Mortar Rounds, Solar

3

3.5

18/14d

200

2

1-J

Created to aid night maneuvers, solar rounds do little damage upon impact but explode with a blinding white flash. The round will continue to emit this intense light for 5 minutes, making the area brighter even than full daylight and making it difficult for anyone in the immediate vicinity to see. - When the mortar strikes, everyone looking in the direction of the impact suffers a +8 target number modifier for anything requiring vision (including combat). Reduce this modifier by -1 per 5 meters from the point of impact; flare compensation reduces the modifier by 2. This effect is reduced by -2 per full Combat Turn. - The bright light produced by the round will negate all visibility modifiers for darkness out to a 40 meter radius, but anything looking directly toward it will suffer a +4 glare visibility modifier (+2 with flare compensation). The round will burn out after 5 minutes. - Mortar rounds may only be fired by a mortar launcher. They are drop-fired down the mortar barrel and ignited by a pin at the barrel's bottom. All are fin-stabilized in flight, and arm only after they have cleared the barrel. Scatter and scatter reduction is determined by grenade launcher rules, with 3d6 scatter and a reduction of 4 meters per success on the Attack Roll (CC 26, SR3 118).

CC 43

special

Mortar

40m; -1/5m

3d6

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