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From: Paul Finch <pfinch@****.EDU>
Subject: None
Date: Mon, 2 Jan 1995 00:25:58 -0700
SHADOWLORE II
TAROT FIREARMS-DUTY AMMUNITION
P-O1
--------
NOTE: This is one part of a very large section of ammunition I am
sending. I have added some rules and revamped just about everything I can
find on the net so far. This system I present here is made to replace all
exhisting ammunition rules except those presented by FASA. I will FTP the
final complete version to JD Fal shwoing him how I wish it to be set up.
I send this to the forum for review of all those on here. This is
personaly copywrited material and I have quoted several publications in
the creation of this document. I will add the bibliography at a later
date.

NOTE: All characteristics presented for game mechanics are as seen in the
various publications with the following additions:

RF equals Riccochete Factor (if the gm wishs roll a d6 to determine if a
riccochete occurs-must roll equal or above listed number to have one occure)

BAL/IMP/BARR/VEH: are the various types of armor that a round must deal
with. If it is a + (number) you add it to the particular armor value
(occurs conversly). This gets complicated with the Armor Defeating
ammunition but for duty it suffices.

ADD EFFECTS: any additional effects

DUTY AMMUNITION

In this catagory we show the latest developments in standard duty load
ammunition. This includes some of the near-exotic and special loads.

REGULAR AMMUNITION

This ammunition is the REGULAR Ammunition found in the Second Edition
Shadowrun Rule Book.

CONCEAL: 8 DAMAGE: As Weapon WEIGHT: .5 AVAIL: 2/24 hrs COST: 20
=Y= SI:.75 RF: 4 BAL: norm IMP: norm BARR: norm VEH: norm LEGAL: as
weapon ADD EFFECTS: can have a teflon coat (see below)

SUPER VEL

A 110 grain semi-wadcutter hollowpoint. The cup point allows better power
penetration, in a targets surface armor that has a general obliquity to
it, than normal ammunition. Good all around duty load.

CONCEAL: 8 DAMAGE: +1 Power WEIGHT: .45 AVAIL: 3/28 hrs COST: 30
=Y=SI: .8 RF: 4 BAL: norm IMP: norm BARR: norm VEH: norm LEGAL: as
weapon ADD EFFECTS: None

CIRILLO CCI

This round features an all copper solid slug with a copper rim nose in
full bullet diameter, to deliver effective head shots. Great expansion
and decent (non-armored) penetration.

CONCEAL: 8 DAMAGE: +2 Power WEIGHT: .4 AVAIL: 4/36 hrs COST: 50
=Y=SI: .8 RF: 4 BAL: norm IMP: norm BARR: norm VEH: norm LEGAL: as
weapon ADD EFFECTS: None

HYDRA-SHOK

This wonderfull load is the first load that is a lead hollowpoint wad
cutter with a tapered post in the frontal cavity. Terminal balistics show
that the HYDRA-SHOK provides deffinate improvements over common hollow
points. This is due to the rapid expansion-caused by the target matter
(ie: flesh) forcing the post rearward, mushrooming the round at awesome
speeds-exhibited which affords a wide, disc-like crosssection prior to
impacting with vital organs. A bullet having this shape ensures a large,
permanant wound cavity, subsequent blood loss and maximum stress on the
nervous system, An excellent choice where reletively deep (non-armored)
penetration and positive expansion are essiential.

CONCEAL: 8 DAMAGE: +2 Power/+1Level WEIGHT: .55 AVAIL: 7/3 days
COST:90 =Y= SI: .9 RF: 3 BAL: norm IMP: norm BARR: norm VEH: norm
LEGAL: as weapon ADD EFFECTS: None

TUNNEL POINT

This round offers the addvantages of deep penetration coupled with
meaningfull expansion when fired at reletively low speeds. Basicaly a
subsonic HYDRA-SHOK round. A less expensive alternative the the HS and
does well in situations that call for deep torso penetration (non-armored)
and guaranteed expansion. Paralell generation with the HYDRA-SHOK.

NOTE: See list below for advantages of subsonic ammunitions.

CONCEAL: 8 DAMAGE: +2 Power WEIGHT: .5 AVAIL: 6/3 days COST: 75
=Y=SI: 1 RF: 3 BAL: norm IMP: norm BARR: norm VEH: norm LEGAL: 6 L
ADD EFFECTS: subsonic

STARFIRE

The second generation of the HYDRA-SHOK, although different in
construction. The StarFire design utilizes a deep cavity comprising a
series of wedge-shaped ribs and flutes. Also know as apically-curving
eccebtrically situated ribs. Massive expansion due to its extreamly deep
cavity (10 mm prototype made 1.1 inch diameter at full expansion). This
allows a much larger permanant wound cavity, than a conventional hollow
point. Right at home in situations that require incapacitation with out
overpenetration.

CONCEAL: 8 DAMAGE: +3 Power WEIGHT: .5 AVAIL: 6/3 days COST: 85
=Y=SI: .9 RF: 3 BAL: norm IMP: norm BARR: norm VEH: norm LEGAL: as
weapon ADD EFFECTS: None

QUICK-BURST

Third generation of the HYDRA-SHOK. Upon impact the QUICK-BURST bullet
provides near instantaneous expansion followed by a uniform dispersion of
bullet segments that angle away from the initial axis of entry. The
effect creates multiple wound paths. additional temporary cavities and
subsequent impinging pressure zones with greatly increased stopping
powers. This round is custom made for hostage situations where
instantaneous take down and no overperntration is needed.

CONCEAL: 8 DAMAGE: +3 Power/+1 Level WEIGHT: .5 AVAIL: 8/4 days
COST:100 =Y= SI: 1.2 RF: 4 BAL: norm IMP: norm BARR: norm VEH: norm
LEGAL: 6L ADD EFFECTS: None

COR-BON

These rounds offer increased velocity, and energy over that of standard
loads. The loads employ the Sierra "Power Jacket bullets. The Power
Jacket design uses a tapered copper-ally jacket over a pure lead core.
Six evenly spaced serrations on the jacket nose help to ensure expansion
over a broad range of velocities. The jacket is rolled over the edge of
the broad meplat to ensure smooth feeding.

CONCEAL: 8 DAMAGE: +1 Power WEIGHT: .6 AVAIL: 3/24 hrs COST: 45
=Y=SI: .8 RF: 4 BAL: norm IMP: norm BARR: norm VEH: norm LEGAL: as
weapon ADD EFFECTS: can be teflon coated

THUNDERZAP I and II

The ThunderZap One is a light weight plastic cup point bullet weighing 38
graines and traveling at 22oo fps from even a 2" barrel. Definately a
HIGH pressure round, and sensitive to balistic armor, barriers, and
vehicle armor.

CONCEAL: 7 DAMAGE: +1 Power WEIGHT: .1 AVAIL:4/4 days COST: 40
=Y= SI:.3 RF: 6 BAL: +1 IMP: norm BARR: +1 VEH: +1 LEGAL: as weapon
ADD EFFECTS: may be teflon coated

The ThunderZap Two is similar to the first version except for the
following: it is made from composite ploy-ceramics, weighs 50 graines and
ZAPs out a 2" barrel at 2350 fps, and is not as sensitive as the first
version to armor types.

CONCEAL: 7 DAMAGE: +2 Power WEIGHT: .2 AVAIL: 5/6 days COST: 50
=Y=SI: .6 RF: 5 BAL: norm IMP: norm BARR: +1 VEH: +1 LEGAL: as weapon
ADD EFFECTS: may be teflon coated

CUTTER HPA

Cutter High Performance Ammunition. Fast, accurate and devastating. This
round is the first generation of "Cookie Cutter" Bullets. Basicaly a
copper jacketed, hollow tube, round that is fired at reletively high
velocities. The cutter projectiles open up very rapidly, but have poor
armor penetration.

CONCEAL: 8 DAMAGE: +2 Power/+1Level WEIGHT: .4 AVAIL: 5/5 days
COST:60 =Y= SI: .5 RF: 4 BAL: +2 IMP: norm BARR: +2 VEH: +1 LEGAL: as
weapon ADD EFFECTS: none

PMC ULTRAMAG

The second generation of the Cutter HPA ammunition. Better armor
penetration and damage. Basicaly an ultra light, ultra fast, teflon
coated (see below for teflon coating rules) copper tube with very light
recoil (see below for recoil advantages) and reasonable cost.

CONCEAL: 8 DAMAGE: +2 Power/+1Level WEIGHT: .5 AVAIL: 6/6 days
COST:70=Y= SI: .6 RF: 3 BAL: +1 IMP: norm BARR: +1 VEH: norm LEGAL: as
weapon ADD EFFECTS: none

BLACK TALLON

The second generation SILVERTIP and the duty load equivelent. Better
armor penetration and damage.

CONCEAL: 8 DAMAGE: +2 Power WEIGHT: .5 AVAIL: 5/3 days COST: 65
=Y=SI: .5 RF: 4 BAL: norm IMP: norm BARR: norm VEH: norm LEGAL: as
weapon ADD EFFECTS: none


GAME EFFECTS:

SUBSONIC AMMUNITION: any round listed as subsonic has the following aural
effects:

single shot: -1 perception test
single shot silenced/suppresed: +2 perception test
burst: -3 perception test
burst silenced/suppressed: -1 perception test
full auto: -5 perception test
full auto silenced/suppressed: -3 perception test

TEFLON COATING: will be published with the armor defeating rules.

PMC ULTRAMAG: When used in burst or full auto mode this round reduces the
recoilpenelties by one half, due to the lightness of the round and low
impulse.

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.