DICEMBER DAY ONE - AMMO

 I am participating in DICEMBER. 

LETS DO THIS!!!











NUKED DICEMBER
DAY ONE: AMMO


Nuked abstracts a lot of things including ammunition. The system doesn’t ask players to track standard ammo. If you have a weapon, it is assumed you have ammo to use it. 

The alternative ammunition described in this section must be tracked. 

Special ammo can be hard to find. 

Some of this alternate ammo was previously published in the COVID Edition of the rules but has been updated to the NUkED 2.0 Upgrade (coming soon!) 

A lot of these munitions are of course impossible but the wasted world of NUkED is a very odd place where realism can fuck right off. 


BOWS AND CROSSBOWS

For the most part, arrows and bolts are shafts with pointy things at one end and feathers on the other to help stabilize them in flight. These are better. 

Binder (28v/use) Range x/4/x/x. On hit, instead of inflicting damage, releases a burst of sticky fluid that binds up a lesser opponent like a spiders web, causing them to lose their next 3 rounds. Affected targets can’t free themselves but an ally can free them with a Complex Action.

Driller (16v/use) The drill bit at the end is activated if at least 3 Shoot dice Score, which raises the Power to 3 (without expending an Exceptional Success) and reduces the target’s Defense by 1. Activated or not, shooting a driller expends it. 

Rambo (18v/use) An explosive tipped arrow or bolt. Explodes on impact. Risky (see Combat summary for details.) Changes the Range to x/4/4/x, Inflicts 3 Type E Damage Type with a Power of 4. In addition, anyone within a few feet of the target takes 3d damage with Power 2.  

Seeker (20v/use) These modern miracles contain a mechanism in the shaft that guides the arrow or bolt using quantum entanglement, magnets, tiny jets or something. This changes the difficulty at all ranges to 3 and if at least 3 dice Score, also raises the Power to 3 (without expending an Exceptional Success.)   

Splatterburn (14v/use) On impact, discharges a chemical compound that ignites moments after exposure to air. This splashes the target with burning spooge. Nasty. On the round of impact it inflicts 4 dice of energy damage with a Power of 3. On the second and third rounds it continues to burn, inflicting 3 more damage with a Power of 2. Trying to put out or remove the burning goo takes a Complex Action and only reduces the damage by 1 die. 

Stunner (18v/use) Range x/4/x/x. On hit, it inflicts damage like a Stun Gun (3d E Damage, Power 2 and stuns - see the weapons summary for details.) 


BULLETS (pistols and rifles) 

Changing ammo type requires a complex action. 

Hellfire (12/use) Can only be used in burst fire. One “use” is enough bullets to attack with burst fire once. Changes Range to x/4/x/x, damage type to Energy and when attacking if at least 3 Shoot dice Score, increases Power by 1 (without expending an Exceptional Success)

Piercer (6v/use) Reduces the Defense of the target by 1. 

Tracer (10/use) Can only be used in burst fire. One “use” is enough bullets to attack with burst fire once. Using these reduces the Difficulty of the Shoot test by 1 and if at least 3 Shoot dice Score, adds 1 die of Damage (without expending an Exceptional Success.)

SHOTGUNS

Grenade Slugs (18v/use) Explode. Risky (see Combat summary for details.) Changes the Range to x/3/5/x, reduces damage by 1 die (from 6d to 5d) changes the damage type to E and raises the Power to 3. In addition, anyone within a few feet of the target takes 4d damage with Power 2. 

Rippers (6v/use) Contain shards that reduce the damage by 1 die (from 6d to 5d) change the damage type to S and raise the Power to 2. 

Shock Shells (10v/use) Shells that release an electrical burst on impact which changes the damage type to E (Energy) with a Power of 3 against robots and other mechanicals.

Slug Bugs (24v/use) Shells that house small beetle-like ‘bots. If the attack hits, it doesn’t do damage normally. Instead, the target must make an Endurance test with a Difficulty of 5 if they aren’t wearing armor, Difficulty 4 if they are wearing armor with a Defense of 3 against S (Slashing/Stabbing) or a Difficulty of 3 if they are wearing armor with a Defense of 4 or better. An Exceptional Success means no damage is inflicted. A Success means they take 4 hits and 1 Wound (regardless of Willpower), Partial Success means they take 8 Hits and 2 Wounds, Failure 12 Hits and 3 Wounds and a Botch 16 and 4 Wounds. 

Slug Shells (6v/use) Changes the Range to 4/3/3/5 and raises the Power to 2.

Trode (10v/use) Deploys a small device that clings to the target with a (like velcro.) It doesn’t stick on a Partial Success and can be removed with a complex action. While in place it raises the damage inflicted by electrical effects like Shock Shells and Lightning Guns by 2 dice. 




Comments

Popular posts from this blog

WELCOME WASTERS!!

Kugel