Editing Savage Shadowrun AE Conversion

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'''Advanced Compound Bow''' this is an adjustable ''pull'' (Strength) setting bow that takes one Action to adjust to one's Strength rating (max d12+1). It offers superior pull-per-pound strength and penatration. </br>
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'''Advanced Compound Bow''' this is an adjustable ''pull'' (Strength) setting bow that takes one Action to adjust to one's Strength rating. It offers superior pull strength and penatration. </br>
 
'''Crossbow X''' advanced crossbows.</br>
 
'''Crossbow X''' advanced crossbows.</br>
 
Bows and Crossbows can be fitted with laser sights and are automatically silent against hearing Notice check.</br>
 
Bows and Crossbows can be fitted with laser sights and are automatically silent against hearing Notice check.</br>
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'''Anti Armor''' frag grenades that are meant to penatrate heavy armor (Military)</br>
 
'''Anti Armor''' frag grenades that are meant to penatrate heavy armor (Military)</br>
 
'''White Phosphorus''' resistrice weapon that spreads skicky fire throughout an area. Targets get the base Agility to avoid the area. If they are in it they suffer tne same and require a new Agility test -4 or catch on fire. Each round afterwards can try and put themselves out with and Action and a new Agility -4. Success and they extiquish flames, failure and the suffer the damage again and must try again next round. Falling to the ground and rolling about grants +2 to this roll and full immersion in water adds +4. If Agility test is failed maximum rounds the subject burns is 1d6+4. (Military)</br>
 
'''White Phosphorus''' resistrice weapon that spreads skicky fire throughout an area. Targets get the base Agility to avoid the area. If they are in it they suffer tne same and require a new Agility test -4 or catch on fire. Each round afterwards can try and put themselves out with and Action and a new Agility -4. Success and they extiquish flames, failure and the suffer the damage again and must try again next round. Falling to the ground and rolling about grants +2 to this roll and full immersion in water adds +4. If Agility test is failed maximum rounds the subject burns is 1d6+4. (Military)</br>
'''Thermal Smoke''' as Smoke but now also affects those with IR/Thermal vision.</br>
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'''Thermal Smoke''' as Smoke but now also affects those with IR vision.
 
'''Flash-Bang''' those whom fail the Agility check to avoid area must make two seperate Vigor -2 checks. The first if failed target is Stunned (recovers normally) and the second failure is Blinded (Notice and all visual based skills are at -4). This second affect lasts 2d6 rounds. At the end of each of the target's round can make a new vigor check. Success with a raise ends the blindness. (Restricted)
 
'''Flash-Bang''' those whom fail the Agility check to avoid area must make two seperate Vigor -2 checks. The first if failed target is Stunned (recovers normally) and the second failure is Blinded (Notice and all visual based skills are at -4). This second affect lasts 2d6 rounds. At the end of each of the target's round can make a new vigor check. Success with a raise ends the blindness. (Restricted)
  

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