Energy Expulsion: Microwave

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Energy Expulsion: Microwave (minor) by Cardiac

The character can create a beam of pure microwave energy, heating up the target. The radiated particles have exceptional penetration power against all non-metallic substances. Even tinfoil will deflect the rays with no damage. Everything else, however, is penetrated easily. Plastic, Kevlar, wood, glass, ceramics, and other common substances are useless as a defense. Beings wearing plastic or composite body armor (like most of the body armor types in Rifts) take damage from the microwave beam as if they weren't wearing any armor. However, a knight in a suit of metal armor is completely protected - his armor doesn't even take damage. Against force fields, electromagnetic disturbances, characters who have Invulnerability, half damage is inflicted. Those who are impervious to energy or just fire and heat take no damage at all.
Range: 200ft maximum
Damage: 1d6 per level of experience.
Special: Same as Energy Expulsion: Energy
Duration: Instant
Attacks Per Melee: Each energy blast counts as one melee attack or action; dual simultaneous divided blasts also count as one melee attack..
Bonuses: +3 to strike aimed or +1 on a wild shot Resistant to fire, heat and microwaves (half damage).