In a futuristic Earth, the population's genetic structure has been enhanced...will you use these new powers for good or evil?
HomeCalendarFAQSearchMemberlistUsergroupsRegisterLog in


 Non-reusable Explosives

Go down 

Posts : 228
Join date : 2011-05-01
Age : 23
Location : Where you least expect it

Character sheet
Money: $221
Weapons: M9 Pistol with Silencer...Night Vision Goggles...Handheld EMP device...Jailbroken USB device...C-O-P Knife...Trashy C-O-P car w/custom paintjob..."Sarah" (Custom Katana, +2 hacking)
Level: 8

Non-reusable Explosives Empty
PostSubject: Non-reusable Explosives   Non-reusable Explosives EmptySun Feb 19, 2012 8:58 pm

Well, it has come to my attention I neglected Frag Grenades and Molotov and other throwing based weapons that cannot be reused.

What happens is, depending on the class of the weapon, you get X amount. The lower the class, the more you get.

A trainee Molotov pack would be the amount of $ it says on the market, however you'd get lets say 5.

While a God of all things ___ly would be the amount of $ it says on the market, however you will only have 1. But that 1 would probably a mega-weapon and would have a MORE devastating effect then the 5 molotovs from the trainee pack.

Remember: Molotovs are fire, and fire is better against unarmored targets, while Frag Grenades and other explosives of the shrapnel type would be better against light armor, while EMP grenades are better against tech.

Here is the list of amount per pack:

Trainee to Apprentice = 10 per pack.
Worker To Master= 5 per pack
Grand Master to God of all things ___ly= 2 per pack.

Remember: the market prices are PER PACK!
Back to top Go down
View user profile
Non-reusable Explosives
Back to top 
Page 1 of 1
 Similar topics
» Kubrow Imprints

Permissions in this forum:You cannot reply to topics in this forum
Diligo XIII :: Information :: INFO!!-
Jump to: