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ammunition_gadgets [2013/08/27 21:13]
127.0.0.1 external edit
ammunition_gadgets [2021/12/04 00:39]
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-====== Ammunition Gadgets ====== 
- 
- 
-The following gadgets are universal and can apply to ammunition found in any era, provided all gadget-specific restrictions are ob-served. 
- 
-=== 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. 
- 
-=== 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. 
- 
-=== 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. 
- 
-=== 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. 
- 
-=== 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. 
- 
-=== 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. 
- 
-=== 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. 
- 
-===== 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. 
- 
-=== 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).  ​ 
- 
-Nanorounds exist for all ballis-tic weapons, as well as for bows and cross-bows. 
- 
-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 
- 
-**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 
  
ammunition_gadgets.txt ยท Last modified: 2021/12/04 00:39 (external edit)