Members | Sign In
Modiphius > Mutant Chronicles RPG
avatar

Rules for specialist ammo

posted Apr 06, 2016 00:21:46 by JakeBernstein
I'm wondering if anyone has written up rules for specialist ammo for the human factions yet or if such rules will be included in a future sourcebook. I was hoping they'd be in the Luna and Freelancer's Guide, but no dice. Possibly Mutant & Heretics, but that would make a lot less sense.

Anyway, the Dark Soul book has ammo types for the Dark Legion, so here are some ideas (including some canonical conversions) for ammo types for humanity:

Armor Piercing: Grants Ammo (Armor Piercing 2). Restriction +2 than base ammo; Cost +3 more than base ammo.
Hardball: Grants Ammo (Armor Piercing 2, Vicious 2). Restriction 5; Cost x4 base ammo.
Hot: Grants Ammo (Incendiary 2). Restriction 4; Cost x2 base ammo.
Armor Piercing Incendiary: Grants Ammo (Armor Piercing 1, Incendiary 2). Restriction 4; Cost x3 base ammo.
Explosive: Grants Ammo (Gruesome, Vicious 2). Restriction 4; Cost x3 base ammo.
Armor Piercing Explosive: Grants Ammo (Armor Piercing 1, Gruesome, Vicious 2). Restriction 5, Cost x4 base ammo.
-Apoc527
page   1
11 replies
avatar
SteveHanson said Apr 06, 2016 03:45:14
Looks good. Thus gives one a good variety of ammo, even though it doesn't look too easy to get most of it. That's as it should be.
Forum Moderator

To his friend a man
a friend shall prove,
To him and the friend of his friend;
But never a man
shall friendship make
With one of his foeman's friends.
--Havamal
avatar
Nathan.Dowdell said Apr 06, 2016 11:59:42
I wrote up a load of special ammo types for the core book... but we've just not had space for them elsewhere.

Consider adding Blessed Ammo, which grants Ammo (Pious 2) to the list - it's a valuable tool when fighting the Dark Legion, and should be relatively easy to obtain, especially in places with a strong Brotherhood presence and a lot of military (such as Burroughs and Volksburg, both of which have Cathedrals and are military stronghold-cities).
Game Development - 2D20 System
System Design - Star Trek Adventures

Rules questions and playtest feedback to nathan@modiphius.com
avatar
JakeBernstein said Apr 06, 2016 16:39:10
Thanks, Nathan, appreciate the suggestion. I modified the numbers above a bit, mostly taking them down a notch. Can you share any of your other ammo types? Or let me know if I am on the same basic track as you regarding Cost, Restriction, and Effects.
-Apoc527
avatar
Citizen-171 said Apr 06, 2016 22:29:01
I assume the character's weapon is considered to be loaded with "normal" ammo, and that Specialist Ammo (SpAm?) is spent representing the character unloading a clip of that type.

Weapons with a high rate of fire can spend multiple Reloads. Any thoughts on how it would be possible to allow mixing SpAm in the same attack? Nixing it seems the simplest way.

-C171
avatar
JakeBernstein said Apr 06, 2016 23:16:16
I use a house rule that is more reminiscent of the original rules for ammo. Rather than spend whole "reloads" (which, I'm sorry, are magazines or belts), I have each "Reload" contain a certain amount of Capacity. That Capacity is treated as Reloads for purposes of the game rules. Once you expend all your Capacity, you have to actually Reload, which is a Standard Action.

For Ammo (Quality), I allow all attacks, Let Rip or not, to benefit from the Ammo quality. To balance this, the first Repercussion rolled on an attack with specialist ammo automatically costs a point of Capacity. This also inherently solves the question you bring up, which is necessary for sanity (and the bit of simulationism I'm injecting into my game with this rule).
-Apoc527
avatar
Marcin.Skupnik said Apr 07, 2016 07:50:36
I really like the ammo types. The one you are missing is snowball ammo, which puts people to sleep (Capitol 1ed page. 18).
Would you mind posting these in the homebrew thread?
MC3 homebrewer. Check the thread!
CA-138 Deathlockdrum - when you want to put a grenade launcher on a grenade launcher, so you can launch grenades when launching grenades.
avatar
JakeBernstein said Apr 07, 2016 15:10:21
Will do. Added both Blessed and Snowball. Also rebalanced a bit.
-Apoc527
avatar
Marcin.Skupnik said Apr 17, 2016 03:33:08
You said you've added blessed and snowball, but I don't see them?
MC3 homebrewer. Check the thread!
CA-138 Deathlockdrum - when you want to put a grenade launcher on a grenade launcher, so you can launch grenades when launching grenades.
avatar
JakeBernstein said Apr 17, 2016 03:51:14
Weapon list

Ammo is at the bottom. I should share my House Rules document too. I can add these links to your stickied Homebrew thread.
[Last edited Apr 17, 2016 03:53:34]
-Apoc527
avatar
Marcin.Skupnik said Apr 17, 2016 04:02:22
Yeah, but it lacks those two types. I only see ap, hardball, hot, api, explosive and ape in your first post. Neither snowball nor blessed are in.
MC3 homebrewer. Check the thread!
CA-138 Deathlockdrum - when you want to put a grenade launcher on a grenade launcher, so you can launch grenades when launching grenades.
avatar
JakeBernstein said Apr 17, 2016 05:51:48
Oh, I didn't add them to the post, they are included in the ammo type list at the bottom of the spreadsheet link.

Hot x2 4 - Grants Ammo (Incendiary 2)
Hot AP ("API") x3 4 - Grants Ammo (Armor Piercing 1, Incendiary 2)
Hardball ("APDSDU") x5 5 - Grants Ammo (Armor Piercing 1, Vicious 2)
Blessed x2 3 - Grants Ammo (Pious 2)
Snowball x2 3 - Grants Ammo (Stun, Sleep Poison)
Explosive x3 4 - Grants Ammo (Gruesome, Vicious 1)
Armor Piercing Explosive ("APEX)" x4 5 - Grants Ammo (Armor Piercing 1, Gruesome, Vicious 1)
Plasma Ammo 2 3 - Only usable in certain weapons.
-Apoc527
Login below to reply: