Post by tallonhunter on Sept 27, 2013 15:59:24 GMT -8
I was Just ruminating on the differences between Infinity, TME, and various other games and sci-fi literature and the idea of multiple ammo types popped into my head. I'm not talking 9mm and 3.56. I'm talking about stuff like incindiaries, sabot rounds, viral ammunition, ballistic tranqs, tracer rounds, etc. Often coupled with this idea is the concept of a feed selector for heavier (rifle and larger) weapons.
here are some ideas for names ammo might be given by the new era populace:
"sandmen" - ballistic tranqs (puts things to sleep at gun ranges, but still does some non stun damage)
SV-10, d12+2 stun d4 lethal
3d20sp
"heaters" - air-burst incindiary rounds(lights things on fire, nuff said)
SV+10, those hit suffer d8 fire dmg for d10 rounds, the fire cannot be smothered as the accelerant is actually ignited by contact with the air. needless to say this ruins pelts, making the skin of creatures worthless
5d20+100sp
"heart stoppers" - fast action viral rounds (hit an organic, heart stops in 12 seconds)
SV+0, target acts normally for d4 rounds then collapses, passing on d4 rounds after, meat is tainted with the virus and will kill in 2d6 hours if ingested
4d100 + 200sp
"lighters" - phosphorus tracer rounds ( rate -1, confers a SV bonus)
SV+20 applies to whole burst
d20+10sp
"ultrabrights" - magnesium illumination rounds ( several types "taggers" embed themselves in whatever they hit, "floaters" are meant to be fired in the air to illuminate a battlefield[basicly the same as a flare gun but can be fired from a rifle]
SV+0, flare burns for 6+d6 minutes
d20+30sp
"baggers" "shredders" - high-velocity proximity air-burst fragmentation rounds (breaks into slivers just before impact, shredding an unarmored target)
SV+0, dv-1/2 for hides and skins, dv+1/2 for "hard" armor, 2d20+5
5d20+100sp
here are some ideas for names ammo might be given by the new era populace:
"sandmen" - ballistic tranqs (puts things to sleep at gun ranges, but still does some non stun damage)
SV-10, d12+2 stun d4 lethal
3d20sp
"heaters" - air-burst incindiary rounds(lights things on fire, nuff said)
SV+10, those hit suffer d8 fire dmg for d10 rounds, the fire cannot be smothered as the accelerant is actually ignited by contact with the air. needless to say this ruins pelts, making the skin of creatures worthless
5d20+100sp
"heart stoppers" - fast action viral rounds (hit an organic, heart stops in 12 seconds)
SV+0, target acts normally for d4 rounds then collapses, passing on d4 rounds after, meat is tainted with the virus and will kill in 2d6 hours if ingested
4d100 + 200sp
"lighters" - phosphorus tracer rounds ( rate -1, confers a SV bonus)
SV+20 applies to whole burst
d20+10sp
"ultrabrights" - magnesium illumination rounds ( several types "taggers" embed themselves in whatever they hit, "floaters" are meant to be fired in the air to illuminate a battlefield[basicly the same as a flare gun but can be fired from a rifle]
SV+0, flare burns for 6+d6 minutes
d20+30sp
"baggers" "shredders" - high-velocity proximity air-burst fragmentation rounds (breaks into slivers just before impact, shredding an unarmored target)
SV+0, dv-1/2 for hides and skins, dv+1/2 for "hard" armor, 2d20+5
5d20+100sp