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Delta Drop
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==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.
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