Munitions Shell Loads

Post/Author/DateTimePost
#1

AnimeSniper

Dec 30, 2008 19:57:11
Okay, so I am nearing the completion of the first arc of my PL8-9 campaign that I will run past my group and have started a listed of variable munition loads for weapons;pistols, longarms, etc and a few other homebrew weaponry... Implosion Grenades anyone... this will be limited to the availability and rarity of them.

Each for example flechettes deal 1d2/4 damage additional damage to soft target with the normal damage and with a GM percentile roll to see how many embed in the target...

Does this sound do-able or should I just stick with the normal damage? I am willing to accept to accept all comments, suggestions, and etcetera regarding more munition types and PDC to complete this list

Rocket Launchers
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1. Anti-Armor: Specialized rounds to pierce armored vehicles and structures
2. Anti-Tank: Specialized rounds to pierce tank armor entering the vehicle interior and detonating
3. Anti-Mecha:
4. APFSDS {Armor Piercing Fin Stabilized Discarding Sabot} Rounds:
5. Thermite:
#2

AnimeSniper

Jan 04, 2009 19:21:03
All Weapons Munitions
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-All Weapon Munitions-
1. Tracer Rounds: Rounds designed to leave a contrail of colored light as they fly their trajectory allowing for the soldier/gunner to maintain/change his position of target fire. Grant +1 to hit when used with automatic when at least 10% (round up) of the ammo is tracers. Any opponent receives +5 to spot a character firing tracers.
2. FMJ {Full Metal Jacketed} Rounds: Cheaply mass-produced ammunition which is the standard ammo of most firearms.
3. Tungsten Steel Rounds:
4. APFSDS {Armor Piercing Fin Stabilized Discarding Sabot} Rounds:
5. DUFSDS {Depleted Uranium Fin Stabilized Discarding Sabot} Rounds
6. JHP bullet: Jacketed Hollow Point– more effective against unarmored targets. Against a target not wearing armor, the damage is increased by 1/2 die (1d2/1d4, 1d3/1d6, 1d4/1d8, 1d5/1d10, 1d6/1d12). The Penetration bonus of the weapon is decreased by 2 (this can result in a negative Penetration bonus) and the damage is decrease by 1 die against a target having more than DR 3. It should be noted that using JHP against personnel is considered a war crime.
7. Jacketed Soft Point Rounds’ (aka. Dum Dum bullet): Even more effective than the JHP, but banned by multiple treaties. Against a target not wearing armor, the damage is increased by 1 die. The Penetration bonus of the weapon is decreased by 4 (this can result in a negative Penetration bonus) and the damage is decreased by 1 die against a target having more than DR 3. A target that takes suffers Massive Damage from a dumdum bullet must succeed on a Fortitude save (with a DC equal to the MAS) or lose one hit point per round until a DC 15 Treat Injury (full-round action - provokes attacks of opportunity) is made. This stacks with being on negative Wound Points (by increasing the save by 1).
It is possible to change a normal (FMJ or JHP - the effects stack, so a .45 ACP JHP Dum Dum bullet deals 4d8+1d4 against unarmored targets, but has Penetration -7 and deals only 2d8+1d4 against armored targets) bullet to dumdum with a knife. It takes a minute per bullet. The weapon becomes Unreliable when firing JSP bullets.
PDC [can be made from other bullets with a knife]
8. AP Rounds’: Armor Piercing, with a steel core. Grants the High Penetration Quality to the bullet. Using Tungsten cores grants High Penetration twice. It should be noted that the German supply of Tungsten ran out in 1944. The PDC is increased by 1 if using tungsten cores.
9. APC Rounds’: Armor Piercing Capped bullets have soft, collapsible tips that momentarily stick to the target, allowing it to penetrate better. They work like normal AP bullets, except that they grant a +1 circumstance bonus to hit targets with Hardness or Damage Reduction from armor.
10. HE Rounds’: High Explosive – Deals 50% (round down) more damage, and the new damage is Piercing. Reduces range by 10%. Illuminates the target and the surroundings (10 ft. radius). If used with automatic weapons when at least 10% of the ammo is HE, the ammo allows attackers to ignore up to 10% of concealment when attacking the target. For every 10% of the ammo that’s HE, the ignored concealment increases by 10% (so a machinegun firing 50% or more HE ammo against a target ignores up to 50% concealment). Only concealment from darkness is affected, not from fog, smoke, or foliage.
11. Long Range Round: The bullet is specially designed to fly farther, and thus increases Range Increments by 20%.
12. White Phosphorous bullet: Deals +1d6 fire damage, and the target risks catching on fire. Grenade Launchers can fire WP rounds too.
13. Silver bullet: Some people believe silver bullets are necessary to bring down some creatures. Whether this is true or not or whether these creatures exist or not, are up to the GM. Silver bullets are handcrafted, and are therefore hard to come by. It requires an Engineering DC 13 to craft a silver bullet.
PDC +6 –
14. Cold Loaded bullet: These bullets are used with suppressed weapon to make them act as if silenced. Ammunition dealing below 3d4 damage are unaffected, ammunition dealing 3d6 take a –1 penalty to damage, and ammunition dealing 3d8 take a –2 penalty. Ammunition dealing 3d10 takes a –3 penalty to damage. Cold Loaded ammunition does not exist for larger calibers’.
#3

AnimeSniper

Jan 04, 2009 19:27:50
Saved for the remaining munitions and update as I have added Tema69's munitions to my list.
Also does anyone know a good reliable and free website to post docs/PDFs on...
#4

backstabbist

Jan 04, 2009 22:18:02
I coulda sworn the oldschool gunnuts like me had a talk about Cold Loaded ammo here back in the day...

Of course, maybe my ArchiveFu is weak sauce,
but according to the Search function, I never said "cold load" or "subsonic".

but then, according to the Search, Backstabbist never said "Reduced" either
10x24 Pulse Carbine
Standard rifle for non-assault troops & support troops
10x24 Caseless (GI Ball, SLAP, XAP, HC)
Size Large
Weight: 8
ROF : 3rb Only
Ammo: 45 Magazine 2.5lb
Damage GI Ball: 2d8 Reduced Load
---- Range : 70
Damage SLAP: 2d8 Bal Ignore 4 Armor Def/Hardness
---- Range : 100
Damage XAP : 2d10 Bal + 1d6 Fire Ignore 2 Def/Hard, Explosive Tip AP
---- Range : 80
Damage HC : 2d8 Bal + 2d6 Fire High Capacity HE
---- Range : 50
With BurstFire Feat add 2 Dice to balistic damages, all attacks are 3 round burst only

anyhoo,
we (Me & Johannixx, Grant? & Terjon??) went over the concept of reduced report loads for ammo a long time ago. If anyone can find a link to it that would help me avoid a fresh rant about it now
#5

nodaisho

Jan 06, 2009 1:18:21
Well, cold-loaded needs heavy modification for current weaponry (9x39, the whispers, .45ACP, .38 special, bigbore AR15 calibers, and some 9x19 are already subsonic, they should work with no damage penalty), but assuming futuristic technology, the trend for MBRs seems to be towards high velocity and light weight (possibly with impact explosives a la Honorverse pulser rounds), except for situations where subsonic is explicitly required, when we get things like the 9x39. Of course, I'm sure plenty of people would argue that a .45-70 with an AP bullet would be better for long-range sniping, that it would go subsonic before getting out to where someone could hear it. I might agree, if only so I could have the mental image of someone with a Shiloh Sharps rifle taking out a squad of heavily armored grunts with assault rifles.
#6

backstabbist

Jan 06, 2009 13:07:58
(9x39, the whispers, .45ACP, .38 special, bigbore AR15 calibers, and some 9x19 are already subsonic, they should work with no damage penalty),

but the subsonic calibers like 45acp & 9mm147 are frickin loud report.
To drop the report loudness so much that it would change game sound level from Gunshot would drop the power of the round a ton.

Take a slug travelling Subsonic, it weighs about 200gr.
It does 2d10, or 2d6 ?
Subsonic 7.62(.308) = about 200gr around mach1 = 45acp

However, mach1 200gr 7.62 is LOUD report.
"ColdLoad" that and you lose more power, and that aint good if your power was already equal to a 2d6 45acp.

"HotLoaded" ammo is more powerful and should do more damage than standard.
"ColdLoad" ammo is the opposite, you trade power for low report


Future technologies?
We run into the same ole Museum Fight problem:
A future ColdLoad is as powerful as current Standard Load.... why would they still be using current tech for a baseline in the future? FutureCold would be weaker than Future Standard, just as compact/minitaure gadgets dont make sense in firearms: Any tech that would improve special ammo performance would improve standard ammo as well.

I might agree, if only so I could have the mental image of someone with a Shiloh Sharps rifle taking out a squad of heavily armored grunts with assault rifles.

Dont even try.
I find the image of a 32" Rem700 458mag sniper with ColdLoad 300gr APDS (2d8&AP) taking out 1 or 2 heavy armor grunt at 300m and sneaking away quite easy to see. I'd go with 458mag to handle the spike pressure of a hard cold load of what otherwise would be a soft 444/45-70
#7

AnimeSniper

Jan 06, 2009 20:22:25
Well, cold-loaded needs heavy modification for current weaponry (9x39, the whispers, .45ACP, .38 special, bigbore AR15 calibers, and some 9x19 are already subsonic, they should work with no damage penalty), but assuming futuristic technology, the trend for MBRs seems to be towards high velocity and light weight (possibly with impact explosives a la Honorverse pulser rounds), except for situations where subsonic is explicitly required, when we get things like the 9x39. Of course, I'm sure plenty of people would argue that a .45-70 with an AP bullet would be better for long-range sniping, that it would go subsonic before getting out to where someone could hear it. I might agree, if only so I could have the mental image of someone with a Shiloh Sharps rifle taking out a squad of heavily armored grunts with assault rifles.

I have a design for a weapon that employs a canister of Liquid-Nitrogen gas under the barrel just fore of the triggerguard/magazine well that when a clip/magazine is inserted it makes contact releasing the gas into the thermal lined clip... mostly its a SpecOp weapon for when the team needs to take out the guards without silencers/supressors.
#8

nodaisho

Jan 06, 2009 22:52:46
Wait, so it basically just uses the liquid nitrogen as a propellant, by turning it into gas? Basically a lethal paintball/classic airsoft gun?

I'm not talking about reduced report loads, I'm talking subsonic, which is what the cold-loaded ones are described as in WL. A heavy 45-70 slug only goes 1300FPS or so, which would drop subsonic at far shorter distances than you could hit from. Not technically subsonic, I suppose, but still, it's awesome. Quigley would approve. I really don't know much at all about reducing report, just that adding barrel length helps, and taking it away hurts (.500 S&W magnum 3"bbl, if the recoil doesn't kill you, the shockwave will).
#9

backstabbist

Jan 07, 2009 1:34:12
Well, you hit on what we talked about back in the other misplaced thread:
Johannixx and I hadnt heard of "ColdLoaded" outside of gaming, but we both knew all about subsonic calibers and loads for calibers. We deduced the term "ColdLoad" had to mean more than just subsonic, that it meant reduced report as well, else why would they need to make up a new word for plain ole Subsonic ammo? The term was so poorly introduced by games, we have guys thinking the slugs are frosty rather than slow or quiet.

When you see folks talking about ColdLoad being some way to not need a silencer, we are escaping from normal Subsonic loads and are looking at reduced report loads like Whispers.... and those loads are insanely weak from their parent.
#10

nodaisho

Jan 07, 2009 11:34:47
Well, you hit on what we talked about back in the other misplaced thread:
Johannixx and I hadnt heard of "ColdLoaded" outside of gaming, but we both knew all about subsonic calibers and loads for calibers. We deduced the term "ColdLoad" had to mean more than just subsonic, that it meant reduced report as well, else why would they need to make up a new word for plain ole Subsonic ammo?

Because they didn't know what they were talking about, but their paycheck relied on them sounding like they did? Probably read the term cold loaded on some mall ninja's post, and thought it sounded good (or figured that the opposite of loading something hot is loading it cold), and more tactical than subsonic.

I think some people are mixing up the rules for subsonic from UA and cold loaded from WL, because in WL, I can't find anything saying that it makes it harder to hear without a silencer, that is just in the UA version of subsonic. Or I could be missing something.
#11

backstabbist

Jan 07, 2009 12:10:53
Subsonic
Assassins and snipers use subsonic ammunition; it is rarely found outside those circles. Its primary use is to reduce the noise of a shot, making it more difficult to spot the shooter after the gun is fired. Subsonic ammunition reduces damage dealt by –2 points, but the DC to Listen checks to hear the gunshot is increased by +10. Subsonic ammunition decreases the range increment by 20 feet. It is available for handguns and longarms, except shotguns

I knew thre was a reason I dont groove on the Arcana,
+10 Listen DC to hear subsonic ammo without mention of silencers?

I dont suppose they made a handy list of Listen DCs for calibers, like how hearing a .380auto is much harder than hearing a .454casul if both are 100m away. I suppose in some AGB way a Subsonic 454 would be 10DC harder to hear than standard .380 .... sheesh

Of course, we still have to wonder about 45acp / 9mm147 "Subsonic -2 Damage +10ListenDC", vs what the WL calls ColdLoaded
#12

psininja

Jan 11, 2009 14:15:39
Yeah, +10 to hear a gunshot, but what are you adding that +10 to? They tell you that it's a Listen DC 15 (or higher in some cases) to hear a silenced firearm and DC 15 to locate a suppressed gun by sound alone.

They DON'T tell you how hard it is to hear a regular gunshot. It's almost certainly negative, but with long range shooting it could come into play anyway. In 3.5 under the skill description for Listen, it says the DC to hear a battle is -10, but they don't mention anything like that in Modern at all.

Meh. Urban Arcana and Weapon Locker were written by different people at different times. Seems like the concept of internal consistancy gets lost in the mix.
#13

AnimeSniper

Jan 11, 2009 18:02:45
A common factor whenever I read a book series; I.e. Star Wars, Alien Versuses Predator that I have noticed that there are discrepancies in the timeline... in book A the predator Shorty is killed but in book B different author the predator Shorty is alive and supposedly happens at the same time of book A... I mean how hard is it for Authors to research the other books by different authors to maintain a continuity of the timeline, I mean this Sith apprentice died here so I can't have him in my book at the same moment he is being killed unless I place my story befroe his death...

Sorry I've ranted but it is a common thing when you have multiple books by multiple authors... if I ever have enough homebrew stuff to submit as a possible supplement book to publisher it will at least merge somewhat with the prior rulesets and data of other books...
#14

nodaisho

Jan 11, 2009 21:45:17
According to the MSRD, the DC for gunfire is -20. So +10 would make it -10. So, a couple hundred feet away, someone that isn't distracted with no wis bonus would be able to hear the gunshot half the time. I still thinks suppressor rules could use work, even with supersonic, it should be more difficult to hear the shot with just a suppressor. Sure, there is a sonic boom, but that is much smaller in the real world than it is on the internet (like most things).

If the sonic boom was so loud, it would be the reason you need to have hearing protection on when people are shooting. And yet, suppressors are usually hearing-safe. I wouldn't give it as high a DC as a suppressed gun firing subsonic, but it should make a noticeable difference.