Special Munitions

Some weapons take multiple different types of cartridges. Generally, Special Munitions cost considerably more than standard rounds, but have different effects that often make the cost worth considering.

 

 

Special 9mm rounds

9mm FMJ: This basic, mass-manufactured round is designed to be effective against any target the shooter will be presented with, armored or not. +4 Damage

9mm Hammer:  This projectile is designed to flatten itself upon impact, transferring more impact force into it's target to knock the target down. This has the side effect of making the round less useful against armored targets, as armor will absorb a considerable amount of impact damage. +3 Damage, +3 Damage against targets with <4 Armor Defense, DC13 Strength check or be Knocked Down

9mm Compact AP: This cartridge has a reduced powder load but carries an ultra-dense steel slug that penetrates body armor better than a standard 9mm round. As a result, it deals less Damage, but is more likely to deal Damage against armor. Built for controllability, the recoil of this cartridge is so light that a weapon firing it can be easily fired one-handed. +3 Damage, +1 AP, +1 Attack in Autofire

9mm Heavy: This cartridge is overloaded with powder, making a pistol-sized round kick hard and deliver a massive punch. This round can't be used in Stealth Weapons while the silencer is attatched. +7 Damage, additional -2 Attack during Autofire

 

Special .30 rounds

.30 FMJ: This basic, mass-manufactured round is designed to be effective against any target the shooter will be presented with, armored or not. +7 Damage 

.30 Hammer: This projectile is designed to flatten itself upon impact, transferring more impact force into it's target to knock the target down. This has the side effect of making the round less useful against armored targets, as armor will absorb a considerable amount of impact damage. +5 Damage, additional +4 Damage against targets with <4 Armor Defense, DC15 Strength check or be Knocked Down

.30 APDS: This round uses a smaller UDNT slug fitted with a nanotube sabot to maintain stability in the barrel.  After exiting the barrel the sabot falls from the slug, leaving the small, high-powered projectile to penetrate body armor with far greater efficency than an FMJ round. The smaller slug deals far less Damage to unarmored targets, as it flies clean through dealing minimal Damage. +5 Damage, +3 AP

 

Special .44 Magnum rounds

.44 FMJ: This basic, mass-manufactured round is designed to be effective against any target the shooter will be presented with, armored or not. +8 Damage

.44 Hammer: This projectile is designed to flatten itself upon impact, transferring more impact force into it's target to knock the target down. This has the side effect of making the round less useful against armored targets, as armor will absorb a considerable amount of impact damage. +6 Damage, additional +4 Damage against targets with <4 Armor Defense, DC17 Strength check or be Knocked Down

.44 APDS:  This round uses a smaller UDNT slug fitted with a nanotube sabot to maintain stability in the barrel.  After exiting the barrel the sabot falls from the slug, leaving the small, high-powered projectile to penetrate body armor with far greater efficency than an FMJ round. The smaller slug deals far less Damage to unarmored targets, as it flies clean through dealing minimal Damage. +6 Damage, +3 AP

.44 Crossfile: This slug's tip is hollowed out and a cross is cut into the entire slug, making a horrible, gruesome exit wound on unarmored targets. Any Armor whatsoever will significantly reduce Damage, while considerable Armor will reduce the Damage to almost none. If a Crossfile slug Criticals, it automatically ignores Armor and deals it's full Damage. +3 Damage, additional +3 Damage againt targets with <4 Armor Defense, additional +6 Damage against foes with 0 Armor Defense

.44 Phosphor-Tip: This slug carries a sleeve that is discarded when firing, exposing a small amount of phosphorus. This phosphorus continues Burning while inside the target, dealing continuous Damage. +7 Damage, 1 Burning Damage.

.44 Riot: This slug is made of low-density nanotubes that shatter and crush upon impact, dealing minimal Damage. Instead, the kinetic energy is transferred into the target in an attempt to Knock Down. 2 Damage, DC15 Strength check or be Knocked Down, DC25 Strength check or be Knocked Down if target has <4 Armor Defense

 

Special 8-gauge shells

8G Flechette: This standard-issue mass manufactured shell carries a cluster of 26 UDNT flechettes and sprays tham in a tight cone when fired, shredding flesh and armor caught in front of them. Although rather small individually, their sheer numbers make them quite lethal in close combat. +8 Damage, +1 AP, 12m RI, Spread

8G Hammer: This round is a Slug, and will not Spread like a normal shotgun shell. The slug will flatten upon impact, transferring a massive amount of kinetic energy into the target and all but guaranteeing incapacitation in some form or another. Effects range from simply taking Damage to Knocking Down, inflicting a Concussion, or killing the target. +6 Damage, additional +4 Damage against targets with <4 Armor Defense, DC15 Strength check or be Knocked Down, Criticals inflict Silenced (DC20 Fortitude save), 25m RI

8G Penetrator: This Slug round does not Spread like a normal shotgun shell. Instead, it carries a UDNT tip and jacket that shatters as it penetrates armor, dealing massive Damage. Without penetrating Armor the tip will not shatter, so the shell deals much less Damage. +6 Damage, additional +4 Damage against targets with <4 Armor Defense, 25m

8G Riot Shell: This low-powered shell must be fired in Pump-Action or it will Jam the ASG. This shell packs 80 light nanotube pellets that spray in a wide arc, inflicting minimal Damage and Knocking Down lightly-armored targets. 1 Damage, DC15 Strength save or be Knocked Down, DC25 Strength save or be Knocked Down if target has +2 Armor Toughness or less, 12×6 Cone Spread

8G Dragon: This low-powered shell must be fired in Pump-Action or it will Jam the ASG.  This shell is packed with white phosphorus emulsion instead of flechettes, Burning anyone hit in the spray. This emulsion doesn't fly far, but sprays in a wide arc, immolating any flammable objects and setting organics and equipment alight. 3 Damage, 2 Burning Damage, 12×6 Cone Spread

 

Special 40mm shells

40mm High Explosive: A massive subsonic slug packed with explosives and carrying a UDNT jacket that shatters upon detonation, spraying armor-piercing shrapnel over a wide area. +25 Damage to 4m radius

40mm Flashbang: A massive subsonic slug that carries a phosphorus and magnesium emulsion along with a tiny pressure bomb, detonating both on impact to produce a Blinding flash and Deafening bang that buys soldiers valuable seconds in sensitive situations. Blinds and Deafens anyone within 3 squares adjacent to impact zone, or within line of sight. Anyone behind 50% or greater Cover can make a DC15 Reflex save to avoid being Blinded, if they can hear the grenade fired. After one round passes, targets can begin making DC15 Fortitude saves against Blind and Deaf.

40mm Smoke: A massive subsonic slug carrying a smoke dispersing device that rapidly fills an area. Gives anyone inside the area of effect 100% Concealment. This can be nullified with appropriate gear, such as thermal vision.

40mm Incendiary: A massive subsonic slug filled with white phosphorus emulsion that splatters upon impact, splashing anyone nearby in searing, flesh-vaporizing phosphorus. +4 Damage over 4m radius, 2 Burning Damage over 4m radius

40mm Nerve Gas: A massive subsonic slug releases a thick cloud of devastating neurotoxin upon impact, covering a 2sq radius the first round and a 3sq radius the second round. Does nothing for 2 rounds except forcing all non-Immune organics in the area to make a DC25 Fortitude save each round. All who fail both Fortitude saves are infected with Averter Agent, a deadly neurotoxin that often kills within seconds. Averter Agent deals 16 Damage per round until the target is dead, Nanobot Surgery is used, or is Swarm Purged twice. This Damage is halved if the target can make a DC15 Fortitude save each time the Damage is dealt.

 

Special 60mm Shells:

60mm High-Explosive:  A massive subsonic slug packed with explosives and carrying a UDNT jacket that shatters upon detonation, spraying armor-piercing shrapnel over a wide area. Much larger than the 40mm grenade, this more powerful slug also carries an exotic new explosive inside. This explosive greatly amplifies the yield, making it suitable for use against light vehicles and structures. +40 Damage to 6m radius

60mm HEAT: A massive subsonic slug packed with a huge shaped charge and UDNT penetrator tip, this mortar is designed to punch through vehicle and structure armor. However, it is utterly ineffective against infantry, being slow-moving and easy to avoid with no splash Damage.

60mm Supernova: A massive subsonic slug carrying an experimental flashbomb with 3x the yield of the standard 40mm Flashbang. Blinding and Deafening targets close enough to the blast, this nonlethal device is excellent for incapacitating targets or buying soldiers valuable seconds in hostage situations.

60mm Smolder Shell: A massive subsonic slug packed with a slow-burning substance creating thick, hot smoke that irritates unprotected lungs and eyes. This smoke disperses in a cloud, effectively Blinding anyone inside and giving others attacking into the smoke a massive miss chance. These penalties can be nullified by appropriate gear, such as thermal goggles.

60mm Apocalypse Shell: A massive subsonic slug packed with a 'Bouncing Betty' C17 dispersion hop-up igniter. This disperser sprays microscopic droplets of C17 into the surrounding air before igniting them in a devastating concussive wave, vaporizing most material in the blast radius.

60mm Incendiary: A massive subsonic slug filled with white phosphorus emulsion that splatters upon impact, splashing anyone nearby in searing, flesh-vaporizing phosphorus. The larger slug packs more phosphorus emulsion and a small high-explosive charge to spread the emulsion further, making the shell far more efficent than it's smaller cousin.

60mm Horror Shell: A massive subsonic slug sprays Averter Agent neurotoxin upon impact, killing anyone affected rapidly and horribly. The gas evenutally disperses away from the impact area, but not after leaving a swath of death around it's impact zone. Only soldiers willing to condemn their foes in the most agonizing, honorless ways should consider bringing Horror Shells onto the battlefield.

 

Special Arrows 

Broad-Head Arrow: An arrow with a massive serrated head that is very diffcult to extract without surgical tools. Because of the AI-forged precision flight surfaces, it flies with exceptional accuracy and hits the target hard. Really hard. +5 Damage, +1 AP, +3 Damage against targets with >4 Armor Defense, DC17 Strength check or be Knocked Down

Puncture Bolt: An arrow designed specifically to punch through armor, at the expense of actual Damage-dealing ability. Best used against extremely tough opponents to give a small measure of Damage where otherwise impossible. 5 Damage, +3 AP

Slider Arrow: An arrow that disperses a slippery liquid upon impact. This liquid forces all who step in the affected squares to possibly slip and fall, being Knocked Down. Quick-footed individuals can steady themselves and avoid this fate. This liquid is also volatile, leaving the possiblity of being ignited and Burning all inside the area of effect. Affects all targets within 4 squares of impact area. DC15 Reflex save, DC increases by 5 for every square moved inside area of effect or turn remaining inside the area of effect. If the area of effect takes Burning Damage, anyone inside takes 5 Damage and begins taking 5 Burning Damage.

Tankbuster Bolt: An arrow loaded with a UDNT penetrator and shaped charge, meant to penetrate vehicle armor and strike at the occupants. While it's unlikely that the arrow will kill tanks, it can scare or fatally wound crew members or destroy vital components in a vehicle. If the user can manage to strike the ammunition magazine, however, it will have explosive consequences for anyone nearby. The heavy bolt will be nearly impossible to strike infantry with, as it flys slowly and inaccurately. 15 Damage, -10 Attack against soldiers, NPCs must make a DC20 Reflex save or be struck for 10 Damage, Critical on 18-20 will deal an additional 500 Damage to the vehicle and force the occupants to make a DC15 Reflex save or be struck for 100 Damage, success reduces the Damage by half

Razorjack Arrow: An arrow built from nanomechanical blades that activate when charged, slowly shredding whatever the arrow hits once embedded inside. This charging process takes some time, but the nanoblades can inflict massive Damage if they are not neutralized. Charges for 2 rounds, 6 Damage, inflicts 2 Damage per round until the target is Swarm Purged 5 times or Greater Swarm Purged once

Fleshsear Bolt: An arrow packed with phosphorus emulsion that splatters over a small area, igniting any flammable matter it touches. If fired upon the Slider Arrow's slick, it will trigger the violent flare-up and deal the according Damage in addition to it's own area of effect. Target and adjacent squares take 3 Burning Damage

Grenadier Arrow: An arrow packed with a high-explosive charge and jacketed in thin UDNT, spraying armor-piercing shrapnel over a wide area upon impact. 6 Damage target square, Armor Penetration, +5 Damage to target and all adjacent squares

Reserve Bolt: An arrow forged somewhat crudely by nanobots on the field, complete with a tiny UDNT flechette for the head. This arrow can be quickly manufactured on the field, but lacks the effectiveness of other arrow ammunition. +3 Damage, +1 AP, -2 Attack

Special Munitions

Ravages of Time GhostC10