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Explosives fired from a launcher can have unlimited ammunition, but you must pay triple the price and the launcher must wait one turn between shots.
1d10exp = 3CP
2d10exp = 6CP
3d10exp = 9CP
etc.
Cpt. Zipps wrote:I think that in my Ultimate Weapons supplement I will make stats for bazookas with unlimited MK II missiles I think.
Fulizer wrote:An alternate way is to attach a stupidly overpowered weapon to a minifig then give it such a high use it's only any good against tanks anyway.
Varsaavius wrote:As the size of the explosion increases, the amount of social situations it can't resolve approaches zero.
OneEye589 wrote:Theblackdog wrote:I agree that upgrading the "standard" unlimited ammo bazooka to mk.II
You do know that using the standard long range weapon as a bazooka does not give it unlimited ammo, right?
Warhead wrote:These are all very good ideas, but I like the classic, one man + one missile = dead tank.
http://s278.photobucket.com/albums/kk12 ... ontank.flv

Warhead wrote:my head burns with War.

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