House Rules for Gun Combat: Ammo
Given recent discussion.. AMMO TYPES :D
Standard - ol' reliable. Nothing fancy here. If using standard ammo, you simply go with the weapon's native stats.
Training - blunt tip wad cutter ammo. Changes the damage type to blunt, and only deals half damage.
AP - armor piercing! Punches through thick hides, metal plates, and more. Damage stays piercing. Add +2 to AC Reduction. Cuts the effective range in half due to the increased weight of the round's core.
Tracer - hollow round packed with white phosphorous, used to visually aid precision fire. Gives a +2 bonus to attack rolls for one round of combat if used in automatic fire. Deals half of normal weapon damage, and is treated as fire damage rather than physical. (i.e if your weapon normally deals 1d4+2 piercing, a tracer round would only deal 1d2+1 flaming)
Hollow Point - increased damage to soft targets. +3 damage per shot (stacks with other damage mods). Changes AC reduction to zero. Halves effective range.
Ammo packing
While tedious, the player may opt to decide magazine fed weaponry is packed with a variety of round types. It is up to the player to decide the order rounds are packed, and works on the honor system for sticking to the order you may decide.
This can be advantageous though. For example, a player uses standard rounds in a 30 round magazine, on a weapon that fire 5 shots per attack. If the player dictates every 5th bullet is a tracer round, then every attack made using up all 5 shots will gain a +2 to the attack roll.
This message was last edited by the GM at 18:04, Sat 16 Feb 2019.