EShemarrian Wiki

Blood Fire Rounds[]

Special Shemarrian Rail Gun rounds incorporating a capsule of hyper-napalm in them. They also act as tracers, making sustained fire more accurate (but also making it easier to backtrack the source of the fire).


+1d6 MD to initial strike, plus does an additional 1d4 MD for 1d4 melee rounds. Immersion in water does NOT put the fire out, plus there’s an 80% chance of setting combustibles on fire.


+1 to strike in burst mode.