ns/releases/performance-3.0.5/manual/front_friendlyfire.html

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<td valign="top" background="images/design/surround_title_s.gif"><span class="sectionlink"><a href="frontiersmen.html">Frontiersmen
Data</a></span><span class="sectiontext"> :: </span><span class="sectionlink"><a href="front_marine.html">Marine</a></span><span class="sectiontext">
:: </span><span class="sectionlink"><a href="weapons_main.html">Weaponry</a></span><span class="sectiontext">:
<font color="#FF6600">Friendly Fire</font></span></td>
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<td>&nbsp;</td>
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<p><i><u>A note on &quot;Friendly Fire&quot;</u></i>:
the phenomena of &quot;friendly fire&quot; (weapons
damaging one's own teammates) has been circumvented
in the 22nd century, by the use of nano-triggers
and nano-weaponry. Currently the term &quot;FriendlyFire&quot;
refers to this system. Shrapnel, bullets, and
blast particles are split-second destabilized
before striking any Frontiersmen, fragmenting
harmlessly against their armor. In rare cases
<a href="front_nanogridlock.html">nano-gridlock</a>
has been known to interfere with this protection
for the duration of a battle. Another strange
gap in the FriendlyFire system: a fired weapon
still injures the person who activated it. This
is only a danger with <a href="weapons_grenadelauncher.html">grenades</a>
and <a href="weapons_mines.html">mines</a> &#133;
but is very important to note.</p>
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