Proton Cannon: Supernatural dice: 8d6
The proton cannon is not your ordinary weapon. It uses supernatural dice. They cannot be used to do anything other than shoot proton streams and slime. These streams are:
Ion streams-Rolls: Range, Effectiveness and Duration
The Ion stream can freeze units. You cannot damage units using this stream, and freezing a unit requires a six for each size. (a size 8 requires a 48 roll)
Fission blasts-Rolls: Range and Damage
The Fission blast requires you distribute your damage and range dice, and rounded up you automatically get X1.5 to damage rolls. Every six you roll on this, you get an extra X2, leading to devastation!
Proton streams-Rolls: Range and Damage
The Proton stream is a normal supernatural attack. It is required against ghosts, and doesn’t work on units wearing any chest armor. It also gets a free 6” range. (SPECIAL: a unit using this can roll over half his skill roll for an action, and if he does roll for range. All units in that radius that are stealthed are revealed in a sweeping motion, and lose their next action. If it fails, the ghostbuster causes 2d6 damage on himself.)
And slime streams-Rolls: Range, Effectiveness, and Duration
Slime steams are used to animate objects. You must measure its longest 2 lengths, and multiply them. You must roll that to animate an object. This is the only roll that can be combined, and when an object is animated over the course of 4 turns, it can move on its own after a 2d6 duration roll. (not based on skill or supernatural dice, it is basically a free 2d6) if you roll a 1 on both 2d6 rolls, the enemy controls it instead. No more than one object can be animated per team.
Proton pack info, Traps and switching streams:
A proton pack is required to shoot a stream. It has 100 hp, and if destroyed all units within 20” are instantly killed, unless over size 3. A trap is required to catch a ghost. If you roll above a ghosts armor above a trap, roll over 3 on a skill roll and if you fail, roll again next turn. If you succeed, it is put into the trap and is unable to escape. (basically, killed) a ghost captured means the dead body of the ghost can no longer be revived, as its soul cannot return. To switch streams, roll a 3 on a skill roll. If you fail, it takes another turn to change streams. If 2 units cross streams, it causes a total protonik reversal. Unless both units involved roll their maximum skill, (not including crit success rolls) there is an explosion double the range of the attack. It causes 4d6 damage to all units after they are 10” from the center. Units within the first 10” are instantly killed. If you do get perfect rolls, it causes 100d10 damage to the unit getting attacked. A player using this as a cheap damage tactic must get whacked by the hammer of discipline. Slime blowers cannot cause stream crossing damage. Stream crossing occurs if 2 ghostbusters within 5” of each other roll one 2 times on there dice rolls each, or they roll under 6 on all their damage dice combined (each), and are within 10”.
OPTIONAL: Ghost traps have 20 hp. Ghosts can escape if the trap is destroyed, and you can put it into a 150 hp storage grid to prevent them from escaping if necessary
CC welcome. Ask all questions you may have, and please delete the old supplement.
Last edited by samuelzz10
on Sat Jan 19, 2013 7:12 pm, edited 1 time in total.