Tabaxis can double their speed of travel for one turn.
As a second-level monk, he can spend one ki to dash as a bonus action, doubling the speed of movement.
As a second-level warrior, he can get one additional action per turn, and it can also be a dash, doubling his speed again.
And of course, each character can spend his action and dash, doubling the speed.
It is worth saying that we did not break any rules, because nowhere in the rules does it say that we can not use the dash action several times in a row, which means, that we are increasing our base speed by 16 times (2^4)
Now our spellcasters come in, two wizards should be good, and one of them must have prepared the fly spell, the other - haste.
The haste spell doubles the creature’s speed, and also gives it an additional action per turn, which can also be used to dash. Thus, the creature’s speed is increased by 64 times (2^6).
The second caster will need to use fly spell on the creature, which gives... keep reading on reddit ➡
So apparently there's a ton that's broken in the latest update. Please list any bugs and problems and screenshots you have here so we can categorize them and see all the problems in one place.
We're evaluating how bad the damage is and we might be rolling back this patch shortly.
Multiple reports have confirmed that Iran has fired ‘tens’ of missiles at US forces housed inside bases within Iraq. The White House is aware of the attack and has not yet formally responded. Iranian state TV says the attack is a retaliation after the country’s top commander Qasem Soleimani was killed in a drone strike in Baghdad. The events are still developing.
##Submissions that may interest you
|Attacks underway on multiple locations in Iraq: U.S. official||reuters.com|
|10 rockets hit airbase in Iraq where US troops are located||cnn.com|
[Tehran Launches 'Tens' of Missiles at Iraqi Base Housing U.S. Troops, Iran State TV Says](https://www.haaretz.com/middle-east-news/iraq/.premium-rockets-land-at-iraqi-air-base-housing-u-s-troops-reports... keep reading on reddit ➡
This week I aim to explain Anti-Tank Guided Missiles (ATGM) to people. Whenever an ATGM video becomes popular on this subreddit people always seem to be confused with how they work and usually ask the same few questions. Today I am going to attempt to answer some of these questions so that you guys can better understand what happens in these ATGM videos.
"What is an Anti-Tank Guided Missiles and how does it work?"
Since there are many types of ATGMs and I can't explain every one of them, I will just explain how the most common ATGM, the BGM-71 TOW, works. The TOW is controlled by a set of long, thin wires that are unrolled from the back of the missile after it is launched from the tube, which allows the operator to control the missile in the air by looking through the optics of the launcher and making adjustments. In this video you can actually see the wires coming out the... keep reading on reddit ➡
Basically Submarine don't have such radar to lock on ship which is 80-100 km away. So how does submarine track enemy ship and fire anti ship missile?
Might be the wrong sub to ask this but what do you guys thinks
Someone posted on the forum complaining about high speed combat and RT-CIG responded.
>The text is out of date, the high speed change for missiles will ONLY affect how long it takes to lock onto a target it will not stop you from firing missiles above SCM speed. This was one of our original ideas, but after testing we scrapped the idea. The missile change is part of an up and coming missile operator mode that will give you greater control.
I imagine this won't put all fears to rest, but it does mean we should probably wait to try the thing before we get upset.
The original comment and thread can be found below.
In reply to the comment
>Would it be possible to punish shield regen or limit power... keep reading on reddit ➡
OK, I understand that when the game was released maybe the designers didn't know how everything would play out. Maybe they thought missiles and grenade launcher ammo would be sought after, and would be welcomed as quest rewards. But at this point, don't they know that nobody uses them, and the first thing any player does after getting them as a reward is drop them to lighten their load? Surely the designers are in touch enough with the game to know that. Yes?
So why are these heavy pieces of junk given even for the newer quests, like the ally quests introduced in Wastelanders?
Honestly Bethesda, are you just messin' with us?
Superfrag 72" Heavy 2d6 S6 AP0 Dmg 1 Blast
Superkrak 72" Heavy 2 S10 AP-2 Dmg D6
Side guns can be either heavy bolters or heavy flamers
Currently atomic bomb is a fun weapon, but its usefulness is about on par with other handheld weapons and is vastly overshadowed by artillery. I feel bad every time I see my atomic bomb assembler because those missiles (or are those technically rockets?) are hardly ever used and they could be good use for all my excess uranium.
Mass producing artillery shells is fun. Automating artillery stations is fun. And manually requesting barrage on biter nests with remote is also fun.
Nuclear missile silo would serve similar purpose as artilleries in manual mode. Rain down nuclear death all over the map, which would be lots of fun, and my atomic bomb reserve would finally get some use.
Silo itself would be functionally identical to artillery:
Alternatively it could be... keep reading on reddit ➡