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== Kinetic Ammunition == Ammunition is defined by its various types (standard, gel, APDS, etc.) and by the class of gun (light pistol, heavy pistol, SMG, etc.). For simplicity, each gun can trade ammunition with another gun of its class, though ammunition for firearms and railguns is not exchangeable. For example, all railgun SMGs can share ammo. The ammunition’s Damage Value and Armor Penetration modifiers are added to the weapon’s base DV and AP. With the exception of regular and armor-piercing rounds, none of this ammunition may be used with railguns. Listed costs are per 100 rounds of ammunition. '''Armor-Piercing:''' This tungsten-carbide ammunition penetrates armor effectively. '''[Low]''' '''Bug:''' Bug rounds are equipped with a microbug and medical sensor nanobots. They attempt to gather information on the target’s location (via standard mesh tracking), health (querying the target’s medichines), and surroundings (typically hindered by being inside the target’s body). They will transmit status reports in a pre-programmed manner via the mesh or a pre-chosen frequency band either continuously or in pre-set intervals. '''[Low]''' '''Capsule:''' Capsule ammo carries a payload (drug, toxin, nanobots) that is released inside the target after the round penetrates. '''[Trivial plus payload cost]''' '''Flux:''' Flux ammo is made from rheological materials that allow each bullet to be “programmed” so that they may change from regular rounds to less-lethal soft plastic-like rounds. This allows the firer to choose the type of round (regular or plastic) made with each shot or burst, and then change with the next one. '''[Low]''' '''Hollow-Point:''' Hollow-point bullets are designed to deform and widen once they penetrate a target, thus inflicting more damage. '''[Trivial]''' '''Jammer:''' Jammers stick to the target and pulse out jamming electromagnetic signals, jamming the target’s wireless communications. If an Opposed Test is called for, these devices have an Interface of 30. '''[Low]''' '''Plastic:''' Plastic ammo is designed to hurt but not wound targets, and is commonly used for crowd control purposes. '''[Trivial]''' '''Reactive:''' The casing on these projectiles is made of reactive materials that release a large amount of energy when subjected to a sudden shock or impact—such as striking a target. In other words, they explode or superheat when they hit. '''[Low]''' '''Reactive Armor-Piercing (RAP):''' This is a tungsten-carbide armor-piercing round with a reactive casing, allowing the ammunition to penetrate even further. '''[Moderate]''' '''Regular Ammo:''' This standard metal projectile is designed to put holes into morphs. '''[Trivial]''' '''Splash:''' Splash rounds carry a payload like capsule ammo, but are designed to break upon impact rather than penetrating, splashing their contents on the target’s exterior. Splash rounds are typically loaded with paint, taggant nanobots, tracker dye, and similar substances. '''[Trivial plus payload cost]''' '''Zap:''' Zap rounds are rubber or gel bullets that create an electric charge upon firing in a piezoelectric like manner to stun the target effectively with both the bullet and the electric shock. '''[Trivial]''' === Smart Ammo === Smart ammunition takes advantage of nanotechnology to produce bullets that can alter their flight path, home in the target, and correct aim. Smart ammo may not be used with railguns. With the exception of biter, flayer, and proximity rounds, smart ammo may be combined with other ammo types (accushot armor-piercing, for example). '''Accushot:''' Accushot bullets change shape within flight to keep dead on course, countering the effects of wind, drag, and gravity over distance. Attacks made with accushot bullets ignore all range modifiers. '''[Low]''' '''Biter:''' Biters are specially-designed to fragment in opposite proportion to the hardness of the target they strike. For hard targets (synthmorphs), they fragment very little, blasting a big hole. For soft targets (biomorphs), they fragment and tumble in multiple directions within the body. '''[Low]''' '''Flayer:''' Flayers have nanosensors to detect an oncoming impact, shooting out monomolecular barbs as they are about to strike a target. These monowires cut through the target along with the bullet, inflicting additional damage. '''[Low]''' '''Homing:'''When fired with a smartlink system, the bullet identifies the target and uses nanosensors to lock on, correcting the bullet’s trajectory with surface alterations and tiny vectored nozzles. Apply a +10 modifier to the Attack Test, cumulative with aiming and smartlink modifiers. Homing bullets may also be used for indirect fire. '''[Low]''' '''Laser-Guided:''' These bullets function like homing smart rounds (apply the +10 attack modifier), except rather than requiring a smartlink system, they lock onto the reflection of the laser sight used to paint the target. Laser-guided bullets may also be used for indirect fire. '''[Low]''' '''Proximity:''' Proximity is an explosive ammunition that identifies the target when fired via smartlink. If the round determines that it will miss the target, it will still explode if it reaches the close proximity of the target. If the attack misses with an MoF of 10 or less, the round explodes 1d10 meters away from the target and inflicts 1d10 area effect damage in the proximity of the target. '''[Moderate]''' '''Zero:''' Similar to homing smart rounds, zero bullets identify the target when fired via smartlink. Whether the round hits or misses, however, it sends telemetry data back to the next zero bullet, allowing it to course-correct and “zero in” to hit the target (or hit more accurately). Apply a +10 modifier to each shot (or burst) fired after the first against the same target in the same Action Turn. '''[Low]''' {| class="wikitable" ! colspan="3" |Kinetic Ammunition |- |'''Ammo''' |'''AP Modifier''' |'''DV Modifier''' |- |Armor-Piercing | -5 | -2 |- |Bug | +1 | -1d10 |- |Capsule | +1 | -half |- |Flux |as ammo type |as ammo type |- |Hollow-Point | +2 | +1d10 |- |Jammer | --- |no damage |- |Plastic |(AP Doubled) | -half |- |Reactive | -2 | +2 |- |Reactive Armor-Piercing | -6 | -1 |- |Regular | --- | --- |- |Splash | --- |No Damage |- |Zap | +2 | -half+Shock |- |'''Smart Ammo''' | | |- |Accushot | --- | --- |- |Biter | --- | +1d10 |- |Flayer | --- | +2 |- |Homing | --- | --- |- |Laser-Guided | --- | --- |- |Proximity | -1 | +2 |- |Zero | --- | --- |}
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