Ammunition
Rare
Ammunition.
Special.
Death Corp. Rounds; Explosive: These rounds negate the Collateral trait of the rifle. A target hit by this round takes an additional 1d8 fire damage must succeed a DC20 Strength saving throw or be knocked prone and have any item they are holding be dropped and flung 10ft. All targets within 10ft must make a DC17 Dexterity saving throw or take 1d8 fire damage be knocked prone. Rip-Thru: - These rounds ignore any bonuses to AC granted by cover, punching straight through. These rounds deal an additional 1d12 force damage. If you fire this round from a non-prone or supported position, make a DC17 Strength check, falling prone on a failure Corrosive: - These bullets contain a glass ampoule containing a potent corrosive agent. These rounds deal an additional 4 acid damage (1d6+6 on a critical hit) and an additional 2d4 persistent acid damage. This acid damage does not damage any collateral targets. Flammable: - The tips of these rounds are magically charged to generate more heat as they fly through the air. When this bullet connects, it deals an additional 1d6 fire damage and 1d4 persistent fire damage. This fire damage does continue into collateral targets. Potent: - Packed with a special mix of powders and reagents, these bullets are as unpredictable as they are lethal. Firing these rounds imposes a -5 to your attack roll, but if the shot connects deals an additional 2d12+6 damage. Concussive: - These rounds are designed to shatter on impact with a target, creating a secondary shockwave of noise and debris. A target hit by this ammo, and any other creatures within 5ft of them must make a Constitution saving throw (DC17) becoming blinded on a failure, or stunned on a critical failure until the start of their next turn. The target suffer no consequences on a success.
Frangible: Using this ammo negates the Collateral trait of the rifle. Instead the round turns into shrapnel inside the first target. Dealing 3d8 persistent bleeding damage (DC16 flat check, or at least 1 minute treating wounds and a DC20 Medicine check to end the bleeding). Corrosive: - These bullets contain a glass ampoule containing a potent corrosive agent. These rounds deal an additional 4 acid damage (1d6+6 on a critical hit) and an additional 2d4 persistent acid damage. This acid damage does not damage any collateral targets.