Specialty Ammunition

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A: Tracer Ammunition: These bullets are coated with white phosphorus that burns after it is shot. It does not do any special damage unless the target is in Close Range, in which case it does one die of fire damage (not necessarily aggravated) that can be soaked. If a staffer judges that the tracer bullet comes close to a Kindred, the staffer may instruct the Kindred to make a Rotschreck check at difficulty 4.

B) Incendiary Ammunition: this is hollow point ammunition which has been filled with an explosive compound. If used in light firearms (numbers 95 through 98 on the Conventional Firearms list) it only ignites flammable material. If used in heavy firearms and rifles, (numbers 91 through 94 and number 99 on the Conventional Firearms list), it adds one level (not dice) of fire damage and ignites flammable items. If used in larger weapons, (numbers 88 and 90 on the Conventional Firearms list), it adds two dice of fire damage on the round it hits and the round immediately after, as well as igniting flammable items.

Living and undead individuals are not flammable items nor are their clothes. Incendiary ammunition cannot be used in shotguns.

C) Dragon’s Breath ammunition: This round creates a narrow gout of flame 100 feet long that does six dice of fire damage. If the damage is not completely soaked, it does one level (not dice) of fire damage per level of unsoaked damage until the magnesium shards are removed requiring a dexterity+medicine roll vs. difficulty 8. It can only be used on certain shotguns (numbers 100 and 102 on the Conventional Firearm list). These weapons can only fire five Dragon’s breath shells before no longer being able to function.

If a Kindred is hit, they must make a Rotschrek check versus difficulty 8. If a Kindred fires the weapon or is within ten feet of the weapon or its discharge, they must make a Rotschrek check versus difficulty 6.