User Tools

Site Tools


ammunition_gadgets

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

ammunition_gadgets [2013/11/14 06:20]
storyteller
ammunition_gadgets [2021/12/04 00:39]
Line 1: Line 1:
-====== Ammunition Gadgets ====== 
-The following gadgets are universal and can apply to ammunition found in any era, provided all gadget-specific restrictions are observed. 
  
-==== BIRDSHOT ==== 
-This is a lighter type of shotgun ammunition. It reduces the damage dealt by a shotgun by 1 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 damage. 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 ammunition 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 improve 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 
- 
-==== 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 [[progress_level_7|Gravity Age]] and can apply to ammunition of that era or later, provided all gadget-specific restrictions 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 ballistic weapons, as well as for bows and crossbows. 
- 
-A nanoround deals no damage on a successful hit. Instead, it deals damage over the following 1d3+1 rounds to whatever material it has been programmed to damage. 
-  * **Restrictions:​** Ballistic weapons and bows only. 
-  * **Purchase DC Modifier:** +4 
- 
- 
-|**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| 
-{{tag>eq gadget pl5 pl6 pl7}} 
ammunition_gadgets.txt ยท Last modified: 2021/12/04 00:39 (external edit)