ya'll like ammo?
- 1 Kinetic Ammunition
- 1.1 Cutter Rounds
- 1.2 Slayer Rounds
- 1.3 Dartshot
- 1.4 Solidshot
Generic armor-piercer ammo. Adds +3 Pen to Basic weapons, +1 Pen to Pistol weapons. However, it negates the minimum damage value, so X d Y + Z damage becomes simply X d Y. As well, double the range of the weapon.
Armor piercing rounds pass through cover and retain ballistic forces more effectively, However, against unarmored targets they are very ill advised, with poor wounding.
Expanding bullets. Doubles the basic damage value, so X d Y + Z becomes X d Y + 2Z. However, it doubles target armor. Poor quality ammunition subtracts a quarter range from the weapon.
Expanding bullets will refuse to pass through cover or armor, and therefore are the choice of Arbites or personal…
sandboxed concepts
- 1 Preconceptions
- 2 Weldplate
- 3 Flak Armor
- 3.1 Uniform:
- 3.2 Armor:
- 4 Carapace Armor
- 4.1 Carapace Chestpiece
Users are advised that armor and weapons are balanced based on the assumption that leftover damage is either a partial connection with the armor (ie a pauldron is clipped at the edge and the user is hurt partially) or blunt impact (hollywood oof ouch bullets ignore physics.) This is to preserve the player sanity and prevent Phoenix Command Syndrome.
It turns out that stopping a bullet or beam is actually not that hard. A quarter inch of decent plasteel or so will withstand most basic ammunition, though comfort and other niceties are out of the picture.
Usually found in the employ of the Imperial Guard, as well as the Arbites. Also useful for Acolytes…