Ero sivun ”FFBH:Aseet” versioiden välillä

Kohteesta ExcaliburWiki
Siirry navigaatioonSiirry hakuun
Rivi 40: Rivi 40:
 
!Ammo per ton/cost
 
!Ammo per ton/cost
 
!Special
 
!Special
 +
|-
 +
|'''Yori Flyswatter''' || MG/Anti-missile || - || 2 || - || 1d6 missiles || - || 1 || 2 || 100k || 12/1k || -1 stability damage
 
|-
 
|-
 
|'''Bofors Liberator''' || MG || 1 || 5 || 1d1 || 1 || - || 0 || 1 || 5k || 200/1k || -1 stability damage
 
|'''Bofors Liberator''' || MG || 1 || 5 || 1d1 || 1 || - || 0 || 1 || 5k || 200/1k || -1 stability damage
Rivi 50: Rivi 52:
 
|-
 
|-
 
|'''Luxor Devastator''' || AC || 3 || 1 || 4d6 || 3 || - || 7 || 14 || 300k || 5/10k ||  
 
|'''Luxor Devastator''' || AC || 3 || 1 || 4d6 || 3 || - || 7 || 14 || 300k || 5/10k ||  
 +
|-
 +
|'''Octagon missile magnet''' || AC || 3 || 1 || Beacon || - || - || 0 || 3 || 100k || 6/6k || Attach to target. All missile attacks by allies roll two dice for number of missile hits, take higher result.
 
|-
 
|-
 
|Colspan=8 align="center" | '''Missile weapons'''
 
|Colspan=8 align="center" | '''Missile weapons'''
Rivi 79: Rivi 83:
 
|-
 
|-
 
|'''SureShot Mk VI''' || SRM || 3 || 1 || Xd2 || 2 || - || 4 || 3 || 80k || 15/27k || X=3d2 Each damage die rolls it's own hit location
 
|'''SureShot Mk VI''' || SRM || 3 || 1 || Xd2 || 2 || - || 4 || 3 || 80k || 15/27k || X=3d2 Each damage die rolls it's own hit location
 +
|-
 +
|Colspan=8 align="center" | '''Special equipment'''
 +
|-
 +
!Gear
 +
!Skill
 +
!Range increment
 +
!ROF
 +
!Heat
 +
!Weight
 +
!Price
 +
!Ammo per ton
 +
!Special
 +
|-
 +
|'''Imstar Oracle''' || Sensor/Scan || - || - || 0 || 2 || 30k || - || Doubles sensor&Scanning success
 
|-
 
|-
 
|}
 
|}

Versio 8. elokuuta 2018 kello 20.36

Energy weapons
Weapon Skill Range increment ROF Damage dice Damage area Minimum range Heat Weight Price Ammo per ton Special
Tiegart PPC 6 1 3d6 3 3 10 7 200k - -1 stability damage
Dodd Laser 1 2 1d3 1 - 1 1 10k - -1 stability damage
Rassal Blue Beam Laser 3 1 1d6 1 - 3 1 40k - -1 stability damage
Nightwind Laser 5 1 2d6 1 - 8 5 100k - -1 stability damage
Flametech K-213 Laser 1 1 1d2 1 - 0 1 20k 8/1k -1 stability damage, +3 target heat
Ballistic weapons
Weapon Skill Range increment ROF Damage dice Damage area Minimum range Heat Weight Price Ammo per ton/cost Special
Yori Flyswatter MG/Anti-missile - 2 - 1d6 missiles - 1 2 100k 12/1k -1 stability damage
Bofors Liberator MG 1 5 1d1 1 - 0 1 5k 200/1k -1 stability damage
Imperator Smoothie AC 8 2 1d3 1 4 1 6 75k 45/1k
Pontiac Light AC 6 1 2d6 2 3 2 8 125k 20/5k
Armstrong Buster AC 5 1 3d6 3 - 3 12 200k 10/6k
Luxor Devastator AC 3 1 4d6 3 - 7 14 300k 5/10k
Octagon missile magnet AC 3 1 Beacon - - 0 3 100k 6/6k Attach to target. All missile attacks by allies roll two dice for number of missile hits, take higher result.
Missile weapons
Weapon Skill Range increment ROF Damage dice Damage area Minimum range Heat Weight Price Ammo per ton Special
Delta Dart LRM 7 1 1d6 1 6 2 2 30k 24/30k
TharHes Reacher LRM 7 1 2d6 1 6 4 5 100k 12/30k Each damage die rolls it's own hit location
Magna Longbow LRM 7 1 3d6 1 6 5 7 100k 8/30k Each damage die rolls it's own hit location
Fat man Maxi-rack LRM 7 1 4d6 1 6 6 10 175k 6/30k Each damage die rolls it's own hit location
Harvester SRM 3 1 Xd2 2 - 2 1 10k 50/27k X=1d2 Each damage die rolls it's own hit location
Telos Four shot SRM 3 1 Xd2 2 - 3 2 60k 25/27k X=2d2 Each damage die rolls it's own hit location
SureShot Mk VI SRM 3 1 Xd2 2 - 4 3 80k 15/27k X=3d2 Each damage die rolls it's own hit location
Special equipment
Gear Skill Range increment ROF Heat Weight Price Ammo per ton Special
Imstar Oracle Sensor/Scan - - 0 2 30k - Doubles sensor&Scanning success