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- | ====== Ammunition Gadgets ====== | ||
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- | The following gadgets are universal and can apply to ammunition found in any era, provided all gadget-specific restrictions are ob-served. | ||
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- | === BIRDSHOT === | ||
- | This is a lighter type of shotgun ammunition. It reduces the damage dealt by a shotgun by I die. | ||
- | * **Restrictions:** Shotguns only. | ||
- | * **Purchase DC Modifier:** -1. | ||
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- | === CHEMICAL, MUSCLE RELAXANT === | ||
- | Rather than a solid slug, the projectile is an injector dart designed to deliver a dose of broad-range muscle relaxants. The projectile has half the normal range increment for the weapon and deals only 1d3 points of dam-age. If this penetrates the target's DR, the dart injects the target with muscle relaxant, dealing 1d4+1 points of Dexterity damage. The target can make a DC 14 Fortitude save to reduce the ability damage by half. | ||
- | **Restrictions:** Ballistic weapons and am-munition only. | ||
- | **Purchase DC Modifier:** +4. | ||
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- | === EXTENDED RANGE === | ||
- | The range of a ranged weapon is doubled. Melee weapons are not affected by this gadget. | ||
- | Restrictions: Ranged weapons only. | ||
- | Purchase DC Modifier: +2. | ||
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- | === FLECHETTE === | ||
- | Flechette rounds fire bundles of razor-sharp, fin-stabilized tungsten darts. A weapon that fires this ammunition improves its critical threat range by +1, but takes a -1 penalty on attack rolls. | ||
- | Restrictions: Projectile weapons only. Purchase DC Modifier: +4. | ||
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- | === IMPROVED DAMAGE === | ||
- | Projectile ammunition with custom loads or energy weapons with dispersion crystals im-prove the damage of the weapon by +1. | ||
- | Restrictions: Ranged weapons only. | ||
- | Purchase DC Modifier: +2. | ||
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- | === IMPROVED PENETRATION === | ||
- | Utilizing high-frequency energy bursts, shots from this weapon reduce the effectiveness of armor. When fired at an opponent wearing any type of armor, the attack receives a +2 bonus. It has no benefit against targets that are not wearing armor. | ||
- | Restrictions: Ranged non ballistic weapons only. | ||
- | Purchase DC Modifier: +3. | ||
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- | === IMPROVED STOPPING POWER === | ||
- | By employing hollow-point ammunition or diffusion crystals, this gadget allows ranged weapons to produce significantly greater damage output. This gadget adds 1 die to the weapon's damage (increasing damage from 2d8 points to 3d8. for example). | ||
- | Restrictions: Ranged weapons only. | ||
- | Purchase DC Modifier: +10. | ||
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- | === REDUCED AMMO SIZE === | ||
- | Advances in ammunition propulsion and power output enable standard-sized clips to hold more ammo. This gadget increases the number of rounds or shots in a clip by 50%. | ||
- | Restrictions: Ranged weapons only. | ||
- | Purchase DC Modifier: +3. | ||
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- | ===== PL 7: GRAVITY AGE AMMUNITION GADGETS ===== | ||
- | The following gadgets are found in the Gravi-ty Age and can apply to weapons of that era or later, provided all gadget-specific restric-tions are observed. | ||
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- | === NANOROUND === | ||
- | Nanorounds are programmable projectiles equipped with nanite loads that can be set to attack only certain materials, such as metal or flesh (chosen before firing and set with a move action). | ||
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- | Nanorounds exist for all ballis-tic weapons, as well as for bows and cross-bows. | ||
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- | A nanoround deals no damage on a successful hit. Instead, it deals damage over the following 1d3+1 rounds to whatever ma-terial it has been programmed to damage.Restrictions: Ballistic weapons and bows only. | ||
- | Purchase DC Modifier: +4 | ||
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- | **Nanoround Damage per Round** | ||
- | **Setting Damage/Round** | ||
- | Flesh Tissue 1d4 Con | ||
- | Bone Tissue 1d4 Str | ||
- | Nerve Tissue 1d2 Dex/1d3 Int | ||
- | Metal 1d2 hardness/1d2 hp | ||
- | Wood 1d3+1 hardness/1d3+1 hp | ||