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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%
|
|
-
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:
-
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
-
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.
-
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.
-
Magnum:
Deals one die higher damage but increases the recoil and ammunition
mass.
-
Expanding/Exploding Ammunition
: deals more damage, but is less effective against tougher opponents.
Comes in three levels:
-
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.
-
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.
-
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.
-
Shrapnel:
Deals slashing damage
-
Concussive:
Deals Bludgeoning damage
-
Gas:
The round does not explode, but instead releases gas of some sort. The
most commonly used are tear gas and smoke.
-
Heat:
Deals Heat damage, and flammable objects are lit on fire.
-
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.
-
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.
-
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.
-
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.
-
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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