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Effects Listing – Explosives

1 – 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 doesn’t need to roll.

4 – Fire (see Special Weapon Effects).

5 – Gas Bomb Special: Deals Fire or Poison (but not both), user’s 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.

Magical Energy Weapons (By Value) Dmg/ shots Crit SATS Range Inc (ft) Ammo Mag Size Reload Wt Value Effect**
Flare Gun (mw) 3d6 x1.5 Flamer Fuel Internal
FIX-45 Recharger Rifle 4d8 x1.5 MFC Breeder **
FIP-7 Magical Beam Pistol (mw) 4d8 x1.5 ME-Cell Internal  
Magical Pulse Pistol (mw) 5d8 x1.5 ME-Cell Internal  
FIR-9 Magical Beam Rifle 5d8 x1.5 MFC DTM  
Trots 1000 Magical Beam Pistol (mw) 4d8 x1.5 ME-Cell Internal
Magical Pulse Rifle 5d12 x2 MFC DTM  
Compliance Regulator (mw) 4d6 x1.5 ME-Cell Internal
Celestial Scorcher (mw) 3d20 x1.5 Solar Cell **   1, 5
AER-17 Magical RCW (Rainbow Combat Weapon) 6d10/5 x1 Gem Cell DTM  
FIX-47 Recharger Pistol (mw) 4d10 x1.5 MFC Breeder **
FIP-31 Disintegration Pistol (mw) 5d8 x1 ME-Cell Internal
Tri-Beam Magical Rifle (mw) 8d12/3 x1.5 MFC DTM
Trots 2000 LRMB (Long Range Magical Beam) Rifle 6d12 x3 MFC DTM
Multi-Pulse Magical Pulse Rifle 8d20/3 x1 MFC DTM
MAER (Magically Assisted Equestrian Rifle) 6d12 x1.5 MFC DTM
FSW-32 Shock Pistol (mw) 3d12 x1.5 ME-Cell Internal
Gauss Rifle 9d20 x4 MFC Internal
FSW-42B Shock Rifle 8d12 x2 MFC DTM
Sonic Emitter (mw) 5d12 x1 ME-Cell Internal
Star Atomizer (mw) 5d10 x1 SPC Internal  
Star Disintegrator 7d12 x2 SPC Internal
Star Blaster (mw) 20d20 x100 SPC Internal

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: 873


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