Fireworks ammo

Fireworks ammo is ammo intended to explode into fireworks on the sky.

Fireworks are just intended to boost morale and diminish enemy morale. They normally deal no damage.

LRM fireworks
Fireworks ammo is normally launched into the sky and provides a +1 initiative bonus for any allied unit. This applies in that hex or a three hex radius. Enemy units in that radius get a -1 initiative penalty. LRM Fireworks ammo can be indirect fired.

LRM fireworks use artillery scatter rules, but in the sky of the hex rather than on land.

The unit firing LRM fireworks ammo can't make normal attacks that turn.

Aerospace units in that hex and a 2-hex radius additionally receive a -1 to any Piloting skills to be yet made that turn and the next one.

Despite not dealing damage to enemies normally, LRM fireworks explode for 1d6-1 ammo explosion damage to the unit per remaning shot if they are critted.

The efficiency of one ton LRM fireworks ammo increases with size of the launcher, contrary to normal ammo, since their effects are always the same:


 * LRM-5 fireworks shots: 5
 * LRM-10 fireworks shots: 10
 * LRM-15 fireworks shots: 15
 * LRM-20 fireworks shots: 20

Even one-shot launchers are benefitted, being able to carry more than one charge, for an extended "show" (thus bypassing their "one shot" nature:
 * LRM-5 one-shot fireworks shots: 2
 * LRM-10 one-shot fireworks shots: 5
 * LRM-15 one-shot fireworks shots: 7
 * LRM-20 one-shot fireworks shots: 10

Thumper Fireworks
Thumper fireworks have +1 hex radius effect compared to the LRM version. They are available both for the Thumper cannon and the Thumper Artillery.

Thumper firework ammo carries double the shots per ton compared to regular Thumper ammo.

Thumper fireworks, unlike LRM ones, can shoot as fireworks at the same turn as other weapons are fired.

Despite not dealing damage to enemies normally, Thumper fireworks explode for 1d6 ammo explosion damage to the unit per remaning shot if they are critted.

Forced firing
Fireworks can be improvised to be fired as damage-dealing artillery to either air or ground, with a -2 penalty to the hit roll. Fireworks fired this way deal a pitiful 1d6-1 damage (to a single hex, choosing beforehand either ground or air) as an artillery shot for LRM, and 1d6 for Thumper.

However, they are considered Incendiary ammunition (for the purposes of starting fires) when shot this way; though not heat-inducing weaponry.

Combining this way of using fireworks with the shooting of other weapons generates a -1 penalty in the hit rolls of the other weapons.