Ranged Weaponry 2
Ammo

5 Bullets-$10

5 Shells-$50

5 Mortars-$100

Missiles, Torpedoes, Launchers -if missiles hit a target in close range the shooter is hit by 50% dmg.

Light Missile/Torpedo Launcher - carries 2 missiles/torpedoes and can launch 2 per a launcher at a time - weight 25 - $2500

Missile/Torpedo Launcher - carries 6 missiles/torpedoes and can launch 3 per a launcher at a time - 50 weight - $5000

Heavy Missile/Torpedo Launcher - carries 10 missiles/torpedoes and can launch 5 per a launcher at a time - 75 weight - $10000

Pheonix Missile - dmg 50 - heads straight for targeted location, only works in air, requires missile launcher to use - $100

Surface to Air Missiles - dmg 50 - +2/-2, only fireable from land and only targets aerial zoids, requires missile launcher to use - $500

Air to Air Missiles - dmg 50 - +2/-2, only fireable from air and targets only aerial zoids, requires missile launcher to use - $500

Air to Ground Missiles -dmg 50 - +2/-2, only fireable from air and only hits land zoids, requires missile launcher to use - $1000

Radar Homing Missile - dmg 50 - +1/-1 against enemy trackable by radar, can make a second pass, only works in air, requires missile launcher to use - $1000

Heat Seeking Missile - dmg 50 - +1/-1 against an enemy with a heat signature, can make a second pass, only works in air, requires missile launcher to use - $1000

Laser Guided Missile - dmg 50 - +1/-1 against enemy you target with laser sight, can make a second pass, takes one turn to target the enemy, only works in air, requires missile launcher to use - $500

Drill Missile - dmg 50 - can hit opponents underground with no loss to dmg, requires missile launcher to use - $500

Torpedo - dmg 50 - heads straight for targeted location, requires torpedo launcher to use - $100

Sonar Homing Torpedo - dmg 50 - +1/-1 against enemy in water(and only useable against one), can make a second pass, requires torpedo launcher to use

Water/Air Missile - dmg 50 - can go through water and air, requires missile/torpedo launcher to use - $1000

Flares - no dmg - cloaks a sector in heat making everyone there invisible to infrared, need missile launcher - $1000

Bombs, Grenades, and the lik
e

Mine Layer - no dmg - must be attached to belly, lays 1 at a time - 50 weight - $3000

Bomb - dmg 100 - must be dropped from an aerial zoid, all in targeted sector are hit, requires a minelayer to use - $1000

Proximity mine - dmg 50 - blows on anybody who enters the sector, anybody in melee range with you will see you lay the mine, if someone is in the same sector as the mine when its lain it won't blow on them unless they leave the sector and come back in, requires a minelayer to use - $2000

Timed mine - dmg 50 - blows after a set amount of turns, anybody in the sector during the explosion will be hit, requires a minelayer to use - $500

Chaff - no dmg - only aerial zoids can use this, confuses radar in sector, need minelayer to use - $500

Grenade Launcher - no dmg - carries 6 grenades, launches 1 at a time - 50 weight - $2000

Grenade - 50 dmg - all in targeted sector are hit, cannot be launched at melee range, need grenade launcher - $500

Smoke Grenade - no dmg - covers whole sector in smoke, grenade launcher or minelayer needed - $500

Flash Grenade - no dmg - stuns anyone with Nightvision for their entire turn(only in yours sector or adjacent sectors), requires grenade launcher to use - $500
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