Specialty Ammunition

Various advanced munitions available to GAF soldiers.

Description:

Most weapon professionals prefer high-tech, high-quality ammunition over the basic rounds available for most firearms. The specialized munitions described below are available for any projectile weapon (any weapon that inflicts HI damage), including charge weapons, sabot weapons, and flechette weapons.

Radically Invasive Projectile
G2 Research
Availability/Cost: Controlled/2x normal clip cost
Payload: Neutronite Fragmentation Round
Platform: Any charge weapon
The RIP round is specially shaped to compensate for various levels of armored threats. Against unarmored or lightly armored individuals (armor that does not require the combat armor skill or greater), the rounds fragment, causing and additional 2 points of damage to their target. Against more heavily armored individuals, the round instead fragments within the armor, rending and permanently damaging the armor, therefore making the target more vulnerable for following attacks. Against armor of Ordinary toughness that requires at least the combat armor operations skill, the damage roll of any weapon using this round is reduced by 2 points, to a minimum of 0. Additionally the armor suffers damage resulting in a -2 penalty to reduce damage from attacks. Against armor of Good toughness, the armor only suffers a -1 penalty. These penalties are cumulative from each additional attack. If these penalties exceed half of the maximum amount for which the damage could originally reduce damage, the armors Toughness is reduced by one grade. Clips of RIP ammo are twice as expensive as clips of normal ammo.

Black Thunder AP Round
ThunderCorp Arms
Availability/Cost: Controlled/2x normal clip cost
Payload: Sabot perpetrator
Platform: Any charge weapon
The Black Thunder bullet is a discarding-sabot Teflon penetrator designed to pierce armor. This high-impact round halves the effect of any armor it strikes (round up). For example, attack armor normally stops d6+1 points of HI damage. If the d6 result is a 4, the armor stops a total of 5 points of primary damage against standard ammunition, but it only stops 3 points of damage (one-half of 5 rounded up) from the Black Thunder round.
The damage roll of any weapon using this round is reduced by 1 point, to a minimum of 1. Clips of AP ammo are twice as expensive as clips of normal ammo.

MightyMite Explosive Round
Dietterlich Industries
Availability/Cost: Military/4x normal clip cost
Payload: Detonex warhead
Platform: Charge and sabot guns
Tipped with a Detonex-filled slug, the MightyMite explodes a split second after impact, causing ghastly wounds. If the bullet penetrates the target’s armor (i.e., the target suffers primary wound or mortal damage from the attack), the exploding bullet inflicts d6-3 additional wound points that the victim’s armor does not block.

Archer AA Stabilized Round
TexMex Munitions Inc.
Availability/Cost: Controlled/3x normal clip cost
Payload: Fin-stabilized sabot
Platform: Charge and sabot guns
This round is not rifled for spin-stabilization as most conventional slugs are; instead, it resembles a small aerodynamic dart, deploying small fins after leaving the barrel. It’s extremely accurate, reducing penalties for medium- and long-ranged fire by 1 step.

Shredder C5 Flechette Ammo
Soze Arms Ltd.
Availability/Cost: Controlled/2x normal clip cost
Payload: Flechette bundle
Platform: Charge guns
This round converts a standard charge pistol or rifle into a flechette weapon. The weapon’s range is reduced to 6/12/30 meters, and its damage to d4w/d6w/d4m- but its damage doubles for short-range shots. The Shredder C5 is popular for close-quarters fights, naturally; damage for long-range shots is reduced to one-half normal.

B-Mace Gel Round
StarMech Edge One Division
Availability/Cost: Controlled/2x normal clip cost
Payload: Soft gel capsule
Platform: Charge or sabot guns
Intended for nonlethal target subdual, the gel round converts any wound damage normally inflicted by the weapon to stun points, and any mortal damage to twice that number of stun points. The B-Mace suffers a +1 step penalty to long-range fire.

Snake Eyes IR Homing Round
TexMex Munitions Inc.
Availability/Cost: Military/4x normal clip cost
Payload: Infrared-guided slug
Platform: Charge or sabot guns
The infrared homing bullet is fitted with a tiny heat-seeking sensor in its head, adjusting its pah to strike likely heat sources. It offers a -2 step bonus to medium-range attacks, or a -1 step bonus to long-range attacks.
If the attack skill check fails, the bullet locks on to some other likely heat source, and the user must then make a normal attack skill check against the alternate target. Sometimes this is another enemy nearby, but the Snake Eyes can’t distinguish between friend and foe. (It’s not a good found to fire into an area where friendlies are mixed up with hostiles.) If the second attack misses, too, the bullet doesn’t endanger anyone else.

Bio:

Specialty Ammunition

Alternity - Tides of War Brimstone22