Special Ammunition
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Attachment, Ranged
Crafting Recipe:
Properties: – Weight: +300g Cost: C$2
These special modifications change the weapon’s ammunition replicators to add a special effect onto the weapon. When a weapon is equipped with one of these modifications and are actively used, the weapon gains the limited property, if the weapon has the abundant property, they no longer have that property once this is activated. You may activate and deactivate the special ammunition you would like for 1 TP. You may only have one type of ammunition active at a time, but you may purchase multiple modifications and put each type on your weapon.
When purchasing this ammunition, choose one type, once selected, it cannot be changed:
- Flame – The weapon now deals Fire damage, Each 100 Fire damage dealt with the weapon sets the target alight, burning them for 5 Fire damage per action they perform. This damage cannot be blocked or dodged, and stacks with each 100 damage dealt with this ammunition. This effect lasts for 1 minute and can also be removed by spending 3 TP to put the fire out
- Explosive – When hitting a target, each person directly next to the target takes 50% of the damage of the attack, all attacks with this ammunition are unblockable.
- Tranquiliser – Weapon deals no damage, instead, on hit, the attacker rolls d100% with their weapon’s modifier, the target then takes a Resistance action (DC equal to attacker’s roll), if the target fails, the target becomes tired. If the target is hit on the head, the target instead falls unconscious when failing the action. On a critical hit, the target cannot take an action to resist the attack
- High Velocity – The weapon’s attacks pierce through the target and can hit up to two extra targets behind. They deal +25% damage, but if the opponent decides to block or absorb the attack, their damage is considered halved, the range of attacks is increased by x2 when using this ammunition type
- Anti-Armour – The weapon’s attack becomes unblockable. The attack deals full damage against the target, ignoring their damage reduction entirely. On a critical hit, the targets armour is broken.
- Homing – Attacks move slowly but always head towards the target. Homing attacks do not provoke exposure, but are undodgable and always hit, on hit, they deal -25% damage
- Frost – The weapons attacks deal Frost Damage, for every 200 Frost damage dealt, the target must make an Endure action (DC equal to weapon’s modifier), on fail, the target takes a -2 TP Maximum for 1 minute, if the target fails this action 3 times, they become petrified in ice for 1 hour
- EMP – The weapons attacks deal Electric damage, for every 200 Electric damage dealt, One of the targets items of your choice becomes depleted, and the target must take a Resistance action (DC equal to weapon’s modifier), on fail, the target becomes dazed for 1 round.
- Shredder – The weapon fires rounds that fragment and split into multiple segments once launched, The weapon’s base damage is decreased by -50%, The attacks now have a spread (d4) property.
- Slugs (Spread Weapons Only) – Base Damage is increased by +450%, You no longer roll any spread dice when attacking, You roll a d4 to determine damage dice percentage.