Editing ShadowRun.DnD5
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Grenade Launchers have a range of 100/500. These grenades must be specially made to be fired from a grenade launcher. They cost twice as much as a normal grenade of the same type. These grenades have the two setting as normal grenades but they can also be set with air-burst. Air-Burst allows the weapon to explode in the air where the operator can still see and ignore the indirect penalty if the attacker wishes (he still has to guess where the weapon is going to explode). This requires a '''DC12''' Intelligence (Mechanics) check to set property and uses 15ft of movement.</br> | Grenade Launchers have a range of 100/500. These grenades must be specially made to be fired from a grenade launcher. They cost twice as much as a normal grenade of the same type. These grenades have the two setting as normal grenades but they can also be set with air-burst. Air-Burst allows the weapon to explode in the air where the operator can still see and ignore the indirect penalty if the attacker wishes (he still has to guess where the weapon is going to explode). This requires a '''DC12''' Intelligence (Mechanics) check to set property and uses 15ft of movement.</br> | ||
− | [[File:SR.D5.Genade.jpg | | + | [[File:SR.D5.Genade.jpg | 300px | left]] |
Explosive packs are heavy explosives with a detonation timer included. Generally they can be set from one to ten rounds (6 to 60 seconds) with a '''DC15''' Intelligence (Mechanics) skill check. You can’t really throw these effectively, but in an emergency you could with a range of 30ft and this roll is at disadvantage (as if a long range attack).</br> | Explosive packs are heavy explosives with a detonation timer included. Generally they can be set from one to ten rounds (6 to 60 seconds) with a '''DC15''' Intelligence (Mechanics) skill check. You can’t really throw these effectively, but in an emergency you could with a range of 30ft and this roll is at disadvantage (as if a long range attack).</br> | ||