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Bouncing betties and Claymores...
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garhkal
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PostPosted: Mon Jan 18, 2010 5:08 pm    Post subject: Bouncing betties and Claymores... Reply with quote

Being several modules i am looknig to make up for our convention group takes place on prespace planets, they use a lot of earth level tech, such as fighter jets and claymores.. What damage would a bouncing betty do when it went off? What about a claymore? What would the diff to see one before setting them off be?
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Esoomian
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PostPosted: Mon Jan 18, 2010 5:39 pm    Post subject: Reply with quote

Back in the long ago someone on this forum called Volar the Healer gave detailed accounts of an Empire vs Earth campaign. I think a sourcebook was created.

It should still be around here somewhere.
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Orgaloth
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PostPosted: Mon Jan 18, 2010 9:20 pm    Post subject: Reply with quote

Here you go:

The Empire Invades the Earth e-Sourcebook, created by Volar the Healer.

Originally posted here.

It's in the fansource book thread.
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Esoomian
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PostPosted: Mon Jan 18, 2010 11:03 pm    Post subject: Reply with quote

Awesome, I totally failed to find it when I looked.
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garhkal
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PostPosted: Tue Jan 19, 2010 6:19 pm    Post subject: Reply with quote

I took a quick look at that, but saw nothing for claymores or other mines (which a betty would be)..

Here is a quick write up.. let me know what you think.

Claymores are devices set off usually by trip wire OR by a remote control. They are great anti personnel devices due to the large number of small ballbearings that get flung out at high speed from the explosion. Due to their crafting, the only destroy/damage what is within a 120 degree arc of their front placement.
Cost- 450 credits, availability 2
Skill - demolitions
Blast range - 0-3 meters/6 meters/12 meters/18 meters
Damage - 6d+1/5d/3d+2/2d+1
Takes a demo roll to properly set, and can be consealed with a hide roll.

Bouncing betties are mines triggered by someone stepping on them then stepping off. Some do have timers in them, which cause them to detonate even if pressure is not removed from the initiator lever. Due to how they are placed it takes a very difficult search (or perception) roll to spot one before stepping on them, and they are usually very quite (difficult perception roll to notice one has stepped on one, unless blaster fire is going on, in which case raise to heroic).
Once pressure is released, they spring up 4-7 feet and explode showering a large area in a globe with shrapnel and metal balls. It is mostly the latter that does the damage, but the closer one is the more damage one gets.
Cost - 550 credits, availability 2
Skill - demo
Blast range - 0-2/4/6/8
Damage - 6d+2/5d+2/4d+1/3d
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