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Official Move Approval III
Gilgamesh Wrote:Flashbang- Any idea how long the effects will last?

Grapple Gun- The first part is RP flavor so the entire move will cost 300. As for the combat part itself could you add another small caveat to it? Otherwise the move seems fine.

Heavy Assault Rifle- About how many rockets does it launch and does it need to be reloaded after every use or after multiple uses. The different firing modes are fine.

Flashbang: 4 seconds seems fair for an attack that does no damage but has a very deliberating effect

Revised Flashbang:
[spoiler]Flash Bang (Requires Ranged, Area Attack, and Debuff Proficiency) 300 OM
Another grenade shaped object, differentiated by its blue coloring. When primed and thrown, after roughly five seconds the Flash Bang will explode in a 10 foot radius (although it's usually cooked by the marine before thrown). But rather damage through shrapnel or concussive blast, the explosive lets out a bright light and a loud bang that's designed to cripple the senses of those nearby for 4 seconds. Blinding, deafening, and nauseating those caught in the blast (as well as blinding those who stared at it when it went off), but the only way you could be wound by it is if you were sitting on it. The blast is indiscriminate, and DG has blinded himself using one before..[/spoiler]
Grapple Gun: How about slow to reload and hard to aim?

Revised Grapple Gun
[spoiler]Grapple Gun (Requires Ranged and Debuff Proficiency) 300? OM
Designed by the UNSMC to get their soldiers to where they need to be, it naturally didn't take long for the more sadistic marines to realize the other potential use of a grapple gun. Firing a spike tipped rope at a max range of fifty yards horizontally, it sticks into anything and a motor attached to the second end of the bundle tightens the slack and pulls the marine towards his destination. Alternatively, it can fire a second shot attached to the same rope to create an instant zipline at a max of 100 yards. The rope itself is a steel cable, designed to be able to withstand the weight of a space marine in full gear, and the motor can similarly carry them to their destination and snap tight near instantly

In combat, rather than a wall the hook is fired into a person. The first fire mode is too unwieldy to use as it would prevent a marine from firing his weapon and anyone with two braincells to rub together will just pull the weapon out of their hands. Instead they fire the first shot into the target then will fire the second into something else. While the projectile is slow in flight and it take forever to release the first magazine and install a second one, if the target does not dig the hook out or cut the cable in quickly then the rope tightens and physics naturally ensue. This is difficult to pull off as the weapon is bulky and not designed to be used as a weapon, so it requires extra time to aim.

Heavy or strong foes can keep themselves from being dragged, but the grapple motor is strong enough to prevent them from moving away from it. Otherwise, the target is comically pulled off their feet and dragged towards the second anchor. Any additional effect, such as as the target getting tethered to another person, explosive barrel, moving vehicle or dragged off a cliff is determined by the other player.[/spoiler]
Heavy Assault Rifle
Based off of what is seen in the Doom 4 trailer, it seems like the pods fire 4 mini rockets, but each pod holds 6, so it's multiple use. If that seems OP, it does seem that the scope and the rocket pods are exclusive upgrades so a caveat is that DG has to manually switch between the two to use the other one. This weapon will probably require revision once the game comes out.

Revised Heavy Assault Rifle
[spoiler]Heavy Assault Rifle (Requires Ranged Proficiency) 900 OM
The more standard weapon of the USSMC, while it lacks the raw DPS of the chaingun or the burst of the shotgun, it provides a stable and accurate platform to fire at long range. Normally fired automatically, it can go into scoped mode that lets the firer make pin point hits at the cost of being fired at a slower semi auto rate. But it's not a space marine weapon if it didn't have a punch to it, attached to the sides are two missile pods that old 6 rockets each. After a few seconds charging, unleashes a storm of four mini rockets that pound into the enemy. Although individually weaker that the rocket launcher and lacks any blast, multiple hits can wreck whatever finds itself on the other side of DG's aim.

However, by some obscure design choice, the scope and the missile pods can't be used at the same time, and requires the user remove the scope from the gun and then manually attach the pods to the weapon to use them, and vice versa[/spoiler]


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