d20 Devil's Workshop Bleeding Edge Ammunition.pdf

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Bleeding Edge: Ammunition
of rounds ignore all armor of less value than 20.
Depleted uranium rounds do one die of additional
damage.
New Ammunition Types
New Ammunition Types
When using any type of firearm the most important
ingredient in the weapon’s success is the type of
ammunition, whether it is armor-piercing explosive
rounds or whisper rounds or shotgun slugs. The
following is a list of information on common types of
ammunition.
LPJ9974
Dum-Dum Hollow Point Rounds
Dum-Dum Hollow Point rounds possess a softer tip
and cause a deeper cut than standard hollow point
ammunition. This round results in a more vicious
fragmentation during its penetration in a target. Dum-
Dum Hollow Point rounds do 3 points of additional
damage, but suffer a -3 penalty to attacks against
armored targets.
Duplex Rounds
This is a unique type of round; it contains two projec-
tiles within it. When firing a duplex round, the char-
acter subtracts a -2 modifier from the Attack rolls, but
rolls two d20s. Due to the nature of this round, if
there is another person within 5’ of the intended target
and either Attack roll fails by 3 or less, there is a 20%
chance that the adjacent target is struck for one die of
damage. Duplex rounds do an additional die of
damage if both projectiles strike the same target.
Equalloy Rounds
This specific type of ammunition is coated with a
nylon covering to increases its speed when fired.
While this bullet will expand quite rapidly while in a
target, like a Hollow Point, it will not pass through a
target like an armor piercing round. Due to this
bullet’s ability to gain such high velocities, all
shooters gain +2 to attacks against armored targets,
but they do not get the benefit of armor piercing
rounds against bulletproof materials, i.e. any armor of
+6 or better. Equalloy rounds do an additional 2 points
of damage.
Copper Head Rounds
This round features an all-copper slug with a copper
ring nose, in the full diameter of the round. This
round provides excellent expansion in soft targets
including human bodies, and was primarily designed
for hunter and sniper firearms to deliver fatal head-
shots or body hits. Copper Head rounds do 2 points
of additional damage, but suffer a -2 penalty to Attack
rolls against armored targets.
Jacketed Hollow Point Rounds
Jacketed Hollow Point rounds have a harder brass,
lead or copper wrap on the exterior of the round,
reducing the amount of fragmenting the round under-
goes while penetrating a target but still allowing for
tremendous damage. Jacketed Hollow Point rounds
do 2 points of additional damage.
Depleted Uranium Rounds
Depleted uranium rounds are notorious all over the
world for their increased damage as well as their
impressive armor penetration. The head of a depleted
uranium round is made of super-dense and radioac-
tive-depleted uranium. The round is so dense in
comparison to other rounds that it is quite effective
when penetrating armor. In gaming terms, these types
Kinetic Rounds
This rubber pellet cartridge or beanbag is normally
used in situations where collateral damage and serious
injury to innocent bystanders is to be avoided. The
“bean bag,” which is filled with lead shot, unfolds in
flight to deliver the energy over a wide surface. All
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damage by this type of round is considered to be doubled
and does subdual, or nonlethal, damage only. However,
attacks made with this type of ammunition incur a -2
penalty per range increment.
core, which penetrates armor better than a standard lead
round. This type of ammunition will pass through living
targets with little additional damage. In gaming terms,
these types of rounds add a +3 bonus to attacks made
against armored targets.
AMMUNITION CARRYING
DEVICES
Mercury Cored Rounds
This specific round’s core contains a reservoir of mercury.
When the bullet strikes its target, the bullet expands and
frees the mercury into the target’s body. The mercury will
spread throughout the person’s body causing the target to
suffer a form of long-term poisoning (See Poisons in the
Core Rulebook, p54). Mercury Cored Rounds do the
damage listed for the weapon, but require the target to
make a Fortitude Save (DC17) in order to avoid the effects
of mercury poisoning (use rules for Strychnine poisoning).
The following is a list of devices that can be used to carry
ammunition for various types of firearms.
THV Rounds
Also known as a reverse ogive round, this bullet has a
special hollowed out edge that will pancake on contact
with the target. The ammunition’s physical design helps it
attain remarkably high velocities, which adds to the
lethality of the weapon. THV rounds do an additional 2
points of damage.
Bandoleer
A bandoleer is a belt that has small carrying notches that
ammunition can be placed in. A single bandoleer can carry
a maximum of either 25 shotgun shells or 50 bullets, no
matter the type of shotgun shell or bullet.
Purchase DC: 9.
SHOTGUN SHELLS
Drum Ammunition Container
Drum Ammunition Container is ammunition that is
contained in a circular container that been created to hold
more ammunition than the standard magazine for whatever
firearm may be using the device. The Drum Ammunition
Container can be used on certain firearm types. There are
three types of Drum Ammunition Containers that can be
used on firearms; Machine Pistols are able to be equipped
with a 30-round container, Assault Rifles and Sub Machine
Guns are able to be equipped with a 50-round container,
Light Machine Guns are able to be equipped with a 100-
round container.
Purchase DC: 11 for a 30-round container ( Lic (+1) ), 14
for a 50-round container ( Res (+2) ), 17 for a 100-round
container ( Mil (+3) ).
OmniShok Rounds
This round was an extremely potent improvement over the
typical Hollow Point round. This particular round has a
screw-like object placed in between a four-way separation.
The round, on contact, will split the four-way separation
similar to a flower opening its petals, causing amazing
damage to the target. Omni-Shok rounds do an additional
4 points of damage, but suffer a -2 to attacks against
armored targets.
00 and 000 Shot Shells
This type of shot contains little lead balls, usually 8 to 15
of 00 or 000 buckshot in each shotgun shell cartridge.
These shells cause incredible damage to targets when they
hit at point blank range. 00 Shot shells do an additional
die of damage at point-blank range. 000 Shot shells do
two additional dice of damage at point-blank range.
Nails Shells
Buy these in box loads from your nearest local store.
Quite powerful, they will do a great amount of damage, but
will also have a dangerous effect to the shotgun barrel. On
an attack roll of 1, the barrel is damaged beyond repair.
Nail Filled Shells do an additional die of damage at point-
blank range.
Plus P Rounds
Using greater quality powder in slightly larger quantities
than normal full metal jacket rounds. Plus P loads provide
more power to a firearm without overstressing the firearm
beyond the weapon’s design limitations. Plus P rounds
increase the weapon’s range increments by 10, and provide
a +2 bonus to attacks against armored targets.
Shotgun Side Saddle
This ammunition carrying case fits on the side of the barrel
or on the stock of a shotgun. The shotgun side saddle can
hold up to a maximum of 6 shotgun shells of any type.
Purchase DC: 6.
Powdered Glass Shells
Regular glass is reduced to a fine powder. Although this
type of shell will reduce range to point blank or short only,
it will make an extraordinary cloud in which flesh is
stripped to the bone. Powdered Glass Shells do an addi-
tional three dice of damage at point-blank range, and an
additional two dice of damage at short range.
Rubber Rounds
Otherwise known as gel rounds, this type of ammunition is
used by law enforcement and security officers often when
non-lethal weapons are needed. Rubber ammunition does
only subdual, or nonlethal damage, except when used at
point blank range.
FIREARM MODIFICATION
Very often, characters will like to customize their firearms.
This may include anything from adding a scope, laser
sight, a recoil compensator to a flash suppressor. All of
these modifications will improve the weapon’s perform-
ance in one way or another. All of these modifications can
be used in conjunction with each other. The following
Semi-Armor Piercing Rounds
Semi Armor Piercing rounds are the basis of most dual-
purpose munitions. Inside the round is a small steel rod
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listed items are the most common of all customizable items
for firearms.
all Hide and Bluff skill checks to avoid being seen as
armed.
Purchase DC: +5 to firearm. Ill (+3).
Fingerprint Scan Grips
These grips come equipped with a sighting device that
scans the user of the firearm’s fingerprint. If the grip
comes up with a correct match it will release the firearm’s
safety making it able to fire normally.
Purchase DC: +10 to firearm.
Barrel Extension
This device extends the length of a firearm’s barrel helping
to increase this weapon’s accuracy at the cost of making
the weapon harder to conceal. When a barrel extension is
placed on a weapon the shooter receives a +1 to Attack
rolls, but also increases the weapon’s size by one incre-
ment.
Purchase DC: Additional +2 to firearm.
Custom Finish
Sometimes you don’t want your gun to look like everyone
else’s. Firearms with this modification have a unique and
distinctive finish; perhaps you want the barrel etched with
Chinese dragons, or to match your favorite threads, or you
just want it in a glaring bright neon color.
Purchase DC: +2 to firearm.
Flash Suppressor
A flash suppressor is intended to hide the muzzle flash
when the weapon is fired. Snipers and tactical teams find
this modification useful in concealing their positions from
potential threats. When looking for a weapon that uses a
flash suppressor, all characters suffer a -3 to Spot checks to
locate the shooter after he has fired.
Purchase DC: +4 to firearm.
Bi-Pod
This device in normally used on assault rifles, machine
guns and rifles making it possible for the shooter’s aim to
be more stable when firing. Any character actively using a
bi-pod on an assault rifle, rifle, or machine gun will gain a
+1 to Attack rolls.
Purchase DC: 9.
Custom Firearm Grips
Custom grips on a firearm allow for increased speed when
drawing a firearm. The grips of the firearm seem to form
themselves to the shooter’s hand. Every grip will be
custom molded to the individual. In gaming terms, anyone
with this firearm modification will gain a +1 to Initiative,
if his or her first action is to draw a weapon. A weapon
with this modification will bestow a -2 equipment penalty
on anyone other than its owner who tries to use the
firearm.
Purchase DC: +3 to firearm.
Foregrip
The firearm is equipped with a foregrip mounted into the
barrel of the firearm, allowing the weilder to have firmer
control of the weapon. A firearm with this modification
will bestow a +3 equipment bonus on the weilder to keep
from losing his weapon, either as a result of disarming
attempts, concussive effects, or other situations. The grip
also reduces the penalty for Full Auto attacks by 1.
Purchase DC: +1 to firearm.
Burst Fire
Pistols seem to never fire enough shots, this was until the
burst fire selector was created. In gaming terms, this
firearm modification makes it possible for any semi-auto-
matic pistol with a Single rate of fire to have the ability to
make Auto-fire attacks.
Purchase DC: +3 to firearm. Res (+2).
Deburred Framed
This modification can only be used on handguns. This is
the process of removing all the sharp corners and edges
from a firearm to reduce the chances of the firearm
catching or snagging a piece of clothing when being
drawn. In game terms, this modification allows the char-
acter to make a Reflex Save (DC 15) to avoid dropping his
weapon as a result of fumbling during his attempt to draw
the weapon.
Purchase DC: +1 to firearm.
Full Auto Fire
You can never fire too many bullets … ever. This firearm
modification makes possible for assault rifles, rifles, and
submachine guns to greatly increase their rate of fire. In
gaming terms, any assault rifle, machine pistol, or subma-
chine gun equipped with the full-auto fire modification is
able to double their rate of fire. In game terms, this means
that a standard Autofire action will fire 20 bullets and
affect a 15-foot-by-15-foot area; a Burst Fire attack will
fire 10 rounds at a single target with a -6 penalty and deal
an additional 3 dice of damage; and Strafe attacks can
affect an area up to eight 5-foot squares long by one square
wide, in a straight line.
Purchase DC: +3 to firearm.
Carbine Modification
This modification is for Assault Rifles only. It uses a
submachine gun-sized frame with a rifle-sized cartridge,
making the weapon more compact and concealable. In
game terms, this reduces the rifle’s size by one increment
(from Large to Medium, for example), and reducing the
weapon’s weight by 20%.
Purchase DC: +5 to firearm.
Expanded Magazine
This type of magazine has been expanded to carry more
ammunition than normally listed on the firearm chart. Any
firearm with this firearm modification is able to add an
additional 10 shots to their Ammo listing on the firearm
chart. This firearm modifier cannot be used with
revolvers.
Purchase DC: 6 per magazine. Lic ( +1 ).
Collapsible
This modification is designed to make a weapon break
down in a way that helps disguise its nature, but also make
it relatively easy to reassemble for action. It takes one full
round action to break down or reassemble and load a
collapsible weapon, but the weapon grants a +5 bonus on
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weapon to the webbing of the user, or to a loop round the
neck.
Purchase DC: 2.
increased the DC of all Listen Skill checks by +5, for the
purpose of hearing the gunshot. It takes a movement-
equivelent action to attach a silencer to a weapon, or to
remove it. There are weapons with integrated silencers
built in, but this increases the weapon’s Size by one cate-
gory.
Purchase DC: 15 for a detchable silencer. +4 to firearm if
integrated. All silencers are considered Illegal (+4).
Gas- Vent
The firearm is equipped with vent ports and muzzle brakes
mounted into the barrel of the firearm, nearly eliminating
the weapon’s recoil. In game terms, this modification
reduces the attack penalty for Full Auto attacks made with
the weapon by 2. Normaly, the modifier is -4 to make a
Full Auto attack without the Advanced Firearm Proficiency
feat; with this modification, it would be a -2 modifier.
Purchase DC: +3 to firearm.
Non Metallic Construction
The firearm has been constructed from various high-
strength materials such as plastics, composites or ceramics.
It will easily pass through metal detectors, but will be
picked up on X-ray devices. These weapons are consid-
ered to be Illegal ( +4 ), and are much more fragile than
their metallic counterparts, suffering a -4 to their Hardness.
Purchase DC: Double that of weapon.
Stocks
This firearm modification can be added to any firearm.
This firearm modification will increase a shooter’s stability
when aiming shots. When a character takes a full-round
action to aim, a stock provides a +1 equipment bonus to
the character’s next attack roll with the weapon.
Submachineguns, rifles, and shotguns can be equipped
with collapsible stocks, while handguns can be outfitted
with attachable stocks. It takes a movement-equivelent
action to extend a collapsed stock, and a full-round action
to attach an attachable stock. A stock does not affect the
size of a rifle or submachinegun, but does increase the size
of Handguns by one.
Purchase DC: +2 to the firearm.
Gun Blade
This pistol fire has had a razor-sharp blade added,
extending from the front of the trigger guard along the
underside of the frame beneath the barrel. A firearm with
this modification is able to engage in melee combat as if it
were a knife.
Purchase DC: +4 to firearm.
Recoil Compensator
This device was designed to help with the recoil when
firing an automatic weapon. In game terms, it reduces the
penalty for firing an automatic weapon on Full Auto by 2.
Even though this device is found mostly on assault rifles or
submachine guns, it can be used in pistols and shotguns,
and semi-automatic rifles. When used on semi-automatic
weapons, the only benefit is to half the penalty for using
the weapon without the Personal Firearms Proficiency feat.
Purchase DC: +2 to firearm.
Gun Camera
With the use of fiber optics lenses, this miniature digital
camera can be attached to any type of firearm. The firearm
camera acts just like a normal digital camera and is able to
record up to 20 digital color photographs in its memory
before neededing to replace the memory chip. The chip
can then be plugged into any compatible computer and the
pictures displayed, modified, and/or printed.
Purchase DC: 16.
Teflon-Coated Barrel
With the advancement of technology, the invention of the
teflon-coated barrel has helped the efficiency of firearms.
The teflon-coated barrel makes it incredibly hard for debris
and grime to collect inside the weapon. In gaming terms,
all jams resulting from rolling a “1” on the attack roll have
a 50% chance of just being a miss.
Purchase DC: +3 to the firearm.
Replica
If you cannot afford the real thing, why not pick up some-
thing that looks exactly like it? A cheap foreign replica
knock-off of any of the most popular firearms can be very
easy to find. Replica firearms’ range increments are reduce
by 10 from the base weapon, and the weapon suffers a -1
to all attack rolls as a result of poor construction.
Purchase DC: Half of base firearm.
Hair Trigger
This firearm is equipped with a trigger that is so sensitive
that the slightest touch will cause it to fire. In gaming
terms this means that the character may make a single
firearms attack as a free action if the weapon is readied
before combat begins. However, this is a dangerous modi-
fication, and every time a character wielding a weapon
with a hair trigger fails a Reflex Save, for any reason, the
weapon will go off.
Purchase DC: +1 to firearm.
Teflon-Coated Finish
The Teflon-coated finish on a firearm opposes dirt, soil,
and oil so well that it actually makes it nearly impossible
to lift a set of fingerprints off the firearm. In gaming
terms, this modification increases the DC of a Search Skill
check by +5 for the purposes of finding usable prints on
the weapon.
Purchase DC: +5 to the firearm.
Sawed Off Barrel
Only assault rifles, shotguns and rifles are able to have this
firearm modification. Sawing off a firearm barrel reduces
the weapon’s size, from Med to Small, for example, but
also reduces its accuracy by cutting the weapon’s range
increment in half.
Purchase DC: +1 to firearm.
Lanyard
For pistols, this is a simple tether that keeps the weapon in
the user’s possession. It connects from the butt of the
Silencer
A silencer is a device designed to reduce the report of a
fired weapon. When a silenced weapon is fired, it
Wrist Spring Holster
This device is strapped to the wearer’s arm and the weapon
attached to the spring device. When the wearer flicks their
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wrist in a particular manner, the weapon will spring into
the wearer’s hand. This device allows the weapon to be
drawn as a free action. No weapon larger than Small can
be used with this holster.
Purchase DC: 7.
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