Wednesday, May 20, 2009

Waste World: Ammunition

Armor-Piercing Rounds
Armor-piercing ammunition (AP rounds for short) are designed to do just that: pierce armor. They are rated in levels from one to three. Each level of an AP round ignores 1 level of an armor's armor rating (so Hide armor [AR 1] is of no use against AP 1 ammunition). There is a down side to this, however. When fired at unarmored targets, the AP round subtracts it's AP rating from the damage done to the target (to a minimum of 1 LF of damage). Cost: x2 per level, cumulative.

Incendiary Rounds
Incendiary rounds, the perfect ammunition for bar-room brawls and mutant barbecues. Think of them as coveniently-sized flamethrowers, and you won't be far off. The rounds do only 2/3 of the firearm's normal damage, but the same damage is applied to the target every combat round for 1d6 rounds. Water won't put the fire out, either; only completely cutting the flame off from oxygen will do the trick. Cost: x4.

Krak Rounds
AP rounds are nice, but sometimes they aren't enough. There's a lot of heavy armor out in the Wastes, and even the best AP bullet won't cut through a WasteWalker. Krak rounds are designed to destroy armor, not just cut through it. Against armored targets, the round does half it's normal damage multiplier (0.5 M for the standard autopistol or autorifle), but the damage is applied differently. Roll 1d20 + damage - AR. On a positive result, subtract the outcome from the AR of a random location of the target. If the AR is reduced below 0, the excess is transmitted to the target as LF damage. Conventional armor must be repaired, while living armor (from special abilities) heals at the rate of 1 AR per LF healed (once all LF damage is healed). If the round strikes unprotected flesh, it does normal damage (not 0.5 the normal multiplier). Cost: x8.

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