Submachine Guns / Carbines / PDWs

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Submachine Guns / Carbines / PDWs

Quote

Post by Tony »

Submachine Guns

The submachine gun is a small, compact, fully-automatic, versatile weapon developed for close- to medium-ranged combat, for soldiers or operators who need defensive firepower without the extra weight of larger weapons. The submachine gun has developed into a number of different "groups" that all share similar characteristics, namely carbines and personal defense weapons (PDWs). Carbines are simply shrunk-down versions of larger weapons -- generally assault rifles -- while PDWs are small, one-handed submachine guns favored by vehicle crews or officers.

The sub-machine gun was developed originally as a go-between between machine guns and rifle weapons, before the advent of the assault rifle. The original submachine guns were the Tommy Guns and the Sturmgewhers of decades ago, and despite the advent of larger, more powerful weapons, the submachine gun is still a powerful genre of weapon favored by police and military forces.

Submachine guns, carbines, and PDWs are considered 3-slot weapons. Despite being fully-automatic, however, these weapons don't have large enough magazines and have too high a rate of fire to provide long-term suppressing fire.

SMG-class weapons suffer from a light weight and a high rate of fire, even without full-auto enabled on them; each controlled shot beyond a weapon's listed amount suffers a -5 roll penalty.

Submachine guns can be used by the following skill: Weapon Proficiency: Submachine Guns.
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Carbon Fiber & Ceramic

Name: B. Bauer K-VOLT Submachine Gun(Denzium)
Price: 8,000 gil
DC to Make: 40/70/100
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +25
Damage Modifier: 480
Skill Level Required: 1

Name: Kalashnikov AKS-47u Submachine Gun(Durallium)
Price: 16,000 gil
DC to Make: 42/72/102
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +26
Damage Modifier: 500
Skill Level Required: 1

Name: Beretta Mx4 Storm Submachine Gun(Andrium)
Price: 24,000 gil
DC to Make: 44/74/104
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +27
Damage Modifier: 520
Skill Level Required: 1

Name: Rittergruppen Rampage Submachine Gun(Diamondium Alloy)
Price: 32,000 gil
DC to Make: 46/76/106
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +28
Damage Modifier: 540
Skill Level Required: 1

Name: Walther MP-K Submachine Gun(Phazite)
Price: 40,000 gil
DC to Make: 48/78/108
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +29
Damage Modifier: 560
Skill Level Required: 1

Name: Hamilton Patriot Submachine Gun(Neosteel)
Price: 52,000 gil
DC to Make: 50/80/110
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +30
Damage Modifier: 780
Skill Level Required: 2

Name: Rittergruppen Blitzkrieg Submachine Gun(Solinium)
Price: 64,000 gil
DC to Make: 62/102/142
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +31
Damage Modifier: 800
Skill Level Required: 2

Name: KBP Design AO-46 Submachine Gun(Starmetal)
Price: 76,000 gil
DC to Make: 64/104/144
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +32
Damage Modifier: 820
Skill Level Required: 2

Name: Samael Typhoon Submachine Gun(Orichalcum)
Price: 88,000 gil
DC to Make: 66/106/146
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +33
Damage Modifier: 840
Skill Level Required: 2

Name: H&K MP 2000 Submachine Gun(Aetherium)
Price: 104,000 gil
DC to Make: 68/108/148
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +34
Damage Modifier: 880
Skill Level Required: 2

Name: UC Wildfire Submachine Gun(Duralloy)
Price: 120,000 gil
DC to Make: 70/110/150
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +35
Damage Modifier: 1120
Skill Level Required: 3

Generation 2 Polymer

Name: Beretta PM-125 Submachine Gun(Amber)
Price: 140,000 gil
DC to Make: 92/162/232
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +36
Damage Modifier: 1160
Skill Level Required: 3

Name: UC RCP Submachine Gun(Garnet)
Price: 160,000 gil
DC to Make: 94/164/234
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +37
Damage Modifier: 1200
Skill Level Required: 3

Name: Misriah Armory MA-5K Submachine Gun(Jasper)
Price: 180,000 gil
DC to Make: 96/166/236
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +38
Damage Modifier: 1240
Skill Level Required: 3

Name: Smith & Wesson M76 Submachine Gun(Pyrite)
Price: 200,000 gil
DC to Make: 98/168/238
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +39
Damage Modifier: 1280
Skill Level Required: 3

Name: Star Z-62 Submachine Gun(Kunzite)
Price: 220,000 gil
DC to Make: 100/170/240
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +40
Damage Modifier: 1520
Skill Level Required: 4

Name: Hamilton SMX Submachine Gun(Ruby)
Price: 240,000 gil
DC to Make: 102/172/242
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +41
Damage Modifier: 1560
Skill Level Required: 4

Name: KBP Design PP-2000 Submachine Gun(Jadeite)
Price: 264,000 gil
DC to Make: 104/174/244
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +42
Damage Modifier: 1640
Skill Level Required: 4

Name: UC Inferno Submachine Gun(Cardinal)
Price: 288,000 gil
DC to Make: 106/176/246
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +43
Damage Modifier: 1720
Skill Level Required: 4

Name: Jianshe Industries QCW-05 Submachine Gun(Celestial Phazon)
Price: 312,000 gil
DC to Make: 108/178/248
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +44
Damage Modifier: 1760
Skill Level Required: 4

Name: Czech Weapons CZW-438 Submachine Gun(Alabaster)
Price: 336,000 gil
DC to Make: 110/180/250
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +45
Damage Modifier: 2000
Skill Level Required: 5

Name: H&K G35 Submachine Gun(Opal)
Price: 360,000 gil
DC to Make: 112/182/252
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +46
Damage Modifier: 2080
Skill Level Required: 5

Name: UC Purgatory Submachine Gun(Bloodstone)
Price: 392,000 gil
DC to Make: 114/184/254
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +47
Damage Modifier: 2160
Skill Level Required: 5

Name: Samael PMG Submachine Gun(Lazurite)
Price: 424,000 gil
DC to Make: 116/186/256
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +48
Damage Modifier: 2240
Skill Level Required: 5

Name: Ingram MAC-10 Submachine Gun(Zoisite)
Price: 456,000 gil
DC to Make: 118/188/258
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +49
Damage Modifier: 2320
Skill Level Required: 5

Name: DataDyne CMP-150 Submachine Gun(Malachite)
Price: 496,000 gil
DC to Make: 120/190/260
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +50
Damage Modifier: 2600
Skill Level Required: 6

Hyperalloy

Name: Carrington Institute RC-P45 Submachine Gun(Beryl)
Price: 536,000 gil
DC to Make: 160/250/340
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +51
Damage Modifier: 2680
Skill Level Required: 6

Name: H&K G36 Submachine Gun(Red Beryl)
Price: 576,000 gil
DC to Make: 165/255/345
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +52
Damage Modifier: 2760
Skill Level Required: 6

Name: Chesluk Industries Cyclone Submachine Gun(Netherite)
Price: 616,000 gil
DC to Make: 170/260/350
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +53
Damage Modifier: 2840
Skill Level Required: 6

Name: Misriah Armory M8-A Caseless Submachine Gun(Obsidian)
Price: 656,000 gil
DC to Make: 175/265/355
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +54
Damage Modifier: 2920
Skill Level Required: 6

Name: ArmsTech KP-150 Submachine Gun(Moonstone)
Price: 696,000 gil
DC to Make: 180/270/360
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +55
Damage Modifier: 3280
Skill Level Required: 7

Name: Hurricane TMP-18 Submachine Gun(Celestine)
Price: 744,000 gil
DC to Make: 190/280/370
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +56
Damage Modifier: 3440
Skill Level Required: 7

Name: Carrington Institute RC-P90 Submachine Gun(Celestial Diamond)
Price: 800,000 gil
DC to Make: 200/300/400
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +57
Damage Modifier: 3600
Skill Level Required: 7

Exotic Particle Hyperalloy

Name: (Dragonsteel)
Price: 880,000 gil
DC to Make: 195/295/395
Augmentation Slots: 5
Controlled Shots: 3 (+3)
Roll Bonus: +58
Damage Modifier: 3800
Skill Level Required: 8

Name: (Meteorillium)
Price: 1,000,000 gil
DC to Make: 200/300/400
Augmentation Slots: 5
Controlled Shots: 3 (+3)
Roll Bonus: +59
Damage Modifier: 4000
Skill Level Required: 8

Name: (Duranium)
Price: 1,120,000 gil
DC to Make: 205/305/405
Augmentation Slots: 5
Controlled Shots: 4 (+4)
Roll Bonus: +60
Damage Modifier: 4400
Skill Level Required: 8

Name: (Sunstone)
Price: 1,360,000 gil
DC to Make: 210/310/410
Augmentation Slots: 5
Controlled Shots: 4 (+4)
Roll Bonus: +61
Damage Modifier: 4600
Skill Level Required: 8

Name: (Vibranium)
Price: 1,600,000 gil
DC to Make: 215/315/415
Augmentation Slots: 5
Controlled Shots: 4 (+4)
Roll Bonus: +62
Damage Modifier: 4800
Skill Level Required: 8

Name: (Dreamstone)
Price: 1,840,000 gil
DC to Make: 220/320/420
Augmentation Slots: 5
Controlled Shots: 4 (+4)
Roll Bonus: +63
Damage Modifier: 5000
Skill Level Required: 8

Name: (Carbonadium)
Price: 2,080,000 gil
DC to Make: 225/325/425
Augmentation Slots: 5
Controlled Shots: 4 (+4)
Roll Bonus: +64
Damage Modifier: 5240
Skill Level Required: 8

Name: (Mythril)
Price: 2,400,000 gil
DC to Make: 230/330/430
Augmentation Slots: 5
Controlled Shots: 4 (+4)
Roll Bonus: +65
Damage Modifier: 5680
Skill Level Required: 8

Name: (Adamantium)
Price: 2,800,000 gil
DC to Make: 235/335/435
Augmentation Slots: 5
Controlled Shots: 4 (+4)
Roll Bonus: +66
Damage Modifier: 5920
Skill Level Required: 8

Fourth Matter State Alloy

Name: (Fantasteel)
Price: 3,200,000 gil
DC to Make: 240/340/440
Augmentation Slots: 5
Controlled Shots: 4 (+4)
Roll Bonus: +67
Damage Modifier: 6160
Skill Level Required: 9

Name: (Corrodium)
Price: 3,600,000 gil
DC to Make: 245/345/445
Augmentation Slots: 5
Controlled Shots: 4 (+4)
Roll Bonus: +68
Damage Modifier: 6480
Skill Level Required: 9

Name: (Technobsidian)
Price: 4,000,000 gil
DC to Make: 250/350/450
Augmentation Slots: 5
Controlled Shots: 4 (+4)
Roll Bonus: +69
Damage Modifier: 6800
Skill Level Required: 9

Name: (Kryptonite)
Price: 4,800,000 gil
DC to Make: 255/355/455
Augmentation Slots: 5
Controlled Shots: 5 (+5)
Roll Bonus: +70
Damage Modifier: 7320
Skill Level Required: 9

Name: (Plasmarble)
Price: 5,600,000 gil
DC to Make: 260/360/460
Augmentation Slots: 5
Controlled Shots: 5 (+5)
Roll Bonus: +71
Damage Modifier: 7640
Skill Level Required: 9

Name: (Hephaestium)
Price: 6,400,000 gil
DC to Make: 265/365/465
Augmentation Slots: 5
Controlled Shots: 5 (+5)
Roll Bonus: +72
Damage Modifier: 7960
Skill Level Required: 9

Name: (Rainbow Shell)
Price: 7,200,000 gil
DC to Make: 270/370/470
Augmentation Slots: 5
Controlled Shots: 5 (+5)
Roll Bonus: +73
Damage Modifier: 8280
Skill Level Required: 9

Name: (Antimatter)
Price: 8,000,000 gil
DC to Make: 275/375/475
Augmentation Slots: 5
Controlled Shots: 5 (+5)
Roll Bonus: +74
Damage Modifier: 8600
Skill Level Required: 9

God Particle Polymer

Name: (Spectral Black)
Price: 9,200,000 gil
DC to Make: 280/380/480
Augmentation Slots: 6
Controlled Shots: 5 (+5)
Roll Bonus: +75
Damage Modifier: 9120
Skill Level Required: 10

Name: (Spectral Red)
Price: 10,400,000 gil
DC to Make: 285/385/485
Augmentation Slots: 6
Controlled Shots: 5 (+5)
Roll Bonus: +76
Damage Modifier: 9440
Skill Level Required: 10

Name: (Spectral Orange)
Price: 11,600,000 gil
DC to Make: 290/390/490
Augmentation Slots: 6
Controlled Shots: 5 (+5)
Roll Bonus: +77
Damage Modifier: 9760
Skill Level Required: 10

Name: (Spectral Yellow)
Price: 12,800,000 gil
DC to Make: 300/400/500
Augmentation Slots: 6
Controlled Shots: 5 (+5)
Roll Bonus: +78
Damage Modifier: 10080
Skill Level Required: 10

Name: (Spectral Green)
Price: 14,000,000 gil
DC to Make: 310/410/510
Augmentation Slots: 6
Controlled Shots: 5 (+5)
Roll Bonus: +79
Damage Modifier: 10400
Skill Level Required: 10

Name: (Spectral Blue)
Price: 15,200,000 gil
DC to Make: 320/420/520
Augmentation Slots: 6
Controlled Shots: 6 (+6)
Roll Bonus: +80
Damage Modifier: 11000
Skill Level Required: 10

Name: (Spectral Indigo)
Price: 16,800,000 gil
DC to Make: 330/430/530
Augmentation Slots: 6
Controlled Shots: 6 (+6)
Roll Bonus: +81
Damage Modifier: 11400
Skill Level Required: 10

Name: (Spectral Violet)
Price: 18,400,000 gil
DC to Make: 340/440/540
Augmentation Slots: 6
Controlled Shots: 6 (+6)
Roll Bonus: +83
Damage Modifier: 11800
Skill Level Required: 10

Name: (Spectral White)
Price: 20,000,000 gil
DC to Make: 350/450/550
Augmentation Slots: 6
Controlled Shots: 6 (+6)
Roll Bonus: +85
Damage Modifier: 12200
Skill Level Required: 10
Last edited by Strato on April 25th, 2024, 8:41 pm, edited 2 times in total.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

Tuning & Augmentations

Quote

Post by Tony »

Submachine Gun 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 more to a Roll Bonus.
  • +2 - Cost/DC to Make: 10% of base weapon
  • +4 - Cost/DC to Make: 20% of base weapon
  • +6 - Cost/DC to Make: 30% of base weapon
  • +8 - Cost/DC to Make: 40% of base weapon
  • +10 - Cost/DC to Make: 50% of base weapon
Damage - Can add up to 50 more damage to a weapon.
  • +10 - Cost/DC to Make: 10% of base weapon
  • +20 - Cost/DC to Make: 20% of base weapon
  • +30 - Cost/DC to Make: 30% of base weapon
  • +40 - Cost/DC to Make: 40% of base weapon
  • +50 - Cost/DC to Make: 50% of base weapon
Controlled Shots - Can add up to 2 more controlled shots to an SMG's penalized shots.
  • +1 shot - Cost/DC to Make: 50% of base weapon
  • +2 shots - Cost/DC to Make: 100% of base weapon
Critical Mod - A Submachine Gun's Critical Hit modifiers cannot be upgraded.
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Submachine Gun 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. +3 to roll bonus.

Name: Advanced Combat Optical Gear (ACOG)
Cost: 2400 gil
Restrictions: Weak to EMP
Description: A traditional metal and glass scope with modern accessories. Illuminated Crosshairs provide excellent aiming in low light conditions with a medium range 4x power scope. +5 to roll bonus.

Name: Infrared Sight System
Cost: 3360 gil
Restrictions: Weak to EMP
Description: A high tech sight that shows heat sources as glowing in it's screen. Useless in extreme heat areas, but can see through smoke grenades' cover. +5 to roll bonus, negates vision obstructions.

Name: Thermal Sight System
Cost: 5,670 gil
Restrictions: Weak to EMP
Description: A bleeding edge high-tech sight that can be used even with extreme heat sources, as it's system can pick out mobile enemies from superheated terrain. +5 to roll bonus, negates vision obstructions, see through thin walls.

Name: Targetting VI
Price: 3,670 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: 480 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: Barrel-Mounted Shield
Cost: 2400 gil+ 1/2 shield cost
Restrictions:
Description: The barrel of a weapon is extended and reinforced with thick railings, allowing for the mounting and fitting of a small Light Shield to the front of the weapon. Requires 2 Augmentation Slots. This can be used to Block attacks based on the user's Submachine Gun skill level.

Name: Kinetic Pulsar
Price: 3,360 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 100 per level, up to 50% at Terminal.

Name: Ultralight Materials
Price: 80% of weapon's total value
Restrictions:
Descriptions: By researching similar materials and finding ways to incorporate lighter but equal fabrication methods, the burden of some weapons can be reduced by simply rebuilding them with these new synthetic materials. Reduces the Inventory Slots of a weapon by 2. This modification is permanent.

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, u sing 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.
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Submachine Gun 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 - Caseless FMJ
Cost: 4480 gil
Restrictions:
Description: Caseless submachine gun/carbine ammunition does not require ejecting brass casings, making dual wielding these weapons easier. Reduces dual-wielding penalties by half.

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 - 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: 3200 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 - Chemical Rounds
Cost: Varies
Restrictions: Illegal
Description: Popular with pirates, criminals and mercenaries, these rounds are coated with a highly toxic compound. Each attack with chemical rounds (regardless of controlled shots) deals a status effect. Chemical rounds are extremely varied in nature, and effects can vary.

Name: Ammunition - Disruptor Rounds
Cost: 3200 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.
Tony
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Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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