Tactical rocket launcher: Difference between revisions
From Jupiter Hell Classic Wiki
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| weapon_afire = [[Rocket jump]] | | weapon_afire = [[Rocket jump]] | ||
| weapon_areload = None | | weapon_areload = None | ||
| weapon_get = [[Assemblies|Assembly]]: | | weapon_get = [[Assemblies|Assembly]]: Any [[Rocket launcher]] + BBB | ||
| weapon_quote = N/A | | weapon_quote = N/A | ||
| weapon_looks = | | weapon_looks = | ||
Revision as of 21:52, 27 April 2026
| Game Data | Strategy |
| Tactical rocket launcher | |
| Damage: | 6d6 / 6-36, Radius 2 |
| Average Damage: | 21 |
| Damage Type: | Fire |
| Accuracy: | +4, Auto-hit |
| Base Fire Time: | 1 second |
| Base Reload Time: | 0.6 seconds |
| Clip Size: | 1 |
| Ammunition: | Rockets |
| Alternate Fire: | Rocket jump |
| Alternate Reload: | None |
| How to get it: | Assembly: Any Rocket launcher + BBB |
| Quote on pickup: | N/A |
| Appearance: | |
| Ingame Description: | Military RPG. When you need to make sure something dies and stays dead. |
| Comments/special: | Reloads its whole magazine at once, auto-hit makes it 100% accurate as long as the target is not out of vision. |
| Source: | Real life |