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ammunition [2013/08/27 21:14]
127.0.0.1 external edit
ammunition [2021/12/04 00:39] (current)
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-Aside from the many sizes and calibers of am-munition used by different firearms and the arrows and bolts used by bows, there is a large variety of options and modifications available for ammunition. Standard ​ammuni-tion ​type are listed below with prices. Even when purchased for a restricted weapon, am-munition in itself is rarely illegal to own. No PL is listed for standard ammunition types, as a given ammunition is always available at any PL that can produce a weapon that uses it.+Aside from the many sizes and calibers of am-munition used by different firearms and the arrows and bolts used by bows, there is a large variety of options and modifications available for ammunition. Standard ​ammunition ​type are listed below with prices. Even when purchased for a restricted weapon, am-munition in itself is rarely illegal to own. No PL is listed for standard ammunition types, as a given ammunition is always available at any PL that can produce a weapon that uses it.
  
 ===== MAGAZINE TYPES ===== ===== MAGAZINE TYPES =====
 Weapons store their ammunition in various ways. How a weapon is reloaded depends on its magazine type. Weapons store their ammunition in various ways. How a weapon is reloaded depends on its magazine type.
  
-**Box:​** ​ Box magazines (commonly called “clips”) can be removed and reloaded ​sepa-rately ​from the weapon. This allows ​charac-ters ​to carry extra magazines, already loaded, and simply swap an empty one with an extra as a move action. Reloading an empty box magazine with bullets takes a full-round ​ac-tion.+**Box:​** ​ Box magazines (commonly called “clips”) can be removed and reloaded ​separately ​from the weapon. This allows ​characters ​to carry extra magazines, already loaded, and simply swap an empty one with an extra as a move action. Reloading an empty box magazine with bullets takes a full-round ​action.
  
-**Cylinder:​** ​ Revolvers keep their ammuni-tion ​in a cylinder, which is part of the weap-on ​and serves as the firing chamber for each round as well. Unlike box magazines, ​cylin-ders ​cannot be removed, and must be reload-ed by hand, requiring a full-round action. ​Pur-chasing ​a [[speed loader equipment|speed loader]] ​ allows the revolver to be reloaded as a move action. +**Cylinder:​** ​ Revolvers keep their ammunition ​in a cylinder, which is part of the weapon ​and serves as the firing chamber for each round as well. Unlike box magazines, ​cylinders ​cannot be removed, and must be reload-ed by hand, requiring a full-round action. ​Purchasing ​a [[speed loader equipment|speed loader]] ​ allows the revolver to be reloaded as a move action. 
-Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand, requiring a full round ac-tion.+Internal: Some weapons keep their ammunition in an internal space, which must be loaded by hand, requiring a full round action.
  
-**Linked: ​ **Many machine guns use belts of linked ammunition. The bullets are chained together using small clips, forming the belt. Typically, the belt holds 50 rounds; any number of belts can be linked together to create a virtually endless supply of ammu-nition. In many military units, as the gunner fires, as assistant clips new ammunition belts together, keeping the weapon fed.+**Linked: ​ **Many machine guns use belts of linked ammunition. The bullets are chained together using small clips, forming the belt. Typically, the belt holds 50 rounds; any number of belts can be linked together to create a virtually endless supply of ammunition. In many military units, as the gunner fires, as assistant clips new ammunition belts together, keeping the weapon fed.
  
-Loading a belt of linked ammunition is a full-round action. Linking two belts togeth-er ​is a move action. Linking 50 rounds of am-munition together to create a new belt takes 1 minute (ten rounds).+Loading a belt of linked ammunition is a full-round action. Linking two belts together ​is a move action. Linking 50 rounds of am-munition together to create a new belt takes 1 minute (ten rounds).
  
 ===== MODIFIED AMMUNITION ===== ===== MODIFIED AMMUNITION =====
-The specific ammunition types described ​be-low ​are only available at specific PLs. They are usually custom made to specific sizes and cali-bers, and are rarely available “off the shelf.” These ammunition modifications can be ap-plied ​to any of the standard ammunition types listed above except for power packs.+The specific ammunition types described ​below are only available at specific PLs. They are usually custom made to specific sizes and calibers, and are rarely available “off the shelf.” These ammunition modifications can be applied ​to any of the standard ammunition types listed above except for power packs.
  
-Note that the purchase DCs listed on the chart are for the modification;​ the ammu-nition ​itself must be supplied by the buyer or paid for separately.+Note that the purchase DCs listed on the chart are for the modification;​ the ammunition ​itself must be supplied by the buyer or paid for separately.
  
-Ammunition fitted with these modifi-cations ​cannot be further customized with gadgets, nor can ammunition already fitted with gadgets be fitted with these modifica-tions. +Ammunition fitted with these modifications ​cannot be further customized with [[ammunition_gadgets|gadgets]], nor can ammunition already fitted with gadgets be fitted with these modifications.
- +
-===== AMMUNITION, BIO-AGENT (PL 6) ===== +
-Although uncommon in the civilized systems of the Gravity Age, biological warfare has never fully disappeared. Particularly on fron-tiers such as [[The Verge|the Verge]], especially ruthless or desperate people have been known to use bio-agent ammunition to get the job done. +
- +
-Bio-agent ammunition contains a miniscule amount of a biological weapon in-side an insulated chamber within each round. Use of bio-agent rounds imposes a –1 penalty to damage. Any living creature struck by a bio-agent round, however, is injected with a poisonous compound with effects identical to cyanogen gas (DC 19, 1d4 Dex, 2d4 Con).+
  
 +  * [[bio-agent ammunition equipment|Bio-Agent Ammunition]]
 ===== AMMUNITION, DISTRACTION ROUND (PL 6) ===== ===== AMMUNITION, DISTRACTION ROUND (PL 6) =====
-A heavy-duty dart with a sound chip and tiny speaker attached, a distraction round deals no damage. Instead, it sticks in a solid surface and begins emitting a random series of small noises– quiet breathing, small coughs, creak-ing leather, the sound of scraping feet, and so on. These noises are just loud enough to attract the attention of a nearby sentry (listen DC 13), potentially providing a distraction.+A heavy-duty dart with a sound chip and tiny speaker attached, a [[distraction round equipment]] ​deals no damage. Instead, it sticks in a solid surface and begins emitting a random series of small noises– quiet breathing, small coughs, creak-ing leather, the sound of scraping feet, and so on. These noises are just loud enough to attract the attention of a nearby sentry (listen DC 13), potentially providing a distraction.
  
 ===== AMMUNITION, JAMMER ROUND (PL 6) ===== ===== AMMUNITION, JAMMER ROUND (PL 6) =====
-A subsonic slug outfitted with a tiny transmit-ter,​ the jammer round disrupts electronic de-vices without destroying them or affecting nearby devices. The jammer round need only be fired into the same 5-foot square as the target device (an effective Defense of 10). Any electronic device in the same square be-comes nonfunctional for 3 rounds.+A subsonic slug outfitted with a tiny transmit-ter,​ the [[jammer round equipment]] ​disrupts electronic de-vices without destroying them or affecting nearby devices. The jammer round need only be fired into the same 5-foot square as the target device (an effective Defense of 10). Any electronic device in the same square be-comes nonfunctional for 3 rounds.
  
 ===== AMMUNITION, MICROPHONE ROUND (PL 6) ===== ===== AMMUNITION, MICROPHONE ROUND (PL 6) =====
-Microphone rounds are subsonic slugs fitted with miniature microphones and micro-transmitters. The round can be fired into any solid object. Once affixed, the round trans-mits sound to a receiver unit within 100 feet of the transmitter. The round picks up and transmits sound to the listener as if she were standing at the impact point.+[[Microphone rounds ​equipment]] ​are subsonic slugs fitted with miniature microphones and micro-transmitters. The round can be fired into any solid object. Once affixed, the round trans-mits sound to a receiver unit within 100 feet of the transmitter. The round picks up and transmits sound to the listener as if she were standing at the impact point.
  
 ===== AMMUNITION, DEFLECTING (PL 7) ===== ===== AMMUNITION, DEFLECTING (PL 7) =====
-Deflecting ammunition creates a gravity ​de-flection ​field that causes the bullets to bounce off walls. When used properly, ​de-flecting ​ammunition can be bounced around any barrier, around corners, underneath ve-hicles, and so forth for maximum penetration potential. Any character using deflecting am-munition gains the benefit of the [[Skip Shot (Feat)|Skip Shot]] feat.+Deflecting ammunition creates a gravity ​deflection ​field that causes the bullets to bounce off walls. When used properly, ​[[deflecting ​ammunition ​equipment]] ​can be bounced around any barrier, around corners, underneath ve-hicles, and so forth for maximum penetration potential. Any character using deflecting am-munition gains the benefit of the [[Skip Shot (Feat)|Skip Shot]] feat.
  
 ===== AMMUNITION, PLASMA-COATED (PL 7) ===== ===== AMMUNITION, PLASMA-COATED (PL 7) =====
-Consisting of an armor-piercing round envel-oped ​in superheated plasma, this type of am-munition ​reduces the defense bonus provid-ed ​by armor by 2, to a minimum of +1. Half of the damage dealt is fire damage and half of the damage is ballistic.+[[plasma coated ammunition equipment]] 
 +Consisting of an armor-piercing round enveloped ​in superheated plasma, this type of ammunition ​reduces the defense bonus provided ​by armor by 2, to a minimum of +1. Half of the damage dealt is fire damage and half of the damage is ballistic.
  
 ===== AMMUNITION, SEEKER (PL 7) ===== ===== AMMUNITION, SEEKER (PL 7) =====
 Each round of seeker ammunition contains a microscopic computer and gravity-bending generators. When seeking ammunition leaves the chamber, it immediately detects the range to the target, if that target moves, the gravity generators nudge the bullet into a new trajectory to intercept its target at its new location. Seeking ammunition grants a +1 bonus to attack rolls. Each round of seeker ammunition contains a microscopic computer and gravity-bending generators. When seeking ammunition leaves the chamber, it immediately detects the range to the target, if that target moves, the gravity generators nudge the bullet into a new trajectory to intercept its target at its new location. Seeking ammunition grants a +1 bonus to attack rolls.
  
-===== AMMUNITION, SURVEILLANCE (PL 7) ===== +  * [[Surveillance rounds ​equipment|Surveillance ​Rounds]] ​ 
-Surveillance rounds ​are subsonic slugs fitted with miniature cameras and micro-transmitters. The round can be fired into any solid surface. Once affixed, it transmits its view to a monitor designed to receive the round’s signal (see Surveillance ​Round Re-ceiver in the Weapon Accessories section). The round’s field of vision is only 90 degrees and is centered on the line from the firing point to the impact point. The field of vision cannot be changed, and the surveillance round does not pick up audio. +{{tag>eq pl6 pl7}}
ammunition.1377638041.txt.gz · Last modified: 2021/12/04 00:40 (external edit)