Brenneke and Foster type slugs have the same basic configuration as normal slugs, but have increased accuracy. The hollowed rear of the Foster slug improves accuracy by placing more mass in the front of the projectile, therefore inhibiting the “tumble” that normal slugs may generate. The Brenneke slug takes this concept a bit further, with the addition of a wad that stays connected to the projectile after discharge, increasing accuracy. Both slugs are commonly found with fins or rib, which are meant to allow the projectile to safely squeeze down during passage through chokes, but they do not increase stability in flight.
J: Pitempi range?
Flechette rounds contain aerodynamic darts, typically from 8 to 20 in number. The flechette provide greatly extended range due to their aerodynamic shape, and improved penetration of light armor. American troops during the Vietnam War packed their own flechette shotgun rounds, called beehive rounds, after the similar artillery rounds. However, terminal performance was poor due to the very light weight of the flechettes, and their use was quickly dropped.
J: Jotakin joka ei ole yhtä tyhmän monimutkaista ja tyhjänpäiväistä kuin vanhat?
Rock salt shells are hand loaded with rock salt, replacing the standard lead or steel shot. Rock salt shells could be seen as the forerunners of modern less-lethal rounds. In the United States, rock salt shells were and are sometimes still used by rural civilians to defend their property. The brittle salt was unlikely to cause serious injury at long ranges, but would cause painful stinging injuries and served as a warning. British gamekeepers have used rock salt shells to deter poachers. Rather than get into a physical confrontation, they stalk the poachers, making themselves known by a loud shout of “Run!” just before firing, to avoid hitting the now-fleeing subject in the eyes.
J: -1d6 vahinkoa per range increment?
TASER International announced in 2007 a new 12 gauge eXtended Range Electronic Projectile or XREP, which contains a small electroshock weapon unit in a carrier that can be fired from a standard 12 gauge shotgun. The XREP projectile is fin stabilized, and travels at an initial velocity of 100 m/s (300 ft/s). Barbs on the front attach the electroshock unit to the target, with a tassel deploying from the rear to widen the circuit. A twenty second burst of electrical energy is delivered to the target. This product is expected to be released to market in 2008.21
J: Joku pöhkö tazer round pitänee keksiä.
Breaching rounds, often called Disintegrator or Hatton rounds, are designed to destroy door locking mechanisms without risking lives.
J: Juttu joka on todella hyvä rikkomaan lukkoja ja ovia, mutta ei ihmisiä?
Blank shells contain only a small amount of powder and no actual load. When fired, the blanks provide the sound and flash of a real load, but with no projectile.22 These may be used for simulation of gunfire, scaring wildlife, or as power for a launching device.
J: Nämä tarvivat oikeastaan vain hinnan.
Bolo rounds are made of two or more slugs molded onto steel wire. When fired, the slugs separate, pulling the wire taut creating a flying blade, which could theoretically decapitate people and animals or amputate limbs. However, many active shotgun users consider this to be overstated, and view bolo shells as being less effective than conventional ammunition. Bolo shell rounds are banned in many locations (including the US states of Florida23 and Illinois24) due to concerns about their potential lethality. The round is named in reference to bolas, which use two or more weighted balls on a rope to trap cattle or game.
J: -1 death saveihin raajojen menetyksestä (mukaanlukien pää)?
Dragon’s Breath usually refers to a zirconium-based pyrotechnic shotgun round. When fired, a gout of flame erupts from the barrel of the gun (up to 20 ft). The visual effect it produces is impressive, similar to that of a short ranged flamethrower. However, it has few tactical uses, mainly distraction/disorientation.
J: Ööö…1d6 tuli hyökkäys?
Flare rounds are sometimes carried by hunters for safety and rescue purposes. They are available in low and high altitude versions. Some brands claim they can reach a height of up to 200 m (660 ft).
J: Tämä on periaatteessa ihan järkevä, mutta tarvinee lähinnä hinnan ja korkeuden johon tuo soihtu lentää.
Old fashioned types of ammunition
These used to be popular (for a given value of popular) at some point in the past but have fallen into disfavor in the modern age. They are still used by nomads and other people from low-tech economies.
Old fashioned armor piercing rounds. These tend to make neat little holes through armor, but unfortunately they also tend to make neat little holes through people. Considered obsolete by most, thanks to modern Semi-Armor Piercing rounds.
Halves the SP of any armor in the way, but also halves any damage that goes through (before BTM).
Hollow points create a bigger wound cavity when they strike unarmored flesh, but tend to shatter against armor. The cheap price and ubiquitous nature of modern armor has made these a lot less popular than they used to be. Still used by nomad hunters, at least until animals invent flack jackets.
Double any SP of 8 or more. For each two points of damage add one point of damage (before BTM).
You have to go a fair bit back in time for these to be popular, but believe it or not they used to be the ammunition of choice. Still quite lethal, if you could find someone who knows how to use them.
Target arrows halve the SP of all armor encountered but deal full damage past armor.
Broadhead arrows deal knife AP damage and double any penetrating damage.
Old but popular ammunition types
These types of ammunition are old, but still popular in the modern market. They are usually the cheapest types of special ammunition available.
Less-Than-Lethal ammunition is intended for subduing a target without killing it. Only the first point of damage and any damage exceeding 16 is marked down. However until the start of the next round the target is in the state the full damage would have put them in. Note that unless the marked down part of the damage puts the character into a Mortal state they do not need to make a death save.
These rounds contain a chemical compound which ignites when the round is fired. They can ignite dry things (Before you ask: humans are wet) and are quite good at destroying mechanical targets. The bright trace these bullets have makes it very easy to see where the shot was fired from.
Deal 1d6 extra Fire damage against SDP (if the bullet got that far). May ignite anything which the GM considers sufficiently flammable.
High-Explosive Anti-Tank or HEAT uses explosives to turn a sheet of copper into a hypersonic stream rather good at penetrating armor. All armor is halved but full damage is dealt after penetration. Big HEAT rounds often have a secondary explosive radius. Armor with the Composite property is immune to the HEAT special ammunition type and instead treats it as a normal attack.
Like all explosives deal 2x damage to anything that is touching them when they explode. In addition to this explosives have a blast radius: anyone and anything inside this takes full damage, beyond this the damage is halved for each increment of distance between the target and the blast. Modern miniaturization has brought this ammunition type to smaller calibers.
These types of ammunition are quite new. They tend to be expensive because someone has to recoup the R&D costs.
Modern armor piercing rounds. This stuff is much better than that old WW2 crap.
These reduce the SP of any armor encountered by one quarter and deal full damage once they get through.
The most armor piercing weapons in existence fall into this category. Railguns are the most common example of this type of weapon.
All armor is only one quarter effective. Any damage that encountered more than 10 SP (after quartering) is halved (before BTM).
Armor Piercing High Explosive
These rounds first punch a hole through armor and then explode on the inside. Possibly the most dangerous type of ammunition available. Requires a fairly large projectile, although rest assured countless engineers are working day and night to find ways around that.
First reduce any SP encountered by one quarter. After SP double the damage (before BTM).
Small needle-like projectiles that are unlikely to seriously wound their target. Most of them are used to deliver knock-out drugs, nerve toxins or worse.
Damage is always expressed in d10’s rather than d6’s. Hard armor is only one third effective and soft armor is only one quarter effective. Any damage that goes through is divided by two (before BTM).
Small needle like projectiles that explode after penetration, leading to a massive wound cavity. On the bright side these are a lot less likely to be poisoned because most poisons react rather poorly to being exploded.
Just like flechettes but damage to flesh is doubled rather than halved (before BTM).