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Ammo Modifications

Name

Mass

Cost

Recoil

Armour Piercing 1

Neg.

+200%

Armour Piercing 2

Neg.

+900%

Flechette

Neg.

+1400%

Magnum

+50%

+200%

+50%

Blast

+25%

+900%

-2 damage, blast radius

Dragon

Neg.

+900%

Low-Powered

Neg.

+0%

Iron-Jacketed

Neg.

+25%

Silver-Jacketed

Neg.

+900%

Subsonic

Neg.

+900%

  1.   Armour Piercing decreases the damage of the weapon, but makes up for that with the ability to threaten more heavily armoured targets. Comes in two levels:
  2.   Increase the target's toughness by 1 for the purposes of this attack, but decrease the minimum toughness by 1 as well. This results in a weapon more likely to wound, but less likely to kill the target due to the relatively smaller wound it creates. Ex. Full metal Jacket, Heavy Metal Core. Abbreviated AP1
  3.   Increase the target's toughness by 2  for the purposes of this attack, but decrease the minimum toughness by 2 as well. Ex. Tungsten or Depleted Uranium Core. Abbreviated AP2.
  4.   Flechette: Flechette rounds are long, narrow darts made of an extremely heavy metal like Tungsten. Flechette rounds are always AP2. They can only be fired from smoothbore firearms and cannons. Flechettes add +50% of base to the weapon's range.
  5.   Magnum: Deals one die higher damage but increases the recoil and ammunition mass.
  6.   Expanding/Exploding Ammunition : deals more damage, but is less effective against tougher opponents. Comes in three levels:
  7.   Decrease the target's Toughness by 1 point for the purposes of this attack, but increase the minimum wound threshold by 1 as well. Ex. Hollow Point, Frangible. Abbreviated AP -1.
  8.   Decrease the target's Toughness by 2 point for the purposes of this attack, but increase the minimum wound threshold by 2 as well. Ex. High Explosive. Abbreviated AP -2.
  9.   Blast: The weapon has a blast area based on the calibre‚s scale. The blast area is a sphere with that is a scale 1 lower than the weapon. Deals -2 damage. When combined with Auto, it increases the Auto area of effect by one scale.
  10.   Shrapnel: Deals slashing damage
  11.   Concussive: Deals Bludgeoning damage
  12.   Gas: The round does not explode, but instead releases gas of some sort. The most commonly used are tear gas and smoke.
  13.   Heat: Deals Heat damage, and flammable objects are lit on fire.
  14.   Dragon Rounds: Essentially turns the weapon into a low-powered flamethrower. It is only available for shotguns or grenade launchers. The weapon shoots a line of fire of a scale equal to the weapon‚s scale +1, dealing the weapon's normal damage -4 in Heat damage. Flammable objects are also lit on fire.
  15.   Low-Powered: The projectile moves significantly slower than a normal bullet. This modification may not be combined with Shotgun. Low-powered weapons deal -2 damage, but this penalty does not stack with the one from Blast ammunition. Attacks made with Low-Powered ammunition require the Weapon Proficiency: Firearms (Grenade Launcher) technique to use without penalty.
  16.   Iron-Jacketed: Works the same as a regular bullet, except that it is slightly more expensive (+25% of base) and certain types of creatures (primarily Faeries) are vulnerable to Iron.  
  17.   Silver-Jacketed: Works the same as a regular bullet, except that bullets cost an additional +900% of base and certain types of creatures (primarily Werewolves) are vulnerable to Silver.
  18.   Subsonic Ammunition: Subsonic ammunition decreases the damage die of the gun by one die (typically to d4) but adds +5 to the DC to hear the sound of the gun firing. (normally a DC of -6). Not available for shotguns or low-powered ammunition, or magnum rounds.

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