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== Weapon types == Multiply the cost of the weapon by the weapon type's cost modifier '''Basic gun''' Cost modifier: 1 Shoots a single bullet based on the stats of the weapon '''Laser''' Cost modifier = 1.75 Base sweep: 1 Additional sweep: .75 additional cost modifier for 1 After a laser hits, it damages the section it hits, then may be moved between 1/2 in. and 1 in. in either direction. It damages the section it stops on, then continues in the same direction for the same distance damaging every section it stops on. It does this a number of times equal to its sweep. It measures this distance from the point of impact. '''Missile''' Cost modifier = 2 Base HP: 1 Additional HP: 1 point for 1 If a missile is reduced to 0 HP, it is destroyed without exploding Explosion radius is equal to base damage Missiles deal damage to all sections under the explosion equal to total damage/(2*distance from the explosion center) '''Rail gun''' Cost modifier= 1.5 After hitting any section, the bullet continues with its damage halved until it would deal less than one damage. After hitting a section, its remaining range is also halved. '''Torpedo''' Cost modifier= 1.5 Base HP= 1 Additional HP: 2 points for 1 If a torpedo is reduced to 0 HP, it is destroyed without hitting Fires a single bullet based on the stats of the weapon. May be combined with missile type (making the cost modifier = 3) using the torpedo's HP, or used like a basic gun. A torpedo is a bullet that fires through the third dimension. When declaring your shot, declare a range you want the weapon to hit at. After rolling scatter, measure the distance you declared (in the scattered direction.) Place a marker on this location. Then move this marker away from your ship a distance of 1d6-3 inches. The weapon hits at this location, ignoring any ship sections in its fire line. This weapon may not pass through deflected sections or flux projectors.
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