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<blockquote data-quote="Dareoon Dalandrove" data-source="post: 721212" data-attributes="member: 2277"><p>Here you go. If there were other types of shots just let me know.</p><p><a href="http://www.poster.de/Diesel-Vin/Diesel-Vin-XXX-Gun-4900248.html" target="_blank">http://www.poster.de/Diesel-Vin/Diesel-Vin-XXX-Gun-4900248.html</a></p><p></p><p></p><p>Damage: 2d8 or special</p><p>Crit: 20</p><p>Damage Type: Ballistic</p><p>Range increment: 30ft (45 ft w/scope)</p><p>R o F: S</p><p>Mag: 6 cyl.</p><p>Size: Med</p><p>Weight: 3.5 lbs (total)</p><p>Purchase DC: 15</p><p>Res: lic (+1)</p><p></p><p>There were a variety of shots avaliable but unfortunatly I don't remember them all. </p><p></p><p>Fake kill shot (blood pack and tanc): For those agents that need to kill someone without that nasty death effect. When hit with this particular shot the victim must make a fortitude save (DC 15) or fall unconsious for 2d4 -1 rounds.</p><p>Purchase DC:11/6</p><p>Res: Res (+2)</p><p></p><p>Knock out shots (the one that give you the feeling that a prty is going on in your head the next day):</p><p>This specially designed ballistic is for those agents that need to an indiviual alive. When an oppenent is hit they must make a MAS save or be rendered unconsious. The victim will remain unconsious and assuming normal healing, will regain consiousness after healing 1 HP. Upon awaking, since the target suffered no actual damage they are unharmed (unless they had previous dmg). </p><p>Purchase DC:15/1</p><p>Res: Res (+2)</p><p></p><p>Tracking shots.</p><p>When a target is hit with this particlular shot it allows an agent to track the movement of the target. The range is limited (300 ft) because of the shots size. The target can be tracked in conjunction with a lap top.</p><p>Purchase DC: 7/50</p><p>Res: lic (+1)</p><p></p><p>On the knockout shots I would suggest playing around with the onset time (i suggest a rule from polyherdron, if the attack die is even then it effects this round, if odd it effects next round) for the knock out dart and a d3 for the fake kill shot. This allows players or npcs a chance stumble away or something. It makes it more cinematic.</p></blockquote><p></p>
[QUOTE="Dareoon Dalandrove, post: 721212, member: 2277"] Here you go. If there were other types of shots just let me know. [url]http://www.poster.de/Diesel-Vin/Diesel-Vin-XXX-Gun-4900248.html[/url] Damage: 2d8 or special Crit: 20 Damage Type: Ballistic Range increment: 30ft (45 ft w/scope) R o F: S Mag: 6 cyl. Size: Med Weight: 3.5 lbs (total) Purchase DC: 15 Res: lic (+1) There were a variety of shots avaliable but unfortunatly I don't remember them all. Fake kill shot (blood pack and tanc): For those agents that need to kill someone without that nasty death effect. When hit with this particular shot the victim must make a fortitude save (DC 15) or fall unconsious for 2d4 -1 rounds. Purchase DC:11/6 Res: Res (+2) Knock out shots (the one that give you the feeling that a prty is going on in your head the next day): This specially designed ballistic is for those agents that need to an indiviual alive. When an oppenent is hit they must make a MAS save or be rendered unconsious. The victim will remain unconsious and assuming normal healing, will regain consiousness after healing 1 HP. Upon awaking, since the target suffered no actual damage they are unharmed (unless they had previous dmg). Purchase DC:15/1 Res: Res (+2) Tracking shots. When a target is hit with this particlular shot it allows an agent to track the movement of the target. The range is limited (300 ft) because of the shots size. The target can be tracked in conjunction with a lap top. Purchase DC: 7/50 Res: lic (+1) On the knockout shots I would suggest playing around with the onset time (i suggest a rule from polyherdron, if the attack die is even then it effects this round, if odd it effects next round) for the knock out dart and a d3 for the fake kill shot. This allows players or npcs a chance stumble away or something. It makes it more cinematic. [/QUOTE]
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