Shotguns

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

Quote

Post by Tony »

Shotguns

Shotguns are firearms that fire groups of tiny pellets from the barrel rather than a single projectile (generally). Shotguns also form the base of many other unique weapons throughout the universe thanks to their simplistic design and adaptabilty. Shotguns were originally developed for extremely close-range and group combat, as the spread of the shot pellets were able to put exponential stopping power into a single target at a short distance or the spread was able to distribute damage across a group of enemies at once.

After the firepower of the shot shells was realized, slug ammunition followed, which used the shotgun's high velocity to project a shell-sized round forward at greater distances than shot pellets would reach normally. Shotguns are extremely valuable to police and military forces due to their sheer stopping power and their ability to breach doors and break through some barriers with the force of their projectiles.

Shotguns have incredible recoil but are weighted (mostly) to compensate; each shot beyond a weapon's listed controlled shots incurs a -10 penalty per shot.

Shotguns are considered 8-slot weapons and have the ability to -- with standard ammunition -- inflict Mild "Knockback" on a single target OR divide half its damage among 3 targets (if a 500 damage weapon is used this way, 250 damage to 3 targets). If alternate ammunition is used, these attributes are negated!

Family: Knockback / Wall Rush
Description: Target is thrown backwards. In open areas, requires movement action to return to battle. In closed area, suffer damage from striking environment.
Affects: Biological, Robots
Mild: 1 Area. If object/wall is struck, take 25% of attack damage again.

__________________________________________________________________________

Carbon Fiber & Ceramic

Name: Remington 7188 Shotgun(Denzium)
Price: 10,000 gil
DC to Make: 40/70/100
Augmentation Slots: 3
Controlled Shots 1 (+1)
Roll Bonus: +10
Damage Modifier: 600
Skill Level Required: 1

Name: Samael Vengeance Shotgun(Durallium)
Price: 20,000 gil
DC to Make: 42/72/102
Augmentation Slots: 3
Controlled Shots 1 (+1)
Roll Bonus: +10
Damage Modifier: 625
Skill Level Required: 1

Name: Rittergruppen 10ga. Shotgun(Andrium)
Price: 30,000 gil
DC to Make: 44/74/104
Augmentation Slots: 3
Controlled Shots 1 (+1)
Roll Bonus: +11
Damage Modifier: 650
Skill Level Required: 1

Name: Kassa Fabrication Armageddon Shotgun(Diamondium Alloy)
Price: 40,000 gil
DC to Make: 46/76/106
Augmentation Slots: 3
Controlled Shots 1 (+1)
Roll Bonus: +11
Damage Modifier: 675
Skill Level Required: 1

Name: Ural Combinat Kodiak Shotgun(Phazite)
Price: 50,000 gil
DC to Make: 48/78/108
Augmentation Slots: 3
Controlled Shots 1 (+1)
Roll Bonus: +12
Damage Modifier: 700
Skill Level Required: 1

Name: Corbetta Firearms Marshall Shotgun(Neosteel)
Price: 65,000 gil
DC to Make: 50/80/110
Augmentation Slots: 3
Controlled Shots 1 (+1)
Roll Bonus: +12
Damage Modifier: 975
Skill Level Required: 2

Name: Elkoss Combine Scimitar Shotgun(Solinium)
Price: 80,000 gil
DC to Make: 62/102/142
Augmentation Slots: 3
Controlled Shots 1 (+1)
Roll Bonus: +13
Damage Modifier: 1000
Skill Level Required: 2

Name: Pancor Jackhammer Mk III-A2 Shotgun(Starmetal)
Price: 95,000 gil
DC to Make: 64/104/144
Augmentation Slots: 3
Controlled Shots 1 (+1)
Roll Bonus: +13
Damage Modifier: 1025
Skill Level Required: 2

Name: Hamilton Lonestar Shotgun(Orichalcum)
Price: 110,000 gil
DC to Make: 66/106/146
Augmentation Slots: 3
Controlled Shots 1 (+1)
Roll Bonus: +14
Damage Modifier: 1050
Skill Level Required: 2

Name: Daewoo Precision USAS-12 Shotgun(Aetherium)
Price: 130,000 gil
DC to Make: 68/108/148
Augmentation Slots: 4
Controlled Shots 1 (+1)
Roll Bonus: +14
Damage Modifier: 1100
Skill Level Required: 2

Name: Batarian Arms Executioner Shotgun(Duralloy)
Price: 150,000 gil
DC to Make: 70/110/150
Augmentation Slots: 4
Controlled Shots 1 (+1)
Roll Bonus: +15
Damage Modifier: 1400
Skill Level Required: 3

Generation 2 Polymer

Name: Hamilton Dragoon Shotgun(Amber)
Price: 175,000 gil
DC to Make: 92/162/232
Augmentation Slots: 4
Controlled Shots 1 (+1)
Roll Bonus: +15
Damage Modifier: 1450
Skill Level Required: 3

Name: GWA AA-12 Shotgun(Garnet)
Price: 200,000 gil
DC to Make: 94/164/234
Augmentation Slots: 4
Controlled Shots 1 (+1)
Roll Bonus: +16
Damage Modifier: 1500
Skill Level Required: 3

Name: Sentinel Arms Striker Shotgun(Jasper)
Price: 225,000 gil
DC to Make: 96/166/236
Augmentation Slots: 4
Controlled Shots 1 (+1)
Roll Bonus: +16
Damage Modifier: 1550
Skill Level Required: 3

Name: Bernardelli B4 Shotgun(Pyrite)
Price: 250,000 gil
DC to Make: 98/168/238
Augmentation Slots: 4
Controlled Shots 1 (+1)
Roll Bonus: +17
Damage Modifier: 1600
Skill Level Required: 3

Name: Remington 870P Shotgun(Kunzite)
Price: 275,000 gil
DC to Make: 100/170/240
Augmentation Slots: 4
Controlled Shots 1 (+1)
Roll Bonus: +17
Damage Modifier: 1900
Skill Level Required: 4

Name: Benelli 121-M1 Shotgun(Ruby)
Price: 300,000 gil
DC to Make: 102/172/242
Augmentation Slots: 4
Controlled Shots 1 (+1)
Roll Bonus: +18
Damage Modifier: 1950
Skill Level Required: 4

Name: Samael .66ga. Shotgun(Jadeite)
Price: 330,000 gil
DC to Make: 104/174/244
Augmentation Slots: 4
Controlled Shots 1 (+1)
Roll Bonus: +18
Damage Modifier: 2050
Skill Level Required: 4

Name: Remington 1100 Shotgun(Cardinal)
Price: 360,000 gil
DC to Make: 106/176/246
Augmentation Slots: 4
Controlled Shots 1 (+1)
Roll Bonus: +19
Damage Modifier: 2150
Skill Level Required: 4

Name: Armax Arsenal Avalanche Shotgun(Celestial Phazon)
Price: 390,000 gil
DC to Make: 108/178/248
Augmentation Slots: 4
Controlled Shots 1 (+1)
Roll Bonus: +19
Damage Modifier: 2200
Skill Level Required: 4

Name: Jormangund Technology Savage Shotgun(Alabaster)
Price: 420,000 gil
DC to Make: 110/180/250
Augmentation Slots: 4
Controlled Shots 1 (+1)
Roll Bonus: +20
Damage Modifier: 2500
Skill Level Required: 5

Name: Samael Redeemer Shotgun(Opal)
Price: 450,000 gil
DC to Make: 112/182/252
Augmentation Slots: 4
Controlled Shots 1 (+1)
Roll Bonus: +20
Damage Modifier: 2600
Skill Level Required: 5

Name: Smith & Wesson AS-3 Shotgun(Bloodstone)
Price: 490,000 gil
DC to Make: 114/184/254
Augmentation Slots: 4
Controlled Shots 1 (+1)
Roll Bonus: +21
Damage Modifier: 2700
Skill Level Required: 5

Name: Ithaca Model 37 M&P Shotgun(Lapis Lazuli)
Price: 530,000 gil
DC to Make: 116/186/256
Augmentation Slots: 4
Controlled Shots 1 (+1)
Roll Bonus: +21
Damage Modifier: 2800
Skill Level Required: 5

Name: Weapon System Technologies M90 CAWS Shotgun(Zoisite)
Price: 570,000 gil
DC to Make: 118/188/258
Augmentation Slots: 4
Controlled Shots 1 (+1)
Roll Bonus: +22
Damage Modifier: 2900
Skill Level Required: 5

Name: HK ShadowWorks Viper Shotgun(Malachite)
Price: 620,000 gil
DC to Make: 120/190/260
Augmentation Slots: 4
Controlled Shots 1 (+1)
Roll Bonus: +22
Damage Modifier: 3250
Skill Level Required: 6

Hyperalloy

Name: Franchi SPAS-15 Shotgun(Beryl)
Price: 670,000 gil
DC to Make: 160/250/340
Augmentation Slots: 4
Controlled Shots 1 (+1)
Roll Bonus: +23
Damage Modifier: 3350
Skill Level Required: 6

Name: Haliat Armory Tornado Shotgun(Red Beryl)
Price: 720,000 gil
DC to Make: 165/255/345
Augmentation Slots: 4
Controlled Shots 1 (+1)
Roll Bonus: +23
Damage Modifier: 3450
Skill Level Required: 6

Name: Bishop Ballistics Jackal Shotgun(Netherite)
Price: 770,000 gil
DC to Make: 170/260/350
Augmentation Slots: 4
Controlled Shots 1 (+1)
Roll Bonus: +24
Damage Modifier: 3550
Skill Level Required: 6

Name: Heckler & Koch HK-512 Shotgun(Obsidian)
Price: 820,000 gil
DC to Make: 175/265/355
Augmentation Slots: 4
Controlled Shots 1 (+1)
Roll Bonus: +24
Damage Modifier: 3650
Skill Level Required: 6

Name: Cerberus Hydra Shotgun(Moonstone)
Price: 870,000 gil
DC to Make: 180/270/360
Augmentation Slots: 4
Controlled Shots 2 (+2)
Roll Bonus: +25
Damage Modifier: 4100
Skill Level Required: 7

Name: Ariake Technologies Katana Shotgun(Celestine)
Price: 930,000 gil
DC to Make: 190/280/370
Augmentation Slots: 4
Controlled Shots 2 (+2)
Roll Bonus: +25
Damage Modifier: 4300
Skill Level Required: 7

Name: Hamilton Howitzer Shotgun(Celestial Diamond)
Price: 1,000,000 gil
DC to Make: 200/300/400
Augmentation Slots: 4
Controlled Shots 2 (+2)
Roll Bonus: +26
Damage Modifier: 4500
Skill Level Required: 7

Exotic Particle Hyperalloy

Name: (Dragonsteel)
Price: 1,100,000 gil
DC to Make: 205/315/425
Augmentation Slots: 5
Controlled Shots: 2 (+2)
Roll Bonus: +26
Damage Modifier: 4750
Skill Level Required: 8

Name: (Meteorillium)
Price: 1,250,000 gil
DC to Make: 210/320/430
Augmentation Slots: 5
Controlled Shots: 2 (+2)
Roll Bonus: +27
Damage Modifier: 5000
Skill Level Required: 8

Name: (Duranium)
Price: 1,400,000 gil
DC to Make: 215/325/435
Augmentation Slots: 5
Controlled Shots: 2 (+2)
Roll Bonus: +27
Damage Modifier: 5500
Skill Level Required: 8

Name: (Sunstone)
Price: 1,700,000 gil
DC to Make: 220/330/440
Augmentation Slots: 5
Controlled Shots: 2 (+2)
Roll Bonus: +28
Damage Modifier: 5750
Skill Level Required: 8

Name: (Vibranium)
Price: 2,000,000 gil
DC to Make: 225/335/445
Augmentation Slots: 5
Controlled Shots: 2 (+2)
Roll Bonus: +28
Damage Modifier: 6000
Skill Level Required: 8

Name: (Dreamstone)
Price: 2,300,000 gil
DC to Make: 230/340/450
Augmentation Slots: 5
Controlled Shots: 2 (+2)
Roll Bonus: +29
Damage Modifier: 6250
Skill Level Required: 8

Name: (Carbonadium)
Price: 2,600,000 gil
DC to Make: 235/345/455
Augmentation Slots: 5
Controlled Shots: 2 (+2)
Roll Bonus: +29
Damage Modifier: 6550
Skill Level Required: 8

Name: (Mythril)
Price: 3,000,000 gil
DC to Make: 240/350/460
Augmentation Slots: 5
Controlled Shots: 2 (+2)
Roll Bonus: +30
Damage Modifier: 7100
Skill Level Required: 8

Name: (Adamantium)
Price: 3,500,000 gil
DC to Make: 245/355/465
Augmentation Slots: 5
Controlled Shots: 2 (+2)
Roll Bonus: +30
Damage Modifier: 7400
Skill Level Required: 8

Fourth Matter State Alloy

Name: (Fantasteel)
Price: 4,000,000 gil
DC to Make: 250/360/470
Augmentation Slots: 5
Controlled Shots: 2 (+2)
Roll Bonus: +31
Damage Modifier: 7700
Skill Level Required: 9

Name: (Corrodium)
Price: 4,500,000 gil
DC to Make: 255/365/475
Augmentation Slots: 5
Controlled Shots: 2 (+2)
Roll Bonus: +31
Damage Modifier: 8100
Skill Level Required: 9

Name: (Technobsidian)
Price: 5,000,000 gil
DC to Make: 260/370/480
Augmentation Slots: 5
Controlled Shots: 2 (+2)
Roll Bonus: +32
Damage Modifier: 8500
Skill Level Required: 9

Name: (Kryptonite)
Price: 6,000,000 gil
DC to Make: 265/375/485
Augmentation Slots: 5
Controlled Shots: 2 (+2)
Roll Bonus: +32
Damage Modifier: 9150
Skill Level Required: 9

Name: (Plasmarble)
Price: 7,000,000 gil
DC to Make: 270/380/490
Augmentation Slots: 5
Controlled Shots: 2 (+2)
Roll Bonus: +33
Damage Modifier: 9550
Skill Level Required: 9

Name: (Hephaestium)
Price: 8,000,000 gil
DC to Make: 275/385/495
Augmentation Slots: 5
Controlled Shots: 2 (+2)
Roll Bonus: +33
Damage Modifier: 9950
Skill Level Required: 9

Name: (Rainbow Shell)
Price: 9,000,000 gil
DC to Make: 280/390/500
Augmentation Slots: 5
Controlled Shots: 2 (+2)
Roll Bonus: +34
Damage Modifier: 10350
Skill Level Required: 9

Name: (Antimatter)
Price: 10,000,000 gil
DC to Make: 285/395/505
Augmentation Slots: 5
Controlled Shots: 2 (+2)
Roll Bonus: +34
Damage Modifier: 10750
Skill Level Required: 9

God Particle Polymer

Name: (Spectral Black)
Price: 11,500,000 gil
DC to Make: 290/400/510
Augmentation Slots: 6
Controlled Shots: 2 (+2)
Roll Bonus: +35
Damage Modifier: 11400
Skill Level Required: 10

Name: (Spectral Red)
Price: 13,000,000 gil
DC to Make: 295/405/515
Augmentation Slots: 6
Controlled Shots: 2 (+2)
Roll Bonus: +35
Damage Modifier: 11800
Skill Level Required: 10

Name: (Spectral Orange)
Price: 14,500,000 gil
DC to Make: 300/410/520
Augmentation Slots: 6
Controlled Shots: 2 (+2)
Roll Bonus: +36
Damage Modifier: 12200
Skill Level Required: 10

Name: (Spectral Yellow)
Price: 16,000,000 gil
DC to Make: 310/420/530
Augmentation Slots: 6
Controlled Shots: 2 (+2)
Roll Bonus: +36
Damage Modifier: 12600
Skill Level Required: 10

Name: (Spectral Green)
Price: 17,500,000 gil
DC to Make: 320/430/540
Augmentation Slots: 6
Controlled Shots: 2 (+2)
Roll Bonus: +37
Damage Modifier: 13000
Skill Level Required: 10

Name: (Spectral Blue)
Price: 19,000,000 gil
DC to Make: 335/445/555
Augmentation Slots: 6
Controlled Shots: 2 (+2)
Roll Bonus: +37
Damage Modifier: 13750
Skill Level Required: 10

Name: (Spectral Indigo)
Price: 21,000,000 gil
DC to Make: 350/460/570
Augmentation Slots: 6
Controlled Shots: 2 (+2)
Roll Bonus: +38
Damage Modifier: 14250
Skill Level Required: 10

Name: (Spectral Violet)
Price: 23,000,000 gil
DC to Make: 365/475/585
Augmentation Slots: 6
Controlled Shots: 2 (+2)
Roll Bonus: +39
Damage Modifier: 14750
Skill Level Required: 10

Name: (Spectral White)
Price: 25,000,000 gil
DC to Make: 380/490/600
Augmentation Slots: 6
Controlled Shots: 2 (+2)
Roll Bonus: +40
Damage Modifier: 15250
Skill Level Required: 10
Last edited by Strato on April 25th, 2024, 7:01 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 »

Shotgun 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 - Can add 1 more slot to a weapon.
• One Slot - Cost/DC to Make: 20% of base weapon.

Roll Bonus - Can add up to +10 more 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 75 more damage to a weapon.
  • +15 - Cost/DC to Make: 5% of base weapon
  • +30 - Cost/DC to Make: 10% of base weapon
  • +45 - Cost/DC to Make: 15% of base weapon
  • +60 - Cost/DC to Make: 20% of base weapon
  • +75 - Cost/DC to Make: 25% of base weapon
Controlled Shots - Can add 1 more shot to a shotgun's penalized controlled shots.
• +1 shot - Cost/DC to Make: 50% of base weapon

Critical Mod - A Shotgun's Critical Hit modifiers cannot be upgraded.
__________________________________________________________________________________________________________

Shotgun 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: Targetting VI
Price: 3360 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: Airburst Module
Cost: 2400 gil
Restrictions:
Description: An airburst nonlethal module replaces a shotgun's ammunition with instead a highly-pressurized air-gas mixture created by spinning the weapon. When used, the airburst module changes a shotgun's damage to nonlethal and gives the weapon 1-Area Knockback.
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 4. This modification is permanent.

Name: Smart Choke
Price: 3,360 gil
Restrictions: Requires "Mass Effect Generators" augmentation. Only applies to Shotguns.
Descriptions: Servo motors hooked up to adjustable system tighten or loosen pellet spread for maximum accuracy. Increases a shotgun's passive Knockback effect by one severity.. This modification is permanent.
_________________________________________________________________________________________________________

Shotgun 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 - SCMITR Flechettes
Cost: 1920 gil
Restrictions:
Description: An improvement on basic flechette design, the SCMITR style of projectile fills a sabot round with long, then, aerodynamic blade-like ammunition that improves the scatter range of a shotgun. When using SCMITR ammunition, a shotgun's natural target range is improved from 3 to 5.

Name: Ammunition - Riot
Cost: 640 gil
Restrictions:
Description: Otherwise known as "bean bag rounds," riot ammunition is actually small pouches of rubber pellets that inflict damage but -- unless egregiously abused -- will not kill a target. All damage is considered to be nonlethal, only able to reduce a target to 1 HP and no less.

Name: Ammunition - Slug
Cost: 640 gil
Restrictions:
Description: Slugs replace the standard shot-based ammunition of shotguns with solid gauge rounds. These eliminate shotgun spread damage, allowing them to only target one target at a time, but the weapon's range limitations are removed.

Name: Ammunition - Penetrating Slug
Cost: 1920 gil
Restrictions:
Description: Penetrating slugs are densely-coated shotgun slugs that function in the same manner as armor-piercing rounds. They are only able to strike one target at a time, do not have the shotgun's range restrictions, and each attack inflicts Moderate "Melt" status.

Name: Ammunition - CS
Cost: 1920 gil
Restrictions:
Description: A shotgun shell is replaced with a tiny canister that, upon being fired, begins to release a cloud of CS tear gas in an area. All targets in a single Group (or if unavailable, an Area) must make a Reaction check, DC160, to avoid the effects. Inflicts Moderate "Pain" status for 1d5 rounds.

Name: Ammunition - Dragon
Cost: 1920 gil
Restrictions:
Description: Incendiary ammunition is loaded into the weapon and, rather than detonating on impact, actually looses a blast of flame from the barrel of the weapon directly, turning it into a miniature flamethrower. Dragon rounds are composed of a napalm derivative. The shotgun's damage is turned into flame-based damage, and inflicts Moderate "Burn" status on targets struck, setting them on fire. Only receives one controlled shot when using Dragon ammunition regardless of anything else.

Name: Ammunition - Tiberium Flechette Rounds
Cost: 3200 gil
Restrictions: Illegal
Description: A NOD-favored invention, shotgun shells are loaded with tiny dart-shaped projectiles that have been dipped in Tiberium, making these weapons extremely dangerous to those they strike. Each strike with these rounds inflicts Mild "Tiberium" status.

Name: Ammunition - Snare Rounds
Cost: 3200 gil
Restrictions:
Description: A unique shell loaded with a complex and very thin weave of synthetic material, the Snare Round is intended for use on subdued targets. When used alone, no effect; when used on a target suffering from "Off-Guard" status, will increase the status by one Severity while dealing no damage. The Snare is easily broken, but does take that extra turn to sever. The status can only be raised by Snare Rounds once until the "Off Guard" status expires

Name: Ammunition - Salt Rounds
Cost: 3200 gil
Restrictions:
Description: A shot shell is loaded with a dense packing of a non-lethal salt mixture, and when used on a target can make even light wounding distractingly painful. When used on a target by itself, deals no damage, but when used on a target suffering from "Pain" status, the Severity is increased by one level. The status can only be raised by Salt Rounds once until the "Pain" status expires.

Name: Ammunition - Shatter Rounds
Cost: 3200 gil
Restrictions:
Description: A specialized ammunition with a binding agent mixed into 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 - Sabot Rounds
Cost: 7,560 gil + loaded ammo price
Restrictions:
Description: The sabot round is a bullet-within-a-shell, allowing the user to load various ammunition into the sabot round and let it be fired by a shotgun. The sabots themselves are rather expensive, but give great flexibility to a user in need. Sabot rounds can load any other type of weapon ammunition, but can only be used on a single target at a time. Loading Sabot Rounds occupies 2 Augmentation Slots.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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