AMMO MODIFICATIONS

This section lists some of the many ways you can alter ammunition to be more effective. Note that the following ammunition types cannot be used in conjunction to stack there effects:

Unstackable Mods Type 1: Armour Piercing, High Armour Piercing

Unstackable Mods Type 2: Dum-dum, Glaser

Unstackable Mods Type 3: Man-stopper, Scatter Shot

Unstackable Mods Type 4: Hot-shot cell, Hellfire cell, Solar charging cell

 

Armour Piercing: This ammunition modification can be applied to piercing or slashing projectile weapons. The bullet is covered in a very low friction metal like teflon or kevlar. The bullet has a greater chance of penetrating armour. The cost of the ammuninition is 1 DC greater than normal. +2 damage against targets in armour. -2 damage against targets with no armour. Piercing weapons only.

 

Beanbag: This is a weapon for shotguns. Instead of firing bullets in an explosive burst the weapon fired contains a bag of beans. The impact of the attack can render a man unconscious, particularly if fired at the head. Bolt ammo or 12 gauge only can be modified in this way. Bolt ammo made ‘Beanbag’ can only be mounted in an Executioner Shotgun not in a boltpistol, boltgun, stormbolter or heavy-bolter. The effect of this ammunition modification is that it makes the damage dealt non-lethal. Bean-bag ammo cannot also be high-explosive, armour piercing or have another similar modification. The only mod a Beanbag can use normally is Man Stopper. Beanbag ammo is 1 DC cheaper to purchase than regular shotgun ammo and 2 DC cheaper to purchase than regular bolt ammo.

 

Bio-Agent Coating: Unfortunately for its victims, biological warfare continues to be a common part of combat even in the Fusion Age. Bio-agent ammunition is a logical extension of previous military tactics with regards to biological warfare. Bio-agent ammunition contains a miniscule amount of a biological weapon inside an insulated chamber within each round. Use of bio-agent ammunition causes a –1 penalty to damage. However, any living creature damaged by the round is injected with a poisonous bio-agent with effects identical to cyanogen gas. (See the poisons and gasses section.) Bio-agent ammo adds +3 to the purchase DC of the ammunition. Atomic and energy based weapons cannot be given this ammunition modification.

 

Deflecting Ammo: Deflecting ammunition creates a gravity deflection field that causes the bullets to bounce off walls. When used properly, deflecting ammunition can be bounced around any barrier, around corners, underneath vehicles, and so forth for maximum penetration potential. Any character using deflecting ammunition immediately gains the benefit of the Skip Shot feat. Atomic and energy based weapons cannot be given this ammunition modification. Deflecting ammo is very hard to find and uses extremely rare technology. They add +6 to the purchase DC of the ammunition.

 

Dum-Dum: Dum-dum shells can easily be made as a quick modification on physical bullets – only stub-ammo, auto-ammo and heavy auto ammo can take this modification – by carving an X on the cap. Weapon deals +1 damage but if the opponent is wearing armour he gets a +2 to his Damage Reduction. There is no additional cost to the purchase DC of the ammunition; this is a home-made mod.

 

Expanded Magazine: Some weapon engineers recognize that stopping to reload a weapon in combat is a dangerous and potentially life-threatening maneuver. Taking steps to reduce the amount of time required to keep the weapon full, these engineers have increased the ammunition capacity of the weapon to reduce the frequency with which it must be reloaded. Any weapon with the expanded magazine gadget doubles its normal magazine capacity. This gadget may only be taken once per weapon. Expanded magazines add +2 to the purchase DC of the ammunition.

 

Glaser: These weapons are professionally designed Dum-Dum bullets. They bite deeply into flesh but are easily prevented by even a light bulletproof vest. Glaser rounds cost +1 purchase DC and can only be applied on physical bullets: -ammo, auto-ammo and heavy auto ammo. Weapon deals +2 damage but if the opponent is wearing armour he gets a +4 to his Damage Reduction.

 

Hellfire Energy Cell: Hellfire energy cells are those used in the notorious ‘hellguns’ of the Imperial Guard shock troopers. They cost +2 DC per energy cell and add a +1 bonus to the laser weapons DRP. Hellfire Energy Cells cannot be recharged by plugging them into an electric outlet. Small and Large energy cells only.

 

High Armour Piercing: The weapon is coated with depleted uranium or another highly volatile compound. The damage reduction penetration of the weapon increases by 1. Additionally it acts like ordinary AP ammo. (+2 damage against targets in armour. -2 damage against targets with no armour.) Atomic and energy based weapons cannot be given this ammunition modification.

 

High-Explosive: The explosive is given a considerable additional bang because of the increase of special chemicals in the bullet frame. The high-explosive ammo mod adds a +1 die of damage to the weapon. Explosive damage types only. High Explosive adds +4 to the purchase DC of the ammunition.

 

Hot Shot Cell: The weapon uses a prototype power unit that drains of energy very quickly and makes the weapon slightly more unpredictable. This modificaiton can be applied to small energy cells, large energy cells, small atomic powerpacks and large atomic powerpacks. The effect is to deal +1 die of damage. Each shot uses 5 charges rather than 1. Charges drained in this way cannot be recharged. The weapon suffers a melt-down in the same way as a plasma-gun if the target rolls a 1. In the case that the weapon already suffers a chance to meltdown then the chance is increased by 1. (Eg: A plasma-gun melts down on high-power on a 1d20 roll of 1 or 2. With a Hot-Shot Atomic Powerpack it suffers a meltdown on a 1d20 roll of 1-3.) Hot Shot cells cost +6 DC.

 

Man Stopper: Manstopper shells are typically used by Adeptus Arbites to capture enemies. Man Stopper is the only modification that can be stacked with beanbag ammunition. Bolt ammo or 12 gauge only. Target struck must pass a Balance check DC of your attack roll or be knocked prone. In addition failing the balance check knocks the character back 5ft per 5 points of damage inflicted. Bolt ammo made ‘Man Stopper’ can only be mounted in an Executioner Shotgun not in a boltpistol, boltgun, stormbolter or heavy-bolter. Man Stopper ammo is 1 DC more expensive to purchase than regular shotgun ammo and 2 DC more expensive to purchase than regular bolt ammo.

 

Scatter Shot: This modification causes a shotgun or executioner shotgun to fire its bolt or 12 gauge round in an even greater spread of fire. Bolt ammo or 12 gauge only. When a target is struck a 10’ radius burst centered on the target occurs. Nearby targets must pass Reflex DC 15 or talk half damage. Bolt ammo made ‘Scatter Shot’ can only be mounted in an Executioner Shotgun not in a boltpistol, boltgun, stormbolter or heavy-bolter. Scatter Shot ammo is 2 DC more expensive to purchase than regular shotgun ammo and 3 DC more expensive to purchase than regular bolt ammo.

 

Seeker Ammo: Each round of seeker ammunition contains a microscopic computer and gravity-bending generators. When seeking ammunition leaves the chamber, it immediately detects the distance to its current target. If that target moves, the gravity generators nudge the bullet into a new trajectory to intercept its target at its new location. Seeking ammunition grants a +1 bonus on all ranged attacks. Seeker ammo is very hard to find and uses extremely rare technology. They add +12 to the purchase DC of the ammunition.

 

Solar Charging: The advantage of most laser weapons is they rely on an energy cell which can be recharged by electricity. Solar panels allow the weapon to recharge even when no outlet is available or even during combat. A solar charging cell recharges energy at a rate of 1 charge per minute (10 rounds). +4 credit DC.

 

Subsonic/Cold-Loaded: Cost +2 DC, +1 DC respectively. See Ultramodern Firearms for more details.

 

Synthetic Metals: The ammunition is crafted entirely from synethic plastics and does not trigger metal detectors. The weapon may still trigger the metal detector but not if it too is synthetic. Other weapon sensors are also baffled; this ammo mod grants a +4 bonus on any checks made to conceal the ammo from sensors in general. The ammo mod adds +2 to the Purchase DC. If synthetic metals is chosen the only other ammo mod that can be applied is Dum-Dum.

 

 

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