Editing Savage Shadowrun AE Conversion
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FIREARM AMMUNITION</br> | FIREARM AMMUNITION</br> | ||
Listed below is the base cost for a box of 20 rounds of ammo. These costs assumbe for Light firearms (like pistols, revolvers, machine pistols, light SMG etc.). Rifle and Shotgun (shell or slug cost the same; see Shotgun rules in SWAE) rounds double price, Heavy ammo (machine guns and sniper rifles) multiple cost by four. Assault Cannons as listed for a full clip.</br> | Listed below is the base cost for a box of 20 rounds of ammo. These costs assumbe for Light firearms (like pistols, revolvers, machine pistols, light SMG etc.). Rifle and Shotgun (shell or slug cost the same; see Shotgun rules in SWAE) rounds double price, Heavy ammo (machine guns and sniper rifles) multiple cost by four. Assault Cannons as listed for a full clip.</br> | ||
− | '''Armor Piercing Rounds''' (30¥ | + | '''Armor Piercing Rounds''' (30¥): increases a firearm’s base AP rating by 2, but deals -2 base damage. (Restricted)</br> |
'''Assault Cannon Rounds''' (200¥): each full 15 round clip weighs 5lbs. (Military)</br> | '''Assault Cannon Rounds''' (200¥): each full 15 round clip weighs 5lbs. (Military)</br> | ||
− | '''Hollow-Point Rounds''' (25¥ | + | '''Hollow-Point Rounds''' (25¥): the firearms Damage of the firearm by +1 die step (i.e. 2d6 because 2d8), but AP counts as double.</br> |
− | '''APDS Rounds''' (100¥ | + | '''APDS Rounds''' (100¥): increase the firearms Damage by +1 die step (i.e. 2d6 becomes 2d8), plus Raise damage die is now a 1d10 (instead of 1d6), and adds an additional 2 AP to firearm’s base rating. (Military)</br> |
'''Explosive Rounds''' (50¥): adds one additional base Damage die to the firearm (i.e. 2d6 because 3d6) but chance of explosion when exposed to extreme heat, 1-in-6 chance. (Military)</br> | '''Explosive Rounds''' (50¥): adds one additional base Damage die to the firearm (i.e. 2d6 because 3d6) but chance of explosion when exposed to extreme heat, 1-in-6 chance. (Military)</br> | ||
− | '''Gel Rounds''' (25¥): rounds do non-lethal damage | + | '''Gel Rounds''' (25¥): rounds do non-lethal damage, -1 damage per die (including Aces, etc.)</br> |
− | '''Stick-n-Shock Rounds''' (50¥): base damage to target, but converted to “electrical” damage and target must make a Vigor check -2 or be Distracted and Vulnerable until end of its next round. (Restricted)</br> | + | '''Stick-n-Shock Rounds''' (50¥): base damage to target, but converted to “electrical” damage and target must make a Vigor check -2 or be Distracted and Vulnerable until end of its next round. Thriple base price (Restricted)</br> |
'''Standard Rounds''' (20¥): deals all listed effects under the weapon. </br> | '''Standard Rounds''' (20¥): deals all listed effects under the weapon. </br> | ||
'''Shredder Rounds''' (200¥) (Shotgun only): Range ½ base, Damage 2d12, AP 8, otherwise as slugs. Price already reflects the increase cost of shotgun standard rounds (Restricted)</br> | '''Shredder Rounds''' (200¥) (Shotgun only): Range ½ base, Damage 2d12, AP 8, otherwise as slugs. Price already reflects the increase cost of shotgun standard rounds (Restricted)</br> |