birdman wrote:your costs are messed up. other than that, this is a good start, i'd suggest doing some research looking up the actual add-ons available for weapons in real life.
pesgores wrote:dilanski wrote:pe[size=200]s[/size]gores wrote:This idea seems good, but that presentation you made makes it look stupid.
do you mean the layout?
No separations or bigger letters or colors.
6- PARAGRAPHS PLEASE
Super rocket launcher - the RPG launcher's a one-use rocket. This one is slightly different: instead of changing just the rocket you also need to change the launch charge, so it goes further and has more room for explosives in the projectile, doing more damage. (Stats are for a standard rifle)
Propels any projectile 20 inches. Should be represented by a 1x1 dot or another element
Area of Effect: 3"
Should be represented by a rocket element. the overall use is 4 but another unit may add its skill roll too, as its action for that turn
Super sniper - A powerful sniper rifle, i'd guess 120 cal (in the words of Jamie Hyneman: "This kills you....This kills you and everyone else in the room")
CP: 8 (i always pay a little more cp than you should)
Use: 5 (Recommended: scope and laser extras, listed further down)
Dmg: 1d6+4 (2d6+3 when used on living things)
Underslung - launches a small grenade
(there is no area of affect)
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