Damages Violence Reach Energy Effect(s)
10D6 (30) + 6 10D6 (30) + 6 Medium - ≤150ft -
Damages 10D6 (30) + 6
Violence 10D6 (30) + 6
Reach Medium
Effect
Anti-Anathema Anti-Anathema
Barrage (4) Barrage (4)
Radiance (6) Radiance (6)
Shadowpurge Shadowpurge
Two-handed Two-handed