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Effects Listing Explosives1 Explodes when shot. Timed (see Special Weapon Effects); Dynamite has a max fuse of 2 rounds. Long-fuse dynamite has a max fuse of 4 rounds. 2 Deals 6d12 additional damage versus machines, electronics, and power armor. If this damage meets or exceeds ½ the DT of any device containing a spell-matrix that matrix will shut down for a minimum of 5 rounds (or until re-activated). 3 Nonlethal Only. Flashbang Special: 2x Radius in dark locales. INT roll MFD ½ or be blinded for 3 rounds (3 MFD step targeting penalty). User doesnt need to roll. 4 Fire (see Special Weapon Effects). 5 Gas Bomb Special: Deals Fire or Poison (but not both), users choice. Also provides a 1MFD targeting penalty into, through or out of its radius for 2 rounds after its detonation. 6 Ignores 30 DT. May cause Disintegration (see Special Weapon Effects). 7 Rads (see Special Weapon Effects). May cause Disintegration (see Special Weapon Effects). 8 Satchel Charges take 2 actions to disarm outside of SATS. 9 Windigo Special: All within its radius must roll END MFD ½ or become frozen solid for 1 round, after which they will automagically thaw. Failures cannot move or shoot, but can still use magic. Successes can shoot, but are still immobilized. Critical failures are frozen solid, killing them instantly. Ambient temperature is lowered by 5°C. 10 Bio-gas Special: Fills a 5 radius up to 5 high with volatile gases. This gas is easily ignited by gunfire, explosives, or offensive magics. If ignited, all characters or creatures in the radius are lit on Fire as per the special weapon effect.
On average, energy weapons seem to do less damage than small guns especially when comparing price tags! They have a distinct advantage however- energy weapons using MFC, ME-Cell, Solar Cell, Gem Cell, and Star Power Cell (SPC) based ammunition automatically ignore 5 points of target DT. This includes MFC breeders, as they are technically a modified version of a conventional Magical Fusion Cell (MFC). Date: 2015-12-11; view: 1001
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