Elemental Ammunition
I just brainstormed a few ’new’ types of ammunition.
Hellfire Rounds
Cost: As Flechettes
Availability: 14
Damage: As Shot Rounds
Weapon: Shotgun Only
Elemental Effect: Fire
Critical Glitch: Ammo Explosion – Shooter takes base damage + Can catch fire
Rock Salt
Cost: 50 per 10
Availability: 4
Damage: As Shot Rounds -2
Weapon: Shotgun Only
Elemental Effect: Earth
Critical Glitch: Jammed, Spend Complex Action to fix weapon
Tungsten Flechettes
Slightly more efficient than the regular flechettes with these fin stabilized tungsten arrows.
Cost: 150 per 10
Availability: 12
Damage: Base Damage
Weapon: Any
Elemental Effect: Metal
Magnesium Rounds
Even more efficient than tracer rounds adding an additional +1D6 to the total dicepool when shooting BF or FA.
Cost: 200 per 10
Availability: 12
Damage: Standard Ammo / AP/2
Weapon: Standard Weapons (Not Shotguns)
Elemental Effect: Light
Critical Glitch: Ammo Explosion – Shooter takes base damage / Attackers gain +2 to hit for 1 turn (bright glare)
Shockwave Rounds
Shockwave rounds are Ex-Explosive rounds with an even more highly volative explosive charge.
Cost: 200 per 10
Availability: 14
Damage: Ex-Explosive.
Weapon: Standard Weapons (Not Shotguns)
Elemental Effect: Blast
Critical Glitch: Ammo Explosion – Weapon Destroyed, Shooter takes BF damage from weapon
Mr.Freeze Rounds
These experimental Liquid Nitrogen Rounds are fairly new on the black market. A capsule round made of metal to ensure a safe storage and delivery will break on impact and incapacitate the target. Due to the required size it is limited to shotguns or large caliber rifles.
Cost: 300 per 10
Availability: 16
Damage: Base Weapon Damage
Weapon: Shotguns, Elephant Rifle, Barret Sniper Rifle
Elemental Effect: Ice
Critical Glitch: Weapon Damage due to extreme cold unless modified for such use.
Melters
Like the Mr:Freeze these experimental Acid Rounds are fairly new on the black market. A capsule round made of acid resistant fglass to ensure a safe storage and delivery will break on impact and incapacitate the target. Due to the required size it is limited to shotguns or large caliber rifles.
Cost: 300 per 10
Availability: 16
Damage: Base Weapon Damage
Weapon: Shotguns, Elephant Rifle, Barret Sniper Rifle
Elemental Effect: Acid
Critical Glitch: Weapon will need repair as acid eats through its components.
Smokers
Smokers don’t make much damage but are a good delivery system for limited smoke coverage. Each round covers a square meter of area with smoke for a few combat turns.
How to use
Count as a smoke grenade with a blast radius equal to the amount of bullets fired with a total of weapon base damage.
Cost: 50 per 10 (100 per 10 for IR-Smoke)
Availability: 8
Damage: Damage -2DV / AP+2
Weapon: Any Firearm
Elemental Effect: Smoke
Critical Glitch: Shooter is hidden in a cloud of black smoke and suffer a -4 vision penalty.
Boomers
Count as a flash bang grenade with a blast radius equal to the amount of bullets fired with a total of weapon base damage.
Cost: 50 per 10
Availability: 8
Damage: Damage -2DV / AP+2
Weapon: Any Firearm
Elemental Effect: Sound
Critical Glitch: Shooter deaf for 1 combat turn unless they have ear protection