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Delta Drop
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=House Rules= ==Up-jumped Weapons== Up-jumped weapons are simply TL 1-3 weapons platforms built using TL4 materials technology. The effect is that these items count as TL4 for the purposes of overcoming advanced armor or resisting effects. An up-jumped shotgun is not slowed by plate, while an up-jumped knife is capable of wounding even a warrior in powered armor. Up-jumped weapons cost the corebook prices. TL 1-3 weapons that have not been improved in this manner cost 10% less. ==Grenades== Underslung Launchers: Can be fit to rifles, combat rifles, combat shotguns, mag rifles, spike throwers, laser rifles and plasma projecters. If you knew what a shear rifle was, you could hook one up to that too. They have a range of 150/350, add +1 encumbrance to the firearm they are mounted to and have a magazine of 3. Reloading the magazine takes one action per grenade. You can't put a throwing grenade into a launcher, and you can't throw a launcher grenade (well, you can, it just won't hit hard enough to go off). These are cheap, at 300 a pop. Launcher grenades cost the same as regular ones. Ricochet: Grenades launched from either a dedicated gunnery weapon or an underslung launcher fly much faster than thrown ones. When they bounce, they bounce further. Misses deviate by 1d20 meters. Indirect Fire: This, in addition to the blast radius, is what makes up for the deviations and 'soft' damage of launched grenades. When fired, you can take a -2 modifier to the attack roll in order to arc the grenade over hard cover, into a trench, etc in order to place a hit or deviation on a target that would otherwise be safe. There still needs to be a path for the grenade to follow in order for this to work. Ricochet and Indirect Fire apply to the Multiple Grenade Launcher (MGL). Keep in mind that grenades can kill your friends, that the enemy gets a Luck Save to halve the damage taken, that the damage does not ignore vehicle armor, that tanks are immune to grenade fire, and that ACs below 6 reduce grenade damage by one for every point they are below it. Grenades can do some serious stuff that other weapons cannot, but they have some significant downsides as well. ==Weapon Rails== Firearms have attachments for accessories. Pistol weapons can support 2 attachments, carbines and submachine guns can support three and longarms can support 4. Attachments are things like scopes, bayonets, underslung grenade launchers, flashlights, cameras and flare launchers. ===Scopes=== The scopes that come with a weapon let you fight out to their ranges, but they have crappy detail resolution and suck in the dark. Better scopes cost 100c, and if you don't move, they reduce the long-range penalty from -2 to -1. These also let you make out details well. Low-light capability can be integrated for an additional 200c. Scopes are helpful, but you can't really run and gun with them. ===Grenade Launchers=== See the grenade section. ==Linguistics== The Language skill can be used to translate foreign languages and alien writing systems. The difficulty varies based on the amount of time used, the size of the sample and the amount of computing power at your disposal. Working from first principles, translating an isolated line of alien script in an hour with a notepad is much more difficult than translating a set of books in a day with a dedicated computer station. After a working vocabulary has been developed, translation is mostly a matter of time and does not require rolls (most of the work can be offloaded to a computer). Working translations can justify an increase in the Language skill and developing them can count as training time, but translation rolls do not substitute for actually knowing the language. There's a significant time delay between encountering text and understanding it. A character could try to translate a recording, but real-time conversations are much too fluid and rapid to make the attempt. Raw data pulled from computers never needs translating, but text and audio files might.
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