OCTOBER 2021
Tech Guns
Rule: Uncharged, this gun deals 1d6 less than default. Charging (usually for 1 turn), user can fire through Thin Cover, ignoring half of the target's SP and dealing regular damage.
Tech weapons are weapons that use railgun technology, firing projectiles that are propelled with an electromagnetic charge. What they give up in terms of rate of fire they make up for in penetrating power, depending on how long the charge is held. These weapons use caseless ammunition, typically jacketed steel flechette.
Tech weapons can be charged to fire a bullet capable of penetrating obstacles. Tech weapons cannot be fitted with a suppressor, but most of them accept a custom sight.