Pistols

Bows, guns, bowguns, and everything in between.
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Pistols

Quote

Post by Tony »

Pistols / Revolvers

The modern handgun comes in a variety of shapes, sizes, grips, and firepower. From easily-concealable pistols to offensive handguns to powerful "hand cannons," the pistol is the sidearm of choice for civilians, police, and military of modern and futuristic societies. The revolver, namely, has gone through a great multitude of changes over the years, but its signature aesthetic remains largely unchanged, and the revolver brags the largest calibers of pistol available. The semi-automatic handgun, or simply "pistol", is rugged, reliable, and common, and can be used for sporting, hunting, defense, or offense.

The modern pistol was engineered as a last-ditch or close-combat resort for soldiers or officers when their standard weapons were too bulky or needed to be reloaded. Due to its somewhat showy nature and the way it was treated in fiction, the pistol became synonymous with style, and the art of gunslinging grew in the frontier parts of the galaxies, where proficiency with force was the best way to be recognized, giving breed to showy pistoliers who could dazzle crowds or unnerve foes with tricks.

Whether for aesthetics or practical use, the pistol remains a powerful staple of combat. The pistol can be dual wielded, can be concealed easily, and each pistol is only considered a 1-slot weapon. The light weight of a handgun comes with decent recoil, making precision over repeated shots a training necessity; each additional shot beyond a pistol's listed controlled shot amount suffers a -2 penalty.

Pistols can be used by the following skill: Weapon Proficiency: Pistols.
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Carbon Fiber & Ceramic

Name: Elanus Risk Control M-3 Predator Pistol(Denzium)
Price: 6,000 gil
DC to Make: 36/63/90
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +18
Damage Modifier: 360
Skill Level Required: 1

Name: Colt Patterson Pistol(Durallium)
Price: 12,000 gil
DC to Make: 38/65/92
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +19
Damage Modifier: 375
Skill Level Required: 1

Name: S&W .500 Pistol(Andrium)
Price: 18,000 gil
DC to Make: 40/67/94
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +20
Damage Modifier: 390
Skill Level Required: 1

Name: Rosenkov Materials Karpov Pistol(Diamondium Alloy)
Price: 24,000 gil
DC to Make: 42/69/96
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +21
Damage Modifier: 405
Skill Level Required: 1

Name: Rittergruppen Rapier Pistol(Phazite)
Price: 30,000 gil
DC to Make: 44/71/98
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +22
Damage Modifier: 420
Skill Level Required: 1

Name: Hamilton Contender Pistol(Neosteel)
Price: 39,000 gil
DC to Make: 46/73/100
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +23
Damage Modifier: 585
Skill Level Required: 2

Name: Walther P99 Pistol(Solinium)
Price: 48,000 gil
DC to Make: 56/92/128
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +24
Damage Modifier: 600
Skill Level Required: 2

Name: Devlon Industries Stinger Pistol(Starmetal)
Price: 57,000 gil
DC to Make: 58/94/130
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +25
Damage Modifier: 615
Skill Level Required: 2

Name: SIG P225 Pistol(Orichalcum)
Price: 66,000 gil
DC to Make: 60/96/133
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +26
Damage Modifier: 630
Skill Level Required: 2

Name: Rittergruppen Cutlass Pistol(Aetherium)
Price: 78,000 gil
DC to Make: 62/98/136
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +27
Damage Modifier: 660
Skill Level Required: 2

Name: Colt Diamondback Pistol(Duralloy)
Price: 90,000 gil
DC to Make: 64/100/140
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +28
Damage Modifier: 840
Skill Level Required: 3

Generation 2 Polymer

Name: Colt Cobra Pistol(Amber)
Price: 105,000 gil
DC to Make: 82/152/212
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +29
Damage Modifier: 870
Skill Level Required: 3

Name: SIG GSR Pistol(Garnet)
Price: 120,000 gil
DC to Make: 84/154/214
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +30
Damage Modifier: 900
Skill Level Required: 3

Name: Jormangund Technology Pinnacle Pistol(Jasper)
Price: 135,000 gil
DC to Make: 86/156/216
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +31
Damage Modifier: 930
Skill Level Required: 3

Name: Armax Arsenal Brawler Pistol(Pyrite)
Price: 150,000 gil
DC to Make: 88/158/218
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +32
Damage Modifier: 960
Skill Level Required: 3

Name: S&W M29 Pistol(Kunzite)
Price: 165,000 gil
DC to Make: 90/160/220
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +33
Damage Modifier: 1140
Skill Level Required: 4

Name: Ariake Technologies Raikou Pistol(Ruby)
Price: 180,000 gil
DC to Make: 92/162/222
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +34
Damage Modifier: 1170
Skill Level Required: 4

Name: Samael Sidewinder Pistol(Jadeite)
Price: 198,000 gil
DC to Make: 94/164/224
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +35
Damage Modifier: 1230
Skill Level Required: 4

Name: Misriah Armory M6G Magnum Pistol(Cardinal)
Price: 216,000 gil
DC to Make: 96/166/226
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +36
Damage Modifier: 1290
Skill Level Required: 4

Name: Cerberus Harpy Pistol(Celestial Phazon)
Price: 234,000 gil
DC to Make: 98/168/228
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +37
Damage Modifier: 1320
Skill Level Required: 4

Name: Colt King Cobra Pistol(Alabaster)
Price: 252,000 gil
DC to Make: 100/170/230
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +38
Damage Modifier: 1500
Skill Level Required: 5

Name: Binary Helix Judgement Pistol(Opal)
Price: 270,000 gil
DC to Make: 102/172/232
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +39
Damage Modifier: 1560
Skill Level Required: 5

Name: Walther P5 Pistol(Bloodstone)
Price: 294,000 gil
DC to Make: 104/174/234
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +40
Damage Modifier: 1620
Skill Level Required: 5

Name: Carrington Institute Falcon Pistol(Lazurite)
Price: 318,000 gil
DC to Make: 106/176/236
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +41
Damage Modifier: 1680
Skill Level Required: 5

Name: Elkoss Combine Edge Pistol(Zoisite)
Price: 342,000 gil
DC to Make: 108/178/238
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +42
Damage Modifier: 1740
Skill Level Required: 5

Name: C.E.L.L. Majestic Pistol(Malachite)
Price: 372,000 gil
DC to Make: 110/180/240
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +43
Damage Modifier: 1950
Skill Level Required: 6

Hyperalloy

Name: Carrington Institute Falcon 2 Pistol(Beryl)
Price: 402,000 gil
DC to Make: 150/230/310
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +44
Damage Modifier: 2010
Skill Level Required: 6

Name: Chesluk Industries Mag-Sec 3 Pistol(Red Beryl)
Price: 432,000 gil
DC to Make: 155/235/315
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +45
Damage Modifier: 2070
Skill Level Required: 6

Name: Carrington Institute Falcon 3 Pistol(Netherite)
Price: 462,000 gil
DC to Make: 160/240/320
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +46
Damage Modifier: 2130
Skill Level Required: 6

Name: Colt N99 (10mm) Pistol(Obsidian)
Price: 492,000 gil
DC to Make: 165/245/325
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +47
Damage Modifier: 2190
Skill Level Required: 6

Name: Chesluk Industries Mag-Sec 7 Pistol(Moonstone)
Price: 522,000 gil
DC to Make: 170/250/330
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +48
Damage Modifier: 2460
Skill Level Required: 7

Name: DataDyne Dy-393 Magnum Pistol(Celestine)
Price: 558,000 gil
DC to Make: 180/260/340
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +49
Damage Modifier: 2580
Skill Level Required: 7

Name: DataDyne Dy-393 Magnum LX Pistol(Celestial Diamond)
Price: 600,000 gil
DC to Make: 190/270/375
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +50
Damage Modifier: 2700
Skill Level Required: 7

Exotic Particle Hyperalloy

Name: (Dragonsteel)
Price: 660,000 gil
DC to Make: 185/275/365
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +51
Damage Modifier: 2850
Skill Level Required: 8

Name: (Meteorillium)
Price: 750,000 gil
DC to Make: 190/280/370
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +52
Damage Modifier: 3000
Skill Level Required: 8

Name: (Duranium)
Price: 840,000 gil
DC to Make: 195/285/375
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +53
Damage Modifier: 3300
Skill Level Required: 8

Name: (Sunstone)
Price: 1,020,000 gil
DC to Make: 200/290/380
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +54
Damage Modifier: 3450
Skill Level Required: 8

Name: (Vibranium)
Price: 1,200,000 gil
DC to Make: 205/295/385
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +55
Damage Modifier: 3600
Skill Level Required: 8

Name: (Dreamstone)
Price: 1,380,000 gil
DC to Make: 210/300/390
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +56
Damage Modifier: 3750
Skill Level Required: 8

Name: (Carbonadium)
Price: 1,560,000 gil
DC to Make: 215/305/395
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +57
Damage Modifier: 3930
Skill Level Required: 8

Name: (Mythril)
Price: 1,800,000 gil
DC to Make: 220/310/400
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +58
Damage Modifier: 4260
Skill Level Required: 8

Name: (Adamantium)
Price: 2,100,000 gil
DC to Make: 225/315/405
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +59
Damage Modifier: 4440
Skill Level Required: 8

Fourth Matter State Alloy

Name: (Fantasteel)
Price: 2,400,000 gil
DC to Make: 230/320/410
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +60
Damage Modifier: 4620
Skill Level Required: 9

Name: (Corrodium)
Price: 2,700,000 gil
DC to Make: 235/325/415
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +61
Damage Modifier: 4860
Skill Level Required: 9

Name: (Technobsidian)
Price: 3,000,000 gil
DC to Make: 240/330/420
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +62
Damage Modifier: 5100
Skill Level Required: 9

Name: (Kryptonite)
Price: 3,600,000 gil
DC to Make: 245/335/425
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +63
Damage Modifier: 5490
Skill Level Required: 9

Name: (Plasmarble)
Price: 4,200,000 gil
DC to Make: 250/340/430
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +64
Damage Modifier: 5730
Skill Level Required: 9

Name: (Hephaestium)
Price: 4,800,000 gil
DC to Make: 255/345/435
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +65
Damage Modifier: 5970
Skill Level Required: 9

Name: (Rainbow Shell)
Price: 5,400,000 gil
DC to Make: 260/350/440
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +66
Damage Modifier: 6210
Skill Level Required: 9

Name: (Antimatter)
Price: 6,000,000 gil
DC to Make: 265/355/445
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +67
Damage Modifier: 6450
Skill Level Required: 9

God Particle Polymer

Name: (Spectral Black)
Price: 6,900,000 gil
DC to Make: 270/360/450
Augmentation Slots: 4
Controlled Shots: 6 (+6)
Roll Bonus: +68
Damage Modifier: 6840
Skill Level Required: 10

Name: (Spectral Red)
Price: 7,800,000 gil
DC to Make: 275/365/455
Augmentation Slots: 4
Controlled Shots: 6 (+6)
Roll Bonus: +69
Damage Modifier: 7080
Skill Level Required: 10

Name: (Spectral Orange)
Price: 8,700,000 gil
DC to Make: 280/370/460
Augmentation Slots: 4
Controlled Shots: 6 (+6)
Roll Bonus: +70
Damage Modifier: 7320
Skill Level Required: 10

Name: (Spectral Yellow)
Price: 9,600,000 gil
DC to Make: 285/375/465
Augmentation Slots: 4
Controlled Shots: 6 (+6)
Roll Bonus: +71
Damage Modifier: 7560
Skill Level Required: 10

Name: (Spectral Green)
Price: 10,500,000 gil
DC to Make: 290/380/470
Augmentation Slots: 4
Controlled Shots: 6 (+6)
Roll Bonus: +72
Damage Modifier: 7800
Skill Level Required: 10

Name: (Spectral Blue)
Price: 11,400,000 gil
DC to Make: 295/385/475
Augmentation Slots: 4
Controlled Shots: 6 (+6)
Roll Bonus: +74
Damage Modifier: 8250
Skill Level Required: 10

Name: (Spectral Indigo)
Price: 12,600,000 gil
DC to Make: 300/390/480
Augmentation Slots: 4
Controlled Shots: 6 (+6)
Roll Bonus: +76
Damage Modifier: 8550
Skill Level Required: 10

Name: (Spectral Violet)
Price: 13,800,000 gil
DC to Make: 310/400/490
Augmentation Slots: 4
Controlled Shots: 6 (+6)
Roll Bonus: +78
Damage Modifier: 8850
Skill Level Required: 10

Name: (Spectral White)
Price: 15,000,000 gil
DC to Make: 320/410/500
Augmentation Slots: 4
Controlled Shots: 6 (+6)
Roll Bonus: +80
Damage Modifier: 9150
Skill Level Required: 10
Last edited by Strato on April 25th, 2024, 7:32 pm, edited 3 times in total.
Tony
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Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

Tuning & Augmentations

Quote

Post by Tony »

Pistol Tuning

While pretty much anyone can pick up a gun or crossbow, point it, and squeeze the trigger, these weapons are only that easy to use because they're so complicated of machines. They do all the work for you. Whereas a melee weapon's user will train the body and mind to use a weapon more effectively, it takes a skilled machinist and gunsmith to make an already good weapon, better.

To that end, a gunsmith can alter, tune, and refine the inner workings and body of a weapon to be easier to use, more powerful, and more adaptable. A Gunsmith may use his/her skill to adjust the pieces of a specific weapon and tailor it to the needs or wants of the user.

Notably, these tuning options do not cost Augmentation Slots. However, Tuning a weapon raises the Skill Level required to use it. For every 5 Tunings applied, the Skill Level requirement goes up by 1.

For instance, Tuning a weapon's Damage 6 times and its Roll Bonus 4 times will raise the Skill Level required to use the weapon by 2.
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Augmentation Slots - Can add up to 2 more slots to a weapon.
  • One Slot - Cost/DC to Make: 20% of base weapon
  • Two Slots - Cost/DC to Make: 40% of base weapon
Roll Bonus - Can add up to +10 to a Roll Bonus.
  • +1 - Cost/DC to Make: 10% of base weapon
  • +2 - Cost/DC to Make: 20% of base weapon
  • +3 - Cost/DC to Make: 30% of base weapon
  • +4 - Cost/DC to Make: 40% of base weapon
  • +5 - Cost/DC to Make: 50% of base weapon
  • +6 - Cost/DC to Make: 60% of base weapon
  • +7 - Cost/DC to Make: 70% of base weapon
  • +8 - Cost/DC to Make: 80% of base weapon
  • +9 - Cost/DC to Make: 90% of base weapon
  • +10 - Cost/DC to Make: 100% of base weapon
Damage - Can add up to 50 more damage to a weapon.
  • +10 - Cost/DC to Make: 5% of base weapon
  • +20 - Cost/DC to Make: 10% of base weapon
  • +30 - Cost/DC to Make: 15% of base weapon
  • +40 - Cost/DC to Make: 20% of base weapon
  • +50 - Cost/DC to Make: 25% of base weapon
Controlled Shots - Can add up to 2 more penalized Controlled Shots to a weapon.
  • +1 Shot - Cost/DC to Make: 50% of base weapon
  • +2 Shots - Cost/DC to Make: 100% of base weapon
Critical Mod - A Pistol's Critical Hit modifiers cannot be upgraded.
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Pistol Augmentations

One of the main advantages of a ranged weapon and its augmentations is that most of them can be interchanged. Exchanging a weapon augmentation requires that:
1) the augmentation is carried in an Inventory Slot;
2) the user spends 1 round's action exchanging the augmentations.

Unless otherwise specified, all weapon augmentations are considered 1-slot items.

Name: Laser Sight
Cost: 480 gil
Restrictions: Weak to EMP
Description: A pinpoint, projected laser sight that projects a small red or green dot on an enemy that assists in aiming, however, can be seen by an alert enemy. +1 to roll bonus.

Name: Red-Dot Sights
Cost: 1440 gil
Restrictions: Weak to EMP
Description: A clear glass screen on which an adjustable red or green laser shines, providing an aimpoint sight that cannot be seen by the enemy, while assisting accuracy. +2 to roll bonus.

Name: Targetting VI
Price: 2400 gil
Restrictions:
Description: A smart targeting module calculates and compensates for minute barrel movements, weather, and the environment. Firing on a target in a howling gale feels the same as it does on a calm day on a practice range. Smart targeting does not mean the bullet will automatically find the mark every time the trigger is pulled; it only makes it easier for the marksman to aim. Improves a weapon's accuracy by +5. Can be stacked with other accuracy augmentations, but is a permanent modification.

Name: Suppressor
Cost: 1440 gil
Restrictions:
Description: A muzzle brake which hides the flash, as well as silencing the weapon, however, muzzle velocity is decreased. Reduces weapon damage by 50, but the weapon is rendered inaudible.

Name: Kinetic Pulsar
Price: 5,670 gil
Restrictions: Requires "Mass Effect Generators" augmentation.
Description: A high-powered microgenerator is added to the weapon's interior workings, even changing traditional firiearms into hyper-modern kinetic slugthrowers. Increases a weapon's damage by 50. Can be stacked with other damage upgrades, but is a permanent modification.

Name: Sabot Jacket
Price: 3,360 gil
Restrictions: Requires "Mass Effect Generators" augmentation.
Description: Increasing the tungsten content of slugs and recalibrating the weapon's interior operations improves penetration of heavily armored targets. This weapon ignores 50% of a target's physical soak, including natural armor soak. This modification is permanent, and only standard ammunition can be equipped.

Name: Smart Rounds
Price: 3,360 gil
Restrictions: Requires "Mass Effect Generators" augmentation.
Description: Scientists have prototyped a modification to the traditional smart-targeting module commonly incorporated into high-end weaponry. While this technology is commonly used to compensate for wind and recoil, it was adapted to slightly deflect rounds to strike a more vital part of an enemy. Increases a weapon's critical hit bonus by 1, after the modifier roll. This modification is permanent.

Name: Microphasic Pulse
Price: 3,360 gil
Restrictions: Requires "Mass Effect Generators" augmentation.
Description: A phasic discharge is created by a microgenerator built into this weapon, wrapping rounds in a small envelope that decimates energy barriers and mana fields. This weapon ignores shields and magical barriers (Protect, Wall, Shield, etc.). This modification is permanent. This weapon cannot use special ammunition.

Name: High-Velocity Reinforced Barrel
Price: 5,670 gil
Restrictions: Requires "Mass Effect Generators" augmentation.
Descriptions: A powerful microgenerator is added to a weapon, and using heavier slugs with a higher muzzle velocity, this weapon is able to penetrate objects up to a meter thick. This modification negates "Concealment" bonuses, but Mild to Terminal "Concealment" reduces this weapon's damage by 10% per level, up to 50% at Terminal.

Name: Mana Magnifier
Price: 5,670 gil
Restrictions: Requires "Mass Effect Generators" augmentation. Only available for Pistols and Submachine Guns.
Descriptions: By utilizing a weapon's inner energy chambers and attaching a large, rather unusual looking device onto the rear of the weapon, a user is able to tap directly into that weapon's microgenerator and add it into their own mana or psionic field. However, using it nearly burns out the weapon instantly. It will still function, but at reduced effect. Once per battle, the user is able to add the weapon's damage into his/her Base Magic Damage. Using this reduces the weapon's effectiveness by 50% (roll bonus and damage) until the end of the battle. This modification is permanent.
_________________________________________________________________________________________________________

Pistol Ammunition

A ranged weapon's biggest variable attribute is ammunition. Ammo loads come in a variety of shapes, sizes, and uses, and can be swapped out using a Standard Action in battle.

Ammunition items take up 1 Augmentation Slot on a weapon when loaded, and only one Ammo can be used at any given time in a single weapon. Ammo packs are purchased in bulk and must be carried in an Inventory Slot to be used on the fly.

Name: Ammunition - Tranquilizer Dart
Cost: 640 gil
Restrictions:
Description: Standard ammunition is replaced with a sabot-contained dart that, when an organic target is struck, inflicts Acute "Sleep" status.

Name: Ammunition - Magnetic Piton
Cost: 1920 gil
Restrictions:
Description: A futuristic response to the somewhat archaic grappling hook, the magnetic piton is a powerful electromagnet attached to a clamp-plate and a thick, durable cable that can be used to attach itself to any metallic or alloy surface to tug the bearer of the firing device to the clamp. With over triple the weight capacity of the standard hook and pull, the MagPit is capable of even anchoring small vehicles to one another without straining the device.

Name: Ammunition - Tracking Dart
Cost: 1920 gil
Restrictions:
Description: Standard ammunition is replaced with a dart that, when a target is struck, implants a high-tech UMN-tracked transmitter into the target.

Name: Ammunition - Armor-Piercing Rounds
Cost: 1920 gil
Restrictions:
Description: AP rounds are bullets with dense steel casings and tiny molten cores that ravage armor plating and reinforcement. Each attack with AP Rounds (regardless of controlled shots) inflicts Moderate "Melt" status.

Name: Ammunition - Tungsten Rounds
Cost: 3200 gil
Restrictions:
Description: Tungsten rounds are made with an extremely dense metal that allows them to fully pierce armor. Each attack (regardless of controlled shots) with tungsten rounds negates body armor soak (natural soak still applicable).

Name: Ammunition - Black Talon Rounds
Cost: 1920 gil
Restrictions:
Description: Black Talon rounds are a special type of hollow point ammunition that, upon impact, spread outwards in a three-pronged shape to deal more damage to targets. Each attack with Black Talon rounds (regardless of controlled shots) inflicts Mild "Pain" status for the next round.

Name: Ammunition - Hammerhead Rounds
Cost: 1920 gil
Restrictions:
Description: Hammerhead ammunition, also called squash projectiles, are designed to flatten on impact, increasing the amount of physical force transferred to the target. Each attack with Hammerhead rounds (regardless of controlled shots) inflicts Mild "Off Guard" status.

Name: Ammunition - Cryo Rounds
Cost: 1920 gil
Restrictions:
Description: Standard ammunition is replaced with a tiny amount of liquid nitrogen contained within a discarding sabot. Each attack with cryo rounds (regardless of controlled shots) inflicts "Freeze" status. First strike incurs Mild, and each successive strike (unless status is cured) inflicts next level of status.

Name: Ammunition - Polonium Rounds
Cost: 3200 gil
Restrictions: Illegal
Description: This upgrade stamps a minuscule amount of radioactive polonium into every round fired, effectively poisoning enemy targets. It also prevents enemy regeneration. Each attack with polonium rounds (regardless of controlled shots) inflicts Acute "Disease" status until cured.

Name: Ammunition - Radioactive Rounds
Cost: 3200 gil
Restrictions: Illegal
Description: These rounds are stamped with a minuscule amount of radioactive material, inducing low levels of radiation sickness in targets. Each strike with radioactive rounds (regardless of controlled shots) inflicts Mild "Radiation" status. Round must be removed with First Aid check to remove effect.

Name: Ammunition - Disruptor Rounds
Cost: 1920 gil
Restrictions:
Description: Disruptor rounds accept an electrical charge by the weapon they're loaded into, and when fired, become electrified. Each attack with disruptor rounds (regardless of controlled shots) inflicts Mild "Shock" status for 1d5 rounds.

Name: Ammunition - Drop Dead Rounds
Cost: 7,560 gil
Restrictions:
Description: An experimental round that, rather than immediately damages, drains and weakens the target. Especially useful in big game hunting, the "Drop Dead" round delivers a toxin to the target that is compounded with each successful blow of the ammunition, only to take sudden and devastating effect when a target's vitals spike. When "Drop Dead" rounds are first used on a target, inflicts Mild "Heat" status and deals no damage. Instead, a "pot" of damage is started with the weapon's damage, including Controlled Shots. Each successful attack following that using Drop Dead ammo adds to the "pot," with damage doubled per "Heat" status, though it is not increased. When the target takes an action, the damage is done immediately after that action is completed, in one physical, non-elemental lump sum. If a target's turn comes and the target "holds" the action, the "pot" of damage is dissipated entirely and "Heat" status fades.

Name: Ammunition - M363 RPD Mine
Cost: 4,480 gil + 1/2 Grenade cost
Restrictions:
Description: A "sticky" bomb that can be shot and attached to a smooth surface, this explosive round can be motion-, remote-, or timer-activated, but requires 1 round to become active after being fired (a built-in safeguard against premature detonation). The mine template is loaded with a miniature grenade that can be purchased at any store where Grenades can be found.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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