Bishop Steiner, on 27 January 2014 - 08:45 AM, said:
Again, I think this picture is the whole point of this thread.
It needs to happen before the LB comes into their own.
Posted 03 February 2014 - 03:43 PM
Posted 03 February 2014 - 05:29 PM
Roland, on 03 February 2014 - 03:43 PM, said:
Posted 03 February 2014 - 06:02 PM
Praehotec8, on 03 February 2014 - 05:29 PM, said:
Posted 03 February 2014 - 08:04 PM
Posted 04 February 2014 - 09:23 AM
Roland, on 03 February 2014 - 03:43 PM, said:
Posted 06 February 2014 - 03:30 PM
Posted 07 February 2014 - 08:42 AM
Zyllos, on 03 February 2014 - 02:15 PM, said:
Edited by Phromethius, 07 February 2014 - 08:43 AM.
Posted 07 February 2014 - 01:52 PM
Phromethius, on 07 February 2014 - 08:42 AM, said:
Posted 12 February 2014 - 06:27 PM
Phromethius, on 07 February 2014 - 08:42 AM, said:
"In an effort to increase the lethality of their infantry against unarmored opposition, the FedSuns military has begun testing a special high-tech version of standard explosive rifle munitions that can be programmed to detonate at specific ranges through a mechanism within the ammo clip itself. These air-burst rounds enable snipers to hit targets hiding right around a corner; however, their expense, limited application, complexity, reduced damage potential, and the limited ammo capacity per magazine (due to the presence of the programming mechanisms) make them all but useless in a fluid battle."
"Rifles using air-burst munitions receive only half the rounds per clip (rounded up). Loading a new clip of air-burst munitions into a rifle or programming one for a new range setting counts as a Complex Action, at which time the player must announce to the gamemaster the range at which the player intends to program the munitions to pre-detonate (up to the maximum range of the rifle itself). Up to the announced range, the munitions function like standard explosive ammunition, but they automatically detonate once they reach the programmed distance, causing blast damage based on the firing weapon’s normal damage, but at a reduction of 1 AP and 1 damage die and with only one quarter of the normal blast radius. Note that the explosive charges are unstable, so a fumbled Action Check when programming or firing air-burst munitions destroys the weapon using them."
Posted 12 February 2014 - 08:13 PM
Strum Wealh, on 12 February 2014 - 06:27 PM, said:
"In an effort to increase the lethality of their infantry against unarmored opposition, the FedSuns military has begun testing a special high-tech version of standard explosive rifle munitions that can be programmed to detonate at specific ranges through a mechanism within the ammo clip itself. These air-burst rounds enable snipers to hit targets hiding right around a corner; however, their expense, limited application, complexity, reduced damage potential, and the limited ammo capacity per magazine (due to the presence of the programming mechanisms) make them all but useless in a fluid battle."
"Rifles using air-burst munitions receive only half the rounds per clip (rounded up). Loading a new clip of air-burst munitions into a rifle or programming one for a new range setting counts as a Complex Action, at which time the player must announce to the gamemaster the range at which the player intends to program the munitions to pre-detonate (up to the maximum range of the rifle itself). Up to the announced range, the munitions function like standard explosive ammunition, but they automatically detonate once they reach the programmed distance, causing blast damage based on the firing weapon’s normal damage, but at a reduction of 1 AP and 1 damage die and with only one quarter of the normal blast radius. Note that the explosive charges are unstable, so a fumbled Action Check when programming or firing air-burst munitions destroys the weapon using them."
Posted 12 February 2014 - 10:11 PM
Khobai, on 26 January 2014 - 08:27 PM, said:
0 members, 11 guests, 0 anonymous users