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Official Move Approval IV
More Stuff!

Rocket Launcher (+600 om) (Range Prof, Homing, Remote Control)  
The space marine's answer to packs of close infantry, the rocket launcher is a long range, er, rocket launcher, throwing overpowered frags down on anything in sight. . It can fire at a rate of one per second, each rocket a 40 MPH projectile that will continue until it slams into its target or solid object and unleashes the explosive energy inside. The point of impact does the most damage, enough to splatter "normal" targets from the direct hit. But it's the blast that make it so valuable as a weapon to DG, the explosion sending a 6 feet radius pressure wave that pulps organs and decorates everything nearby in flame and shrapnel, enough to turn weak enemies into gibs.

The Weapon also has two modules: The first is a homing bust. If DG can keep his sight on the target for 4 seconds, the rocket launcher will fire three rockets in quick burst that hollow the target, although the homing is not smart enough to go around obstacles. The second is the remote detonation, any rockets flight moving as normal before DG detonates them prematurely, hitting enemies hiding behind cover where previously they might have been protected. Both cannot be used at the same time, and requires DG to switch them out to use the other.

Bottomless Magazines are, in fact, bottomless.

Heat Blast (300 OM) (Ranged Prof, AoE)
Even the plasma gun's heat vents are a potent weapon. After heat has built up in the weapon, DG can unleash the weapon's built up heat in a 180 degree ray in front of him, scorching everything five feet around him. Although the heat is not enough to burn anything, the pain is still excruciating. However, the time it takes to build up heat is extremely slow, and this attack cannot be use for another ten seconds. The cool down is dropped down to three seconds if the plasma gun's normal fire mode is used. This module cannot be used with the Stun Bomb module and must be switched out to use the other.

Stun Bomb (300 OM) (Ranged Prof, AoE, Debuff)
The technology that have gone into this weapon are rather over the Doomguy's ability to understand it (something about extreme heat and electromagnetism), but even he can recognize a weapon that he can use. After a second to charge, a ball of palasma is arched towards an enemy up to third yards away before it explodes with a 3 feet radius. But rather than damage the target, those caught in the blast are stunned as their bodys become stuck to the ground for two second. the weapon mod requires 3 seconds to cool down before being used again.


Messages In This Thread
Official Move Approval IV - by Omni - 07-13-2015, 02:17 PM
Official Move Approval IV - by Omni - 08-30-2015, 06:24 PM
Moves PSA - by Omni - 10-30-2015, 05:59 PM

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