Designated Marksman / Battle Rifles

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Designated Marksman / Battle Rifles

Quote

Post by Tony »

Designated Marksman / Battle Rifles

The "designated marksman rifle," or more frequently called the "battle rifle," is a medium-to-long range weapon that is operated like a sniper rifle but doesn't require any of the set-up time. Typically carried by, well, the designated marksman of a group of modern soldiers, this rifle can be shoulder or hip fired by a trained sniper just as effectively as a submachine gun or an assault rifle can be. The weapon is designed to provide a soldier that would otherwise be saddled with extra-long range combat only a means to support his/her teammates, and has proven to be an extremely useful weapon from the GDI/NOD conflicts to the battles with the Covenant to ridding Flood infestations.

These weapons generally come with two selective fire modes, semi-automatic and three-round burst, and come standard with a built-in sight system that can be swapped with more advanced models.

DMRs and Battle Rifles, as marksman's weapons, have the ability to sacrifice weapon accuracy for increased critical hit chances. By giving up 50% of the weapon's Roll Bonus for an attack, the Critical Hit chance expands to 10%. By sacrificing the weapon's entire Roll Bonus, it expands to 15%.

DMRs are precise, heavier weapons with excellent per-shot recoil compensation, giving them accuracy even when fired repeatedly; each shot taken beyond a rifle's listed controlled shots incurs a -10 penalty.

Designated Marksman Rifles are considered 5-slot weapons and can be used by the following skill: Weapon Proficiency: Sniper Rifles.
__________________________________________________________________________

Carbon Fiber & Ceramic

Name: H&K G3A3ZF-DMR Battle Rifle(Denzium)
Price: 10,000 gil
DC to Make: 40/70/100
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +17
Damage Modifier: 600
Skill Level Required: 1

Name: IMI Galatz Battle Rifle(Durallium)
Price: 20,000 gil
DC to Make: 42/72/102
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +19
Damage Modifier: 625
Skill Level Required: 1

Name: Knights Armament L129A1 Battle Rifle(Andrium)
Price: 30,000 gil
DC to Make: 44/74/104
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +21
Damage Modifier: 650
Skill Level Required: 1

Name: Smith Enterprises Mk.14 EMR Battle Rifle(Diamondium Alloy)
Price: 40,000 gil
DC to Make: 46/76/106
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +23
Damage Modifier: 675
Skill Level Required: 1

Name: USMC M39 EMR Battle Rifle(Phazite)
Price: 50,000 gil
DC to Make: 48/78/108
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +25
Damage Modifier: 700
Skill Level Required: 1

Name: Misriah Armory XBR55 Battle Rifle(Neosteel)
Price: 65,000 gil
DC to Make: 50/80/110
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +27
Damage Modifier: 975
Skill Level Required: 2

Name: Lisunov Arms Grendel Battle Rifle(Solinium)
Price: 80,000 gil
DC to Make: 62/102/142
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +29
Damage Modifier: 1000
Skill Level Required: 2

Name: USNC SDM-R Battle Rifle(Starmetal)
Price: 95,000 gil
DC to Make: 64/104/144
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +31
Damage Modifier: 1025
Skill Level Required: 2

Name: G-FED Forces Mk.12 SPR Battle Rifle(Orichalcum)
Price: 110,000 gil
DC to Make: 66/106/146
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +33
Damage Modifier: 1050
Skill Level Required: 2

Name: Galactic Merchants Union SR-25 Battle Rifle(Aetherium)
Price: 130,000 gil
DC to Make: 68/108/148
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +35
Damage Modifier: 1100
Skill Level Required: 2

Name: Colt Model 665 Battle Rifle(Duralloy)
Price: 150,000 gil
DC to Make: 70/110/150
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +37
Damage Modifier: 1400
Skill Level Required: 3

Generation 2 Polymer

Name: BAE Systems L86A2 Battle Rifle(Amber)
Price: 175,000 gil
DC to Make: 92/162/232
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +39
Damage Modifier: 1450
Skill Level Required: 3

Name: Star Cluster Federation Navy DMR-12 Battle Rifle(Garnet)
Price: 200,000 gil
DC to Make: 94/164/234
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +41
Damage Modifier: 1500
Skill Level Required: 3

Name: G-FED Forces Mk.18 Mod.0 Battle Rifle(Jasper)
Price: 225,000 gil
DC to Make: 96/166/236
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +43
Damage Modifier: 1550
Skill Level Required: 3

Name: Carrington Institute ProMark Battle Rifle(Pyrite)
Price: 250,000 gil
DC to Make: 98/168/238
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +45
Damage Modifier: 1600
Skill Level Required: 3

Name: Carrington Institute G17 DMR Battle Rifle(Kunzite)
Price: 275,000 gil
DC to Make: 100/170/240
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +47
Damage Modifier: 1900
Skill Level Required: 4

Name: Chesluk Industries Imperator Battle Rifle(Ruby)
Price: 300,000 gil
DC to Make: 102/172/242
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +49
Damage Modifier: 1950
Skill Level Required: 4

Name: DataDyne Mod.0-A2 Battle Rifle(Jadeite)
Price: 330,000 gil
DC to Make: 104/174/244
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +51
Damage Modifier: 2050
Skill Level Required: 4

Name: Misriah Armories BR223 Battle Rifle(Cardinal)
Price: 360,000 gil
DC to Make: 106/176/246
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +53
Damage Modifier: 2150
Skill Level Required: 4

Name: Ariake Technologies Nodachi Battle Rifle(Celestial Phazon)
Price: 390,000 gil
DC to Make: 108/178/248
Augmentation Slots: 4
Controlled Shots: 1 (+1)
Roll Bonus: +55
Damage Modifier: 2200
Skill Level Required: 4

Name: Armax Arsenal Widowmaker Battle Rifle(Alabaster)
Price: 420,000 gil
DC to Make: 110/180/250
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +57
Damage Modifier: 2500
Skill Level Required: 5

Name: Cerberus SkunkWorks Shadowhand Battle Rifle(Opal)
Price: 450,000 gil
DC to Make: 112/182/252
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +59
Damage Modifier: 2600
Skill Level Required: 5

Name: Binary Helix Operative Battle Rifle(Bloodstone)
Price: 490,000 g/il
DC to Make: 114/184/254
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +61
Damage Modifier: 2700
Skill Level Required: 5

Name: Devlon Industries Nightstalker Battle Rifle(Lapis Lazuli)
Price: 530,000 gil
DC to Make: 116/186/256
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +63
Damage Modifier: 2800
Skill Level Required: 5

Name: Elanus Risk Control Arsonist Battle Rifle(Zoisite)
Price: 570,000 gil
DC to Make: 118/188/258
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +65
Damage Modifier: 2900
Skill Level Required: 5

Name: Hahne-Kedar Slayer Battle Rifle(Malachite)
Price: 620,000 gil
DC to Make: 120/190/260
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +67
Damage Modifier: 3250
Skill Level Required: 6

Hyperalloy

Name: Hahne-Kedar ShadowWorks Suppressor Battle Rifle(Beryl)
Price: 670,000 gil
DC to Make: 160/250/340
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +69
Damage Modifier: 3350
Skill Level Required: 6

Name: Haliat Armory Marksman Battle Rifle(Red Beryl)
Price: 720,000 gil
DC to Make: 165/255/345
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +71
Damage Modifier: 3450
Skill Level Required: 6

Name: Jormangund Technology Liberator Battle Rifle(Netherite)
Price: 770,000 gil
DC to Make: 170/260/350
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +73
Damage Modifier: 3550
Skill Level Required: 6

Name: Kassa Fabrication Pincer Battle Rifle(Obsidian)
Price: 820,000 gil
DC to Make: 175/265/355
Augmentation Slots: 4
Controlled Shots: 2 (+2)
Roll Bonus: +75
Damage Modifier: 3650
Skill Level Required: 6

Name: Rosenkov Materials Anatoly Battle Rifle(Moonstone)
Price: 870,000 gil
DC to Make: 180/270/360
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +77
Damage Modifier: 4100
Skill Level Required: 7

Name: Elkoss Combine Ghostwriter Battle Rifle(Celestine)
Price: 930,000 gil
DC to Make: 190/280/370
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +79
Damage Modifier: 4300
Skill Level Required: 7

Name: Elanus Risk Control Services Minimizer Battle Rifle(Celestial Diamond)
Price: 1,000,000 gil
DC to Make: 200/300/400
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +81
Damage Modifier: 4500
Skill Level Required: 7

Exotic Particle Hyperalloy

Name: (Dragonsteel)
Price: 1,100,000 gil
DC to Make: 195/295/395
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +83
Damage Modifier: 4750
Skill Level Required: 8

Name: (Meteorillium)
Price: 1,250,000 gil
DC to Make: 200/300/400
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +85
Damage Modifier: 5000
Skill Level Required: 8

Name: (Duranium)
Price: 1,400,000 gil
DC to Make: 205/305/405
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +87
Damage Modifier: 5500
Skill Level Required: 8

Name: (Sunstone)
Price: 1,700,000 gil
DC to Make: 210/310/410
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +89
Damage Modifier: 5750
Skill Level Required: 8

Name: (Vibranium)
Price: 2,000,000 gil
DC to Make: 215/315/415
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +91
Damage Modifier: 6000
Skill Level Required: 8

Name: (Dreamstone)
Price: 2,300,000 gil
DC to Make: 220/320/420
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +93
Damage Modifier: 6250
Skill Level Required: 8

Name: (Carbonadium)
Price: 2,600,000 gil
DC to Make: 225/325/425
Augmentation Slots: 4
Controlled Shots: 3 (+3)
Roll Bonus: +95
Damage Modifier: 6550
Skill Level Required: 8

Name: (Mythril)
Price: 3,000,000 gil
DC to Make: 230/330/430
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +97
Damage Modifier: 7100
Skill Level Required: 8

Name: (Adamantium)
Price: 3,500,000 gil
DC to Make: 235/335/435
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +99
Damage Modifier: 7400
Skill Level Required: 8

Fourth Matter State Alloy

Name: (Fantasteel)
Price: 4,000,000 gil
DC to Make: 240/340/440
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +101
Damage Modifier: 7700
Skill Level Required: 9

Name: (Corrodium)
Price: 4,500,000 gil
DC to Make: 245/345/445
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +103
Damage Modifier: 8100
Skill Level Required: 9

Name: (Technobsidian)
Price: 5,000,000 gil
DC to Make: 250/350/450
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +105
Damage Modifier: 8500
Skill Level Required: 9

Name: (Kryptonite)
Price: 6,000,000 gil
DC to Make: 255/355/455
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +107
Damage Modifier: 9150
Skill Level Required: 9

Name: (Plasmarble)
Price: 7,000,000 gil
DC to Make: 260/360/460
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +109
Damage Modifier: 9550
Skill Level Required: 9

Name: (Hephaestium)
Price: 8,000,000 gil
DC to Make: 265/365/465
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +111
Damage Modifier: 9950
Skill Level Required: 9

Name: (Rainbow Shell)
Price: 9,000,000 gil
DC to Make: 270/370/470
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +113
Damage Modifier: 10350
Skill Level Required: 9

Name: (Antimatter)
Price: 10,000,000 gil
DC to Make: 275/375/475
Augmentation Slots: 4
Controlled Shots: 4 (+4)
Roll Bonus: +115
Damage Modifier: 10750
Skill Level Required: 9

God Particle Polymer

Name: (Spectral Black)
Price: 11,500,000 gil
DC to Make: 280/380/480
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +117
Damage Modifier: 11400
Skill Level Required: 10

Name: (Spectral Red)
Price: 13,000,000 gil
DC to Make: 285/385/485
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +119
Damage Modifier: 11800
Skill Level Required: 10

Name: (Spectral Orange)
Price: 14,500,000 gil
DC to Make: 290/390/490
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +121
Damage Modifier: 12200
Skill Level Required: 10

Name: (Spectral Yellow)
Price: 16,000,000 gil
DC to Make: 300/400/500
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +123
Damage Modifier: 12600
Skill Level Required: 10

Name: (Spectral Green)
Price: 17,500,000 gil
DC to Make: 310/410/510
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +125
Damage Modifier: 13000
Skill Level Required: 10

Name: (Spectral Blue)
Price: 19,000,000 gil
DC to Make: 320/420/520
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +127
Damage Modifier: 13750
Skill Level Required: 10

Name: (Spectral Indigo)
Price: 21,000,000 gil
DC to Make: 330/430/530
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +129
Damage Modifier: 14250
Skill Level Required: 10

Name: (Spectral Violet)
Price: 23,000,000 gil
DC to Make: 340/440/540
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +131
Damage Modifier: 14750
Skill Level Required: 10

Name: (Spectral White)
Price: 25,000,000 gil
DC to Make: 350/450/550
Augmentation Slots: 4
Controlled Shots: 5 (+5)
Roll Bonus: +133
Damage Modifier: 15250
Skill Level Required: 10
Last edited by Strato on April 25th, 2024, 7:16 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 »

Designated Marksman Rifle 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.
______________________________________________________________________________________________________

Augmentation Slots - One augmentation slot may be added to a battle rifle.
• +1 Slot - Cost/DC to Make: 50% of base weapon.

Roll Bonus - Can add up to +20 more to a Roll Bonus.
  • +2 - Cost/DC to Make: 5% of base weapon
  • +4 - Cost/DC to Make: 10% of base weapon
  • +6 - Cost/DC to Make: 15% of base weapon
  • +8 - Cost/DC to Make: 20% of base weapon
  • +10 - Cost/DC to Make: 25% of base weapon
  • +12 - Cost/DC to Make: 30% of base weapon
  • +14 - Cost/DC to Make: 35% of base weapon
  • +16 - Cost/DC to Make: 40% of base weapon
  • +18 - Cost/DC to Make: 45% of base weapon
  • +20 - Cost/DC to Make: 50% of base weapon
Damage - Can add up to 75more damage to a weapon.
  • +15- Cost/DC to Make: 10% of base weapon
  • +30 - Cost/DC to Make: 20% of base weapon
  • +45 - Cost/DC to Make: 30% of base weapon
  • +60 - Cost/DC to Make: 40% of base weapon
  • +75 - Cost/DC to Make: 50% of base weapon
Controlled Shots - One more shot can be added to a weapon's penalized controlled shots.
• +1 Shot - Cost/DC to Make: 50% of base weapon

Critical Mod - A Battle Rifle's critical mod can't be adjusted..[/list]
__________________________________________________________________________________________________________

Designated Marksman Rifle 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: 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 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.
_________________________________________________________________________________________________________

Designated Marksman Rifle 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 - Match Rounds
Cost: 3200 gil
Restrictions:
Description: A set of precise and high-quality ammunition, Match Rounds are painstakingly molded to a weapon's internal workings and created solely for use with that particular weapon's rifling, weight, muzzle velocity, etc. in mind. Match Ammunition raises a critical hit's damage by +500.

Name: Ammunition - Armor-Piercing Rounds
Cost: 640 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 - Sledgehammer Rounds
Cost: 1920 gil
Restrictions:
Description: Sledgehammer Rounds hit with incredible force, often knocking opponents completely off their feet. They are also coated with polonium to daze a target temporarily. Each attack with sledgehammer rounds (regardless of controlled shots) inflicts Moderate "Off Guard" status.

Name: Ammunition - Narco Rounds
Cost: 3200 gil
Restrictions:
Description: A specialized flechette round loaded with a powerful anesthetic catalyst, the Narco Round is mostly used in big game hunting or non-lethal operations for quick, pinpoint takedowns; however, its chemical makeup is only viable when mixed with an existing sedative. When used on a target by itself, no effect; when used on a target suffering from the "Sleep" status, the target requires an extra external stimuli to shirk the status effect.

Name: Ammunition - Whiplash Rounds
Cost: 3200 gil
Restrictions:
Description: A unique ammunition that, rather than a bullet or slug, is loaded with a tiny charged element that, when it comes in contact with an opposing charge, completes a circuit for the briefest time. When used on a target by itself, no effect, but when used on a target suffering from "Shock" status, this round forces the target to roll the appropriate die instantly and suffer the consequences until the character's next turn, when it still must roll the proper die as normal.

Name: Ammunition - Shatter Rounds
Cost: 3200 gil
Restrictions:
Description: A specialized ammunition with a binding agent mixed into the liquid nitrogen to create a thick gel-like substance, the Shatter Round is capable of rendering even the densest materials brittle and weak when applied at a cold enough temperature. When used on a target by itself, no effect, but when used on a target affected by the "Freeze" status, the target also suffers from Acute "Slow" effect. However, this effect AND the "Freeze" effect can be removed if a target shucks any and all Armor bonuses (whether carapace or body armor) with a single action. The discarded armor is destroyed in the process.

Name: Ammunition - Hot Loads
Cost: 3200 gil
Restrictions:
Description: The casing of this ammunition is razor-thin, allowing a larger caliber bullet/slug to be finely placed inside, as well as room for more propellant. .This ammunition reduces a weapon's Roll Bonus by -5 and increases its Damage by 50. This effect can be stacked with other damage/accuracy augmentations.

Name: Ammunition - Cold Loads
Cost: 3200 gil
Restrictions:
Description: A weaker and smaller round, the Cold Load modification to standard ammunition makes the round travel slowe and in a predictable arc motion -- so minute it's difficult to see with the naked eye, but precise machining does that. This ammunition increases a weapon's Roll Bonus by +5 and reduces its damage by 50. This effect can be stacked with other damage/accuracy augmentations..
Last edited by BlazingStarX on January 5th, 2024, 12:36 am, edited 1 time in total.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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