Editing SWAE.SF.StarLaw

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WEAPON NOTES</br>
 
WEAPON NOTES</br>
 
Weapons Ranges are listed for Player's Scale. For Starship Scale divid each Range Increment by 100. This is the space space (so a Range of 100 on the Starship scale has a range of 1).</br>
 
Weapons Ranges are listed for Player's Scale. For Starship Scale divid each Range Increment by 100. This is the space space (so a Range of 100 on the Starship scale has a range of 1).</br>
'''Fire''': Ignores half non-sealed armor points (round down), targets in area must make a Agility check or catch fire, suffer 2d8 damage each round. Takes an Action and Agility -2 check to put fire out. Rolling on the ground adds +2 and immerses into water automatically succeeds.</br>
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'''Fire''' -Ignores half non-sealed armor points (round down), targets in area must make a Agility check or catch fire, suffer 2d8 damage each round. Takes an Action and Agility -2 check to put fire out. Rolling on the ground adds +2 and immerses into water automatically succeeds.</br>
 
'''Reaction Fire''': Anti-missile and torpode weapons. The basic AI of a system grants it a d10 ''Shooting'' skill (it is also an Exra). These attacks have one chance to destory missiles and torpedoes before they hit the ship or the shields. If successful the missile or torpedo is destroyed before striking the vehicle. If still within AOE it deals half damage (and if the vessel has active Shields it halves the damage again)
 
'''Reaction Fire''': Anti-missile and torpode weapons. The basic AI of a system grants it a d10 ''Shooting'' skill (it is also an Exra). These attacks have one chance to destory missiles and torpedoes before they hit the ship or the shields. If successful the missile or torpedo is destroyed before striking the vehicle. If still within AOE it deals half damage (and if the vessel has active Shields it halves the damage again)
  

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