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=== 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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