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Ammunition

Special circumstances and situations call for special types of munitions. All throughout the Local Spur there are many various types of rounds available for ballistic weaponry. Some require specialized access, others may have an increased cost. But they are out there. Multiply the Base Cost and Weight by 3x for Rifle ammunition, and by 5x for Heavy ammunition.

  • Standard rounds: Exactly what most would expect when thinking of a ballistic cartridge; a metal slug sealed in a casing with an explosive charge that propels the round when fired.
    Damage: [Piercing]
    Weight: .1kg
    Availability: --
    Base Price: 20Cr per Magazine
  • Armor-Piercing rounds: Specially shaped, capped at the tip, or made from hardened metals, Armor-Piercing rounds are especially effective at bypassing ablative plating. By punching right through it.
    Damage: [Piercing]
    Weight: .1kg
    Availability: [Restricted]
    Base Price: 50Cr per Magazine
    Special: Armor-Piercing ignores 5 DR
  • Cryo rounds: Containing an internal chemical compound that mixes once fired, super-cooling in flight, the temperature drop is transferred on impact.
    Damage: [Piercing, Cold]
    Weight: .2kgs
    Availability: [Licensed]
    Base Price: 30Cr per Magazine
    Special: Attacks that beat Fortitude and Reflex Defense on the attack roll reduce the movement speed of the target by 3. If the attack roll beats Fortitude Defense by 10 or more, the target is frozen and can only take a standard or move action each round. The frozen effect lasts for two rounds.
  • Drill rounds: Specially shaped and pressed with a machined spiral shape and flared heads, Drill rounds are designed to punch through softer construction and obstacles.
    Damage: [Piercing]
    Weight: .3kgs
    Availability: [Military]
    Base Price: 100Cr per Magazine
    Special: Drill rounds ignore one square of soft cover entirely. This counts only for cover provided by inanimate obstacles. The extra flares catch too easily in bodies to pass through one creature to another.
  • Explosive rounds: Carefully manufactured to contain a micro-explosive using various means, these bullets explode on impact for a wider range of effect.
    Damage: (See Special) [Piercing]
    Weight: .2kgs
    Availability: [Restricted]
    Base Price: 200Cr per Magazine
    Special: Explosive rounds deal +1 damage per damage die. Additionally, the rounds also deal half damage to anyone else adjacent to the target, if the attack also beats their Reflex Defense. Adjacent targets take no damage if it misses their Reflex Defense or the original target.
  • Incendiary rounds: Coated in rapidly oxidizing chemicals or using flammable metals, Incendiary rounds are capable of igniting fires on impact.
    Damage: [Piercing, Fire]
    Weight: .1kg
    Availability: [Licensed]
    Base Price: 30Cr per Magazine
    Special: Incendiary rounds deal [Fire] damage, and set whatever they shoot on fire; a full round action can be used to extinguish flames. At the end of their round, targets on fire suffer an attack against their Fortitude Defense made at 1d20+5. If successful, deal 1d6 [Fire] damage. If unsuccessful, halve this damage.
  • Mercy Rounds: Often made of rubber or other soft materials, these are frequently favored by local law enforcement or Scalpers when a non-lethal take down is preferred.
    Damage: [Stun]
    Weight: .1kg
    Availability: [Licensed]
    Base Price: 25Cr per Magazine
    Special: Mercy rounds deal [Stun] damage instead of [Piercing] like other ballistic rounds.

[TCS]

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Page last modified on May 19, 2016, at 11:10 PM