Description[edit | edit source]
A single-target energy-based sniper rifle. Isn't science awesome?
Characteristics[edit | edit source]
Energy weapons cannot jam or inflict Critical Hits, but deal bonus damage to targets with Conductive Armor.
|Armor Damage Multipliers|
The weapon alerts enemies (generates noise) in a 20 unit radius.
If you're looking to upgrade from the bog-standard neutron projector, this is the gun to move up to. Hovewer, the higher Armor Threshold makes the range of targets worth shooting much thinner, and the increased AP cost makes it ineffective in the hands of characters with 10-11 AP, where the neutron projector can squeeze in two shots instead of one.
As with all the other Energy Weapons, the Death Ray in the Director's Cut no longer works as well as it used to in the vanilla version of the game. Since all the Children of the Citadel are non-conductive for some reason (despite being full of implants), the targets are limited to synths, meson cannons and scorpitrons. Since its damage is so-so, and it cannot critically hit, you may actually want to stick to the neutron projector even more and use it mainly for precision strikes.
Locations[edit | edit source]
- Hollywood: Rambeau's gun shop.
- New Citadel: several CotC Pulse Gunners are armed with it.
- Ranger Citadel: Harvey's shop during the endgame.