Crossbows

Bows, guns, bowguns, and everything in between.
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Crossbows

Quote

Post by Tony »

Crossbows

The crossbow was a leap of technological weaponry that would later bridge the gap between "classical" and "modern" weaponry. The crossbow's original design thought was simple: make the bow do all the work instead of exhausting the user's arm. Thus, a winch was added to a normal bow that drew the string back for the user, then fired the weapon when the string was released. This simplistic design grew more and more complex, until finally crossbow design was supersized into siege design, making the arbalest weapon known to crumble city walls and gates with bolts the size of three men.

The crossbow holds a place in even modern societies, as its near-silent operation, extreme range, compact design, and versatility allow them to be used by nearly anyone, with simple load, draw, point, and fire directives -- the first two of which can usually be handled with a flip of the thumb. Modern crossbows are also by-and-large considered semi-automatic weapons, allowing them to fire more than one bolt from a cycling magazine mounted to the weapon if needed.

Crossbows, with their low recoil and impressive stability, can be fired rapidly with little trouble; each shot beyond a weapon's listed controlled shots suffers a -5 penalty per shot.

Crossbows occupy 3 inventory slots when carried, and can be used by the following skills:
  • Weapon Proficiency: Pistols
  • Weapon Proficiency: Bows and Arrows
__________________________________________________________________________

Carbon Fiber & Ceramic

Name: Dah'tan Manufacturing Spikethrower Crossbow(Denzium)
Price: 8,000 gil
DC to Make: 40/70/100
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +12
Damage Modifier: 600
Skill Level Required: 1

Name: Bauer & Kapka M/C-6 Crossbow(Durallium)
Price: 16,000 gil
DC to Make: 42/72/102
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +12
Damage Modifier: 625
Skill Level Required: 1

Name: McTiller-Martins Type 5 Mod.0 Crossbow(Andrium)
Price: 24,000 gil
DC to Make: 44/74/104
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +13
Damage Modifier: 650
Skill Level Required: 1

Name: Hamilton Pulverizer Crossbow(Diamondium Alloy)
Price: 32,000 gil
DC to Make: 46/76/106
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +13
Damage Modifier: 675
Skill Level Required: 1

Name: Kalashnikov SB-62K Crossbow(Phazite)
Price: 40,000 gil
DC to Make: 48/78/108
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +14
Damage Modifier: 700
Skill Level Required: 1

Name: Rosenkov Materials Hussar Crossbow(Neosteel)
Price: 52,000 gil
DC to Make: 50/80/110
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +14
Damage Modifier: 975
Skill Level Required: 2

Name: Smith & Wesson Model 2D Crossbow(Solinium)
Price: 64,000 gil
DC to Make: 62/102/142
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +15
Damage Modifier: 1000
Skill Level Required: 2

Name: Mossberg C-2000 Crossbow(Starmetal)
Price: 76,000 gil
DC to Make: 64/104/144
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +15
Damage Modifier: 1025
Skill Level Required: 2

Name: Beretta M5c Crossbow(Orichalcum)
Price: 88,000 gil
DC to Make: 66/106/146
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +16
Damage Modifier: 1050
Skill Level Required: 2

Name: Glock Model 10 Crossbow(Aetherium)
Price: 104,000 gil
DC to Make: 68/108/148
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +16
Damage Modifier: 1100
Skill Level Required: 2

Name: ArmaLite AC-25 Mod.1 Crossbow(Duralloy)
Price: 120,000 gil
DC to Make: 70/110/150
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +17
Damage Modifier: 1400
Skill Level Required: 3

Generation 2 Polymer

Name: Misriah Armory MC3A Crossbow(Amber)
Price: 140,000 gil
DC to Make: 92/162/232
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +17
Damage Modifier: 1450
Skill Level Required: 3

Name: Springfield Armory CB-'12 Crossbow(Garnet)
Price: 160,000 gil
DC to Make: 94/164/234
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +18
Damage Modifier: 1500
Skill Level Required: 3

Name: Aldrin Labs MCB-X Crossbow(Jasper)
Price: 180,000 gil
DC to Make: 96/166/236
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +18
Damage Modifier: 1550
Skill Level Required: 3

Name: Serrice Council Liberator Crossbow(Pyrite)
Price: 200,000 gil
DC to Make: 98/168/238
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +19
Damage Modifier: 1600
Skill Level Required: 3

Name: DataDyne CB-6 Crossbow(Kunzite)
Price: 220,000 gil
DC to Make: 100/170/240
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +19
Damage Modifier: 1900
Skill Level Required: 4

Name: Carrington Institute CCB-N2 Crossbow(Ruby)
Price: 240,000 gil
DC to Make: 102/172/242
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +20
Damage Modifier: 1950
Skill Level Required: 4

Name: Stahl Armament Nightstalker Crossbow(Jadeite)
Price: 264,000 gil
DC to Make: 104/174/244
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +20
Damage Modifier: 2050
Skill Level Required: 4

Name: Hahne-Kedar Piton Crossbow(Cardinal)
Price: 288,000 gil
DC to Make: 106/176/246
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +21
Damage Modifier: 2150
Skill Level Required: 4

Name: Holland & Holland Ventilator Crossbow(Celestial Phazon)
Price: 312,000 gil
DC to Make: 108/178/248
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +21
Damage Modifier: 2200
Skill Level Required: 4

Name: SiG-Sauer SSC-23d Crossbow(Alabaster)
Price: 336,000 gil
DC to Make: 110/180/250
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +22
Damage Modifier: 2500
Skill Level Required: 5

Name: Armax Arsenal Judge Crossbow(Opal)
Price: 360,000 gil
DC to Make: 112/182/252
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +22
Damage Modifier: 2600
Skill Level Required: 5

Name: Swiss Arms N2-X1 Crossbow(Bloodstone)
Price: 392,000 gil
DC to Make: 114/184/254
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +23
Damage Modifier: 2700
Skill Level Required: 5

Name: Kassa Fabrication Destroyer Crossbow(Lapis Lazuli)
Price: 424,000 gil
DC to Make: 116/186/256
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +23
Damage Modifier: 2800
Skill Level Required: 5

Name: KBP Design PCA-20A Crossbow(Zoisite)
Price: 456,000 gil
DC to Make: 118/188/258
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +24
Damage Modifier: 2900
Skill Level Required: 5

Name: Chinese 205th Armory Type 42 Crossbow(Malachite)
Price: 496,000 gil
DC to Make: 120/190/260
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +24
Damage Modifier: 3250
Skill Level Required: 6

Hyperalloy

Name: Bauer & Kapka CM-25B Pinpoint Crossbow(Beryl)
Price: 536,000 gil
DC to Make: 160/250/340
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +25
Damage Modifier: 3350
Skill Level Required: 6

Name: Colt Hiawatha Crossbow(Red Beryl)
Price: 576,000 gil
DC to Make: 165/255/345
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +25
Damage Modifier: 3450
Skill Level Required: 6

Name: Beretta Regicide Crossbow(Netherite)
Price: 616,000 gil
DC to Make: 170/260/350
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +26
Damage Modifier: 3550
Skill Level Required: 6

Name: Kalashnikov SB-99A Crossbow(Obsidian)
Price: 656,000 gil
DC to Make: 175/265/355
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +26
Damage Modifier: 3650
Skill Level Required: 6

Name: Carrington Institute CCB-N7 Crossbow(Moonstone)
Price: 696,000 gil
DC to Make: 180/270/360
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +27
Damage Modifier: 4100
Skill Level Required: 7

Name: Jormangund Technology Deicide Crossbow(Celestine)
Price: 744,000 gil
DC to Make: 190/280/370
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +27
Damage Modifier: 4300
Skill Level Required: 7

Name: Ural Combinat Voivode Crossbow(Celestial Diamond)
Price: 800,000 gil
DC to Make: 200/300/400
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +28
Damage Modifier: 4500
Skill Level Required: 7

Exotic Particle Hyperalloy

Name: (Dragonsteel)
Price: 880,000 gil
DC to Make: 195/295/395
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +28
Damage Modifier: 4750
Skill Level Required: 8

Name: (Meteorillium)
Price: 1,000,000 gil
DC to Make: 200/300/400
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +29
Damage Modifier: 5000
Skill Level Required: 8

Name: (Duranium)
Price: 1,120,000 gil
DC to Make: 205/305/405
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +29
Damage Modifier: 5500
Skill Level Required: 8

Name: (Sunstone)
Price: 1,360,000 gil
DC to Make: 210/310/410
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +30
Damage Modifier: 5750
Skill Level Required: 8

Name: (Vibranium)
Price: 1,600,000 gil
DC to Make: 215/315/415
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +30
Damage Modifier: 6000
Skill Level Required: 8

Name: (Dreamstone)
Price: 1,840,000 gil
DC to Make: 220/320/420
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +31
Damage Modifier: 6250
Skill Level Required: 8

Name: (Carbonadium)
Price: 2,080,000 gil
DC to Make: 225/325/425
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +31
Damage Modifier: 6550
Skill Level Required: 8

Name: (Mythril)
Price: 2,400,000 gil
DC to Make: 230/330/430
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +32
Damage Modifier: 7100
Skill Level Required: 8

Name: (Adamantium)
Price: 2,800,000 gil
DC to Make: 235/335/435
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +32
Damage Modifier: 7400
Skill Level Required: 8

Fourth Matter State Alloy

Name: (Fantasteel)
Price: 3,200,000 gil
DC to Make: 240/340/440
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +33
Damage Modifier: 7700
Skill Level Required: 9

Name: (Corrodium)
Price: 3,600,000 gil
DC to Make: 245/345/445
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +33
Damage Modifier: 8100
Skill Level Required: 9

Name: (Technobsidian)
Price: 4,000,000 gil
DC to Make: 250/350/450
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +34
Damage Modifier: 8500
Skill Level Required: 9

Name: (Kryptonite)
Price: 4,800,000 gil
DC to Make: 255/355/455
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +34
Damage Modifier: 9150
Skill Level Required: 9

Name: (Plasmarble)
Price: 5,600,000 gil
DC to Make: 260/360/460
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +35
Damage Modifier: 9550
Skill Level Required: 9

Name: (Hephaestium)
Price: 6,400,000 gil
DC to Make: 265/365/465
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +35
Damage Modifier: 9950
Skill Level Required: 9

Name: (Rainbow Shell)
Price: 7,200,000 gil
DC to Make: 270/370/470
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +36
Damage Modifier: 10350
Skill Level Required: 9

Name: (Antimatter)
Price: 8,000,000 gil
DC to Make: 275/375/475
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +36
Damage Modifier: 10750
Skill Level Required: 9

God Particle Polymer

Name: (Spectral Black)
Price: 9,200,000 gil
DC to Make: 280/380/480
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +37
Damage Modifier: 11400
Skill Level Required: 10

Name: (Spectral Red)
Price: 10,400,000 gil
DC to Make: 285/385/485
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +37
Damage Modifier: 11800
Skill Level Required: 10

Name: (Spectral Orange)
Price: 11,600,000 gil
DC to Make: 290/390/490
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +38
Damage Modifier: 12200
Skill Level Required: 10

Name: (Spectral Yellow)
Price: 12,800,000 gil
DC to Make: 300/400/500
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +38
Damage Modifier: 12600
Skill Level Required: 10

Name: (Spectral Green)
Price: 14,000,000 gil
DC to Make: 310/410/510
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +39
Damage Modifier: 13000
Skill Level Required: 10

Name: (Spectral Blue)
Price: 15,200,000 gil
DC to Make: 320/420/520
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +39
Damage Modifier: 13750
Skill Level Required: 10

Name: (Spectral Indigo)
Price: 16,800,000 gil
DC to Make: 330/430/530
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +40
Damage Modifier: 14250
Skill Level Required: 10

Name: (Spectral Violet)
Price: 18,400,000 gil
DC to Make: 340/440/540
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +41
Damage Modifier: 14750
Skill Level Required: 10

Name: (Spectral White)
Price: 20,000,000 gil
DC to Make: 350/450/550
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +42
Damage Modifier: 15250
Skill Level Required: 10
Last edited by Strato on April 24th, 2024, 9:59 pm, edited 2 times in total.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

Tuning & Augmentations

Quote

Post by Tony »

Crossbow Tuning

While pretty much anyone can pick up a gun or crossbow, point it, and squeeze the trigger, these weapons are only that easy to use because they're so complicated of machines. They do all the work for you. Whereas a melee weapon's user will train the body and mind to use a weapon more effectively, it takes a skilled machinist and gunsmith to make an already good weapon, better.

To that end, a gunsmith can alter, tune, and refine the inner workings and body of a weapon to be easier to use, more powerful, and more adaptable. A Gunsmith may use his/her skill to adjust the pieces of a specific weapon and tailor it to the needs or wants of the user.

Notably, these tuning options do not cost Augmentation Slots. However, Tuning a weapon raises the Skill Level required to use it. For every 5 Tunings applied, the Skill Level requirement goes up by 1.

For instance, Tuning a weapon's Damage 6 times and its Roll Bonus 4 times will raise the Skill Level required to use the weapon by 2.
______________________________________________________________________________________________________

Augmentation Slots - Can add up to 2 more slots to a weapon.
  • One Slot - Cost/DC to Make - 5% of base weapon
  • Two Slots - Cost/DC to Make: 10% of base weapon
Roll Bonus - Can add up to +10 more to a Roll Bonus.
  • +1 - Cost/DC to Make: 10% of base weapon
  • +2 - Cost/DC to Make: 20% of base weapon
  • +3 - Cost/DC to Make: 30% of base weapon
  • +4 - Cost/DC to Make: 40% of base weapon
  • +5 - Cost/DC to Make: 50% of base weapon
  • +6 - Cost/DC to Make: 60% of base weapon
  • +7 - Cost/DC to Make: 70% of base weapon
  • +8 - Cost/DC to Make: 80% of base weapon
  • +9 - Cost/DC to Make: 90% of base weapon
  • +10 - Cost/DC to Make: 100% of base weapon
Damage - Can add up to 50 more damage to a weapon.
  • +10 - Cost/DC to Make: 20% of base weapon
  • +20 - Cost/DC to Make: 40% of base weapon
  • +30 - Cost/DC to Make: 60% of base weapon
  • +40 - Cost/DC to Make: 80% of base weapon
  • +50 - Cost/DC to Make: 100% of base weapon
Controlled Shots - Can add up to 2 more shots to a crossbow's penalized controlled shots.
  • +1 shot - Cost/DC to Make: 50% of base weapon
  • +2 shots - Cost/DC to Make: 100% of base weapon
Critical Mod - A Crossbow's Critical Hit modifiers cannot be upgraded.
__________________________________________________________________________________________________________

Crossbow Augmentations

One of the main advantages of a ranged weapon and its augmentations is that most of them can be interchanged. Exchanging a weapon augmentation requires that:
1) the augmentation is carried in an Inventory Slot;
2) the user spends 1 round's action exchanging the augmentations.

Unless otherwise specified, all weapon augmentations are considered 1-slot items.

Name: Laser Sight
Cost: 480 gil
Restrictions: Weak to EMP
Description: A pinpoint, projected laser sight that projects a small red or green dot on an enemy that assists in aiming, however, can be seen by an alert enemy. +1 to roll bonus.

Name: Red-Dot Sights
Cost: 1440 gil
Restrictions: Weak to EMP
Description: A clear glass screen on which an adjustable red or green laser shines, providing an aimpoint sight that cannot be seen by the enemy, while assisting accuracy. +3 to roll bonus.

Name: Advanced Combat Optical Gear (ACOG)
Cost: 2400 gil
Restrictions: Weak to EMP
Description: A traditional metal and glass scope with modern accessories. Illuminated Crosshairs provide excellent aiming in low light conditions with a medium range 4x power scope. +5 to roll bonus.

Name: Infrared Sight System
Cost: 3360 gil
Restrictions: Weak to EMP
Description: A high tech sight that shows heat sources as glowing in it's screen. Useless in extreme heat areas, but can see through smoke grenades' cover. +5 to roll bonus, negates vision obstructions.

Name: Thermal Sight System
Cost: 5,670 gil
Restrictions: Weak to EMP
Description: A bleeding edge high-tech sight that can be used even with extreme heat sources, as it's system can pick out mobile enemies from superheated terrain. +5 to roll bonus, negates vision obstructions, see through thin walls.
_________________________________________________________________________________________________________

Crossbow Ammunition

A ranged weapon's biggest variable attribute is ammunition. Ammo loads come in a variety of shapes, sizes, and uses, and can be swapped out using a Standard Action in battle.

Ammunition items take up 1 Augmentation Slot on a weapon when loaded, and only one Ammo can be used at any given time in a single weapon. Ammo packs are purchased in bulk and must be carried in an Inventory Slot to be used on the fly.

Name: Ammunition - Injector Rounds
Cost: 1920 gil
Restrictions:
Description: Miniaturized darts and flechettes are mounted to the end of typical arrows and bolts, allowing for the use of potions and poisons on enemies. Purchasing the ammo type installs a small contraption in the user's quiver, which automatically fills the actual bolts when they're used. Loading the quiver can be done out of mission, and requires one round's action to change the load in combat.

Name: Ammunition - Boxing Glove Rounds
Cost: 1920 gil
Restrictions:
Description: A bolt/arrow with a small, puffy boxing glove enclosing the end of the arrow. Deals non-lethal damage.

Name: Ammunition - E. Shield Rounds
Cost: 3200 gil
Restrictions:
Description: Ether Shields offer a defensive barrier around a single person that could best be compared to a personal sandbag. Once deployed, the bolt forms a 2d shield of energy in front of the person that will absorb it's hp in damage. This barrier also provides a cover bonus. The barrier does not protect against indirect attacks (will based, artillery). It -will- stop an attack that would destroy the barrier, but massive attacks (ion cannons and such) tear through Ether Shields. Grants Acute "Concealment" status to one target.

Name: Ammunition - E. Flare Rounds
Cost: 3200 gil
Restrictions:
Description: The Ether Flare serves the same tactical function as a flash bang. The flare is fired towards a target's eyes. It deals no damage, however instead creates a targetted flash of light that can temporarily overload the neural pathways responsible for vision. This offers benefits of the ability to target the blindness rather than simply blind everyone in the room. Inflicts Moderate "Off-Guard" status when used.

Name: Ammunition - E. Blast Rounds
Cost: 3200 gil
Restrictions:
Description: Ether Blast is a grenade based ether bolt which saw great use during the Miltian conflict. Developed by rebels, it creates a bolt of highly charged, unstable energy which explodes in a localized field. Anyone caught inside this field suffers the weapon's half-damage, unsoakable, from the energy reaction and debris.

Name: Ammunition - E. Conduit Rounds
Cost: 3200 gil
Restrictions:
Description: This Ether round, when it hits an enemy, creates a powerful but localized aetheric field that connects in a straight line back to the attacker's bow. This creates a "conduit" that all other spiritual energy can be funneled through; any spell that is cast through that conduit instantly hits the enemy. The Conduit round deals no damage itself, and lasts for 5 rounds or until it is removed by the target, which requires a standard action.

Name: Ammunition - E. Snare Rounds
Cost: 3200 gil
Restrictions:
Description: Using this Ether round on a target casts a large nanomachine colony that creates a monofiber "net" around a target, making it difficult to move and act. Can also be used on subdued targets to bind them and prevent action. When used in combat, inflicts Mild "Slow" effect. Using more E. Snare rounds on a target will increase the Severity by +1, up to Terminal effect by making the netting more dense.

Name: Ammunition - E. Infection Rounds
Cost: 3200 gil
Restrictions:
Description: An Ether-based ammunition that is loaded with a nanomachine colony used to subvert synthetic enemies. When used on automatons, robots, droids, artificial/virtual intelligences, et cetera, inflicts Mild "Confuse" status. Each further attack raises the Severity by +1 until "Terminal" status is reached and the target is completely subverted.

Name: Ammunition - E. Sniper Rounds
Cost: 3200 gil
Restrictions:
Description: An interesting variation of the Ether Bolt program, the Ether Sniper allows a user to "charge" a round for up to 2 rounds. Generally speaking the result is more potent than firing separate bolts. Charging an E. Sniper round for one action (charge... shoot) will double the weapon's roll bonus and triple the weapon's damage/damage modifier. Charging the E. Sniper round for two actions (charge... charge... shoot) will triple the weapon's roll bonus and quintuple the weapon's damage/damage modifier.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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