These somewhat temperamental rounds are quite deadly when they
work. Somewhat larger than most standard shells, Blastbugs are
actually miniature grenades, designed to lodge in flesh and then
explode. The inial strike does just as much damage as an ordinary
shell, but it's the explosion that blows large pieces out of the
target. The explosion damage is doubled for a successful shot to
the head. When one of these slugs strikes an armored character,
and the damaged rolled is exactly enough that it causes no damage
to the armor's wearer, it has lodged between the wearer and the
armor, and the explosion inflicts damage on both the wearer and his
armor. If it inflicts less than on the attack, it impacts on the
surface, and the explosion damages the armor only. More than that,
and it lodges within the individual, causing no damage to the armor
on the explosion. These grenades are somewhat finicky, and on a
mishap on the explosion damage roll, they will lodge in the target,
and not detonate. A sudden jolt or missed first aid roll could
cause them to go off at a later time. When these shots miss, the
explosion inflicts the listed damage to a radius of .3 meters.
Model: UrTech homing rounds
Fire Control: +4D (except when blocked)
Ranges: 3-25/71/119
Damage: 2D+2
Ammo: 20 per clip, also available as chain
Cost: 800 per clip
These rather large shells are actually a miracle of modern
miniaturization. Equipped with a heatseeking sensor on the nose
and a maneuvering jet at the rear, these targets seek out the most
humanlike heat signature within their range of fire, and hit it.
Only a truly incompetent marksmen can miss with these, making them
ideal for automatic weapons and burst firing.
Model: Kalimorw Defense Industries DB Sniper
Fire Control: Normal
Ranges: 3-30/100/300
Damage: 3D+2 (+1D+2 vs. armor, for hitting the
target, not for armor damage)
Ammo: 25 per clip
Cost: 100 per clip
The standard multi-purpose sniper round, the DB sniper is a
Boron/Diamond jacketed slug that has decent armor penetrating
capabilities on the one hand, and decent anti-personnel capacity on
the other. The nature of the jacketing is what gives it this
capacity. When the slug impacts, hard materials hold it together,
and the very hard diamond and boron jacketing allows it to pass
through many forms of armor. When in a softer substance, such as
flesh, the shell fragments, causing far greater damage than an
ordinary slug.
Model: UrTech D-90 liquid metal slug
Fire Control: +2D
Ranges: 5-70/500/1.2km
Damage: 2D+1 (+4D vs. armor, for hitting the target,
not for armor damage)
Ammo: 20 per clip
Cost: 70 per clip
This rather ingenious slug is the standard in armor piercing
sniper rounds. The shell of the round is an insulative ceramic,
which surrounds a core of Deuterium-90. D-90 is a rather unique
substance. It is quite dense, it's specific heat skyrockets when
it is exposed to Kterium. When the shell is fired, a small
quantity of Kterium is introduced to the D-90. When the shells
hits anything the insulative shell shatters and the liquid,
superheated D-90 shoots through. D-90 shells have gone through up
to a quarter meter of durasteel, when fired from weapons such as
those listed above, and still retained enough velocity to go right
through just about any soft target. The major problem with these
shells is that they do relatively little damage to their targets,
generally passing directly through them.
Model: Kosabi Ltd. "Adder" poison round
Fire Control: Normal
Ranges: 3-30/100/300
Damage: 3D impact, (+2D vs. armor, for hitting the
target, not for armor damage), 9D+1 neurotoxin.
Ammo: 25 per clip
Cost: 1,500 per clip
These highly illegal rounds are a favorite of assassins. In
just about every way they are the same as ordinary boron/diamond
jacketed sniper slugs. However, instead of just bursting apart
when they strike a soft target, Adder rounds release a potent
neurotoxin that has an onset time of 3 seconds, and has a stamina
check difficulty of 23.