Bullets containing explosives to increase the striking energy on the target.
Tip Exploders detonate on contact.
Base exploders on the bullets base impact slightly inside the target.
Weapon Caliber | Damage Bonus |
Lights | +2 |
Medium | +D6 |
Heavy | +2D6 |
Very Heavy | +2D6 |
This does not effect weapons damage or penetration until after armour has
been taken into account. If the Bullet penetrates, add on the damage bonus to the
damage left.
Wounds caused are at -1 to stun save on first roll, due to shock. If the wound is
to Chest or Head, them also -1 to first Death Save. If the bullet was stopped by
armour add the damage bonus to the bullets total damage when calculating Blunt Trauma
and armour damage.
Cost x3
RocketShot
Conductive plastic slugs with a piezoelectric tip and explosive granules of C12
or higher embedded. On impact the Explosive detonates. These carry much more
explosive than simple exploders, and are available for heavy and very heavy calibers
only.
The Round does damage as an explosive bullet (+2D6) but it also has an effect
radius of .5m doing damage =1/2 bullet damage.
Against any armour (SP 10 or greater) the bullet hits and explodes, doing
1/3 damage rolled to hit location by trauma, OR normal damage -SP, whichever is
higher.
The larger charge also modifies save by -2 not -1 if it penetrates and explodes.
Direct hits on limbs that cause 8+damage wreck the limb (Mortal 0 wound) Hits of
over 16+ damage blow the limb OFF.
Cost x5
|