Friday, March 2, 2007

New Shotgun Loads

Where prices are not listed for both 10 and 12 gauge, the price is for 12g, 10g costs 50% more.
Whenever a munition says it hits 2 locations, roll on the following hit location table (from Friday Night Firefight 2013):

Roll location location
1 L.Arm Torso
2 Torso R.Arm
3 Head Torso
4 Torso Head
5 R.Leg L.Leg
6 L.Leg R.Leg
7 R.Arm Torso
8 Torso L.Arm
9-0 Torso Torso

All-Brass Shot
20eb/20 12g shells, 30eb/20 10g shells
Consists of 24 or so round pieces of brass shot. 50m range

range...12g...no of hits/burst..10g
Short........6d6...1 location..........7d6
Medium.....3d6...2 locations........1m burst...3d6+2
Long.........2d6...2 locations........2m burst....2d6+1
Extreme....1d6...d3+1 locations..3m burst....1d6

Sharp Shot
30eb/20 12g shells, 45eb/20 12g shells
Consists of 24 or so pieces of jagged metal and/or glass chunks. Same as All-Brass for damages, hits and burst. Soft armor only provides 2/3 SP, 40m range

Glass Powder Load
60eb/20 12g shells, 90eb/20 10g shells 25m range, -1 Weapon Reliability, 2x SP
range...12g.......no of hits/burst......................10g
Short........8d6.......1 location..............................9d6
Medium.....4d6.......2 locations.............................4d6+2
Long.........2d6+2...2 locations/1m burst...............2d6+3
Extreme....1d6+1...d3+1 locations/1.5m burst......1d6+1

Thermite Shot
30eb each, 50m range, each round fired after fifth has cumulative 10% chance of warping barrel.
range 12g no of hits burst 10g
Short 9d6AP 1 location 10d6AP
Medium 5d6AP 2 locations 5d6+2AP
Long 3d6AP 2 locations 1m burst 3d6+2AP
Extreme 2d6AP d3+1 locations 1.5m burst 2d6+2AP

Sharps & Powder
50eb/20 shells. A combination of glass chunks and glass dust. 30m range, -1 Weapon Reliability
range 12g no of hits burst 10g
Short 7d6 1 location 8d6
Medium 3d6+2 2 locations 1m burst 4d6
Long 2d6+1 2 locations 1.5m burst 2d6+2
Extreme 1d6 d3+1 locations 2m burst 1d6+1

Shot & Powder
40eb/20 shells. A combination of all-brass shot and glass dust. 40m range, -1 Weapon Reliability, +50% Armor SP. Range and Damage categories are the same as for Sharps & Powder ammo above.

PiezoShot
15eb/shot. Fires a nylon bag full of conductive metallic dust and an electric trigger. When the bag impacts it deals 2d6+2 damage and ruptures creating a 3m cloud of dust which is then electrified by the trigger device (if it fires successfully - 70% chance). All inside the cloud must make a stun save at -2 or be zonked for d6+1 rounds.

Rifled Deer Slugs
12gauge - 6d6+6 damage (full SP, full penetrating damage) 40eb/20
10gauge - 7d6+7 damage (full SP, full penetrating damage) 60eb/20

APFSDS 5.5mm Slug
(12 or 10 gauge) - 8d6AP - 10eb - 75m range

HE Slug
slug damage, 1/2 always penetrates armor, stun save at -2, x8 cost

HEAT Slug
slug damage, 1/2 always penetrates armor, 1/2 SP, x12 cost

Gel-Batons
slug damage, 1/4 SP, 1 point real, rest is stun damage. x3 cost

Rubber Batons
slug damage, 1/2 of damage always penetrates armor, 1/2 real, 1/2 stun. x2 cost

Flechette Cloud
treat as all-brass shot, 1/2SP, 1/2 penetrating damage, x2.5 cost

Gas Capsules
Gas rounds deal 1d6+3 damage on impact and release a 1m rad cloud of…
tear gas 5eb
vomit gas 10eb
hallucinogenic gas 10eb
sleep gas 10eb
biotoxin I 25eb (very rare)

Flare Slugs
30eb/20 shells, 30m illumination range, Causes 2d6+2 damage, +d3 per round for 3 rounds

Flash Shot
45eb/20 shells, 25m by 3m cone: REF roll dif 25 if in shot or be blinded 2d6+2 turns, stun save at -2.

FlashBang Slugs
A small time-delay charge of blasting explosive and flash-powder held in a nylon bag that explodes on impact, bangers act as small flash-bang grenades. All within 2m (5m indoors) must make a stun save, and an additional dif 20 REF roll to avoid 2 turns of blindness. 25m range. 15eb each.

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