Microwave Field Manipulator
Perhaps a bit expensive as a starter item, but incredibly effective. Generates a microwave field at the chosen location with the precision of a surgeon with a meat cleaver. A good hit will cook a man (or xeno's) flesh where they sit - even inside their cockpit. If you miss, you quite likely could end up lighting up the guy's ship with an electrical fireworks display. Might be a bit dangerous to use it to heat leftovers, but it can probably do that too.
  • Creds: 3000
  • Ammo: Uses ship power
    Takes one layer to charge before firing, like all field manipulators
    Multiple uses in rapid succession cause overheating, leading to longer cooldown times (two uses in a turn make you not able to use it the next turn; three uses means you can't use it for two turns, then three, etc.)
    Using too rapidly can prove fatal
  • Requirements: Unconventional Weaponry +0
  • Rolls: Attacker's Computer vs Defender's Durability

Additional Details

  • Affects a three-dimensional convex area projected from your manipulators like a beam
  • Pilot error still applies
  • Is particularly predisposed to teamkilling squadmates
  • Can heat objects; denser objects require more power
  • Overuse or misuse can be dangerous to the user
  • Completely lacks any warning labels, for your ease of use
  • Effective range of about four kilometers; accuracy falls off sharply after two kilometers

Ingame Example

Technical Details

Ship: Conventional
Ship: Unconventional
Ship: Exotic
Ship: Auxiliary
Ship: Handiwork
Ship: Robotics
Ship Catalog

Tag as ship gear | Tag as infantry gear
Tag as WIP | Remove WIP tag
Tag as has image | Remove has image tag