EShemarrian Wiki
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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).

Damage[]

+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.

Bonus[]

+1 to strike in burst mode. 

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