![]() Some require Explosive Overclocking of the power grid they're attached to, making them risky to use. These weapons can often be the weaponized equivalent of a Dangerous Forbidden Technique, especially the most powerful varieties. They can be Too Awesome to Use or Awesome, but Impractical. Wave Motion Guns usually require a significant charging period before firing and re-charging/cooldown afterwards (occasionally depicted by Sucking-In Lines the Wave-Motion Tuning Fork is a popular subtrope used for visual effect). Naturally, such Superweapons tend to have built in Power Limiters in universes where the power level of everything isn't cranked up. Invariably, just before firing, The Captain has to order the attack. ![]() It also explains how a small fleet can win consistently against enemies that grossly outnumber them: the defense units just have to hold their ground until the Gun(s) are ready to fire. And don't even think about trying to waste your time with puny Deflector Shields - it'll just punch right through 'em.įrequently, the Wave Motion Gun is made of Lost Technology, or is an experimental prototype, but sometimes they're a dime a dozen. It doesn't necessarily have to even hit if you're too close, the sheer energy bleeding off from the beam can be deadly. If it's a sufficiently humongous Cool Ship, it will be equipped with a Laser Beam on steroids: the Wave Motion Gun - an enormous Ray Gun that fires a massive energy beam capable of blowing away an enemy ship (in the "blow a battleship in half" sense), sometimes an entire fleet, with one shot, and maybe even blowing up an entire planet. The Cool Ship needs an equally cool weapon. First Captain Lysander of the Imperial Fists, Warhammer 40,000
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