Cthulhu International Weapons Locker | ||
Specialty Ammunitions |
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Sounder Rounds |
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This type of ammunition is actually very small bombs that are designed to create a loud, piercing noise. When fire, all people in the area of effect (20 ft. radius) are effected if they fail to successfully make a CON x 3 roll. If an investigator fails this roll, their DEX is reduced by half and all listen and spot hidden skills (Keepers Discretion: and coordination based skills such as Handgun, etc…) are halved for the next 10 rounds. If more than one bullet is fired, the effects are cumulative (example: if 2 bullets are fired the effects for 2 bullets would be 20 rounds, etc,…) Only hearing protection such as high grade ear plugs ca protect an investigator from the debilitating effects of this ammunition.
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Tracker Rounds |
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This type of ammunition inflicts only half the damage for a bullet of its type. But the damage is only meant to be enough to insert a very small intramuscular tracking device. This device has a range of 100 miles and is impossible to detect by normal bug scanning procedures. The tracking agent itself is an amalgam of organic materials and nanites and is otherwise harmless to the victim. The normal immune system of a human being takes no notice of the tracking beacon, however the tracking beacon only remains active in the victim for 72 hours before ceasing to transmit its signal.
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Ectoplasmic Disruptor Rounds “Midnight Specials” |
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This type of ammunition is designed to track ghosts or other incorporeal entities by their ectoplasmic energies. When an incorporeal entity is located , these bullets home in on the closest ectoplasmic energy trail. Upon reaching the center of the energy field, these bullets explode in a wave of energy that is specifically designed to cause harm to incorporeal entities. Humans and animals are unharmed by the energy emitted by these bullets, but psychics exposed to the radiation from these bullets loss 1D6 PSI Points each time they are exposed to the energy explosions of these bullets. Incorporeal entities take 1D10+2 points of damage per hit.
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Mercury-Filled Rounds “ Quicksilvers” |
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This type of ammunition was designed specifically to deal with Vampires and Werewolves. These bullets do double their standard damage +1 to Vampires and Werewolves, because of their extreme allergies to silver, the quicksilver of Mercury seems to have the same effect as a normal silver bullet. For Vampires and Werewolves, these bullets are particularly nasty, because once the Quicksilver gets into their blood streams it stops them from being able to regenerate damage done to them. They also take 1D4 points of burn damage for 2 rounds after they were first shot with this type of bullet. After the 2 rounds of damage, the Quicksilver will remain in their blood streams at non-damaging levels until they have had at least 8 hours of rest for the Quicksilver to work its way out of their systems.
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Silver Rounds |
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This type of ammunition was designed specifically to deal with Vampires and Werewolves. These bullets do double their standard damage to Vampires and Werewolves because of their allergy to silver.
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UV Rounds (Ultraviolet) |
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This type of ammunition was designed specifically to deal with deals. These bullets use a radioactive isotope that emits Ultraviolet Radiation, when hit with these bullets Vampires take triple the standard damage from a bullet of its type. For every round that the Vampire can not dig out the UV bullet that is lodged in them, they take 1D6 points of burn damage that can not be regenerated until nightfall and they have fed. Because of the radioactive isotope that is inside of these bullets, the bullets themselves glow in low lighting. It is thought these bullets were originally created for the army to be used as a new type of tracer round.
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Hellfire Rounds |
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This type of ammunition is only useable in shotguns that are specially prepared to use these shells, as they will destroy the integrity of standard shotgun barrel within 3 shots. These shells once fired shoot a white-hot burning shotgun slug at the target. The Hellfire round does 2D10 +1D6 + 6 points of damage to any target it hits. These shells are particular useful against Vampires.
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Blessed Rounds |
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Any ammunition type can be Blessed by a Practitioner of a Religion. Once blessed, the ammunition does +3 points of damage on top of what it normally does to creatures and entities that are susceptible to items of faith.
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White Phosphorous Rounds |
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This type of bullet is tipped in White Phosphorous; when it impacts with a target is inflicts terrible burns. Known as “Willie Ps” on the Black Market, when a target is hit with this ammunition the targets takes an addition 1D6 of burn damage on top of the damage inflicted by the bullet itself. On top of all of this, there is a 25% chance that a targets clothing will ignite when struck by ammunition of this type. Willie P rounds go off if they strike anything between the shooter and the target.
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Armor Piercing (AP) Rounds |
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This type of ammunition is meant to penetrate armored targets, in regards to rifles using this type of ammunition, use the stats given in the standard Call of Cthulhu and Delta Green rules and ignore any body armor that a target is wearing. For pistols using this type of ammunition; all pistols receive a -1 penalty to damage on each bullet fired, all remaining damage is transferred directly to the target.
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Black Talons Rounds |
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This type of ammunition is similar to Hollow Points, in the case of Black Talons when the round is fired from the weapon, the copper jacket that is on the round peels back in the form of six sharp claws. These claws curl outward beyond the smooth outer edges of the mushroom-shaped shoulder, lacerating surrounding flesh as the bullet speeds through its target. Black Talons cause serious, bloody wounds. Targets hit with type of ammunition take the standard damage +2 from the round, in addition to this damage, until a successful First Aid or Medicine roll is made, the victim will lose 1 Hit Point per round until the victim bleeds out and dies or until someone is able to make a successful First Aid or Medicine roll.
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Hydrashock Rounds |
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This type of ammunition consists of hollow point rounds with a steel core to increase expansion inside the target. This ammunition’s steel core makes it potentially effective against armored targets – when a weapon loaded with hyrdashock rounds successfully hits a target, it inflicts an extra 1D4 damage. Body Armor’s Hit Points is halved in regards to this type of ammunition.
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Exploding Rounds aka “Dum-Dums” |
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This type of ammunition explodes upon impact with the target; it does standard damage for bullets of its type +1D4 damage because of the explosion. These bullets have a small drop of mercury in the bullet’s central cavity, sealed with wax. On impact, the hydrostatic forces in the mercury transfer out, effectively detonating the round.
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Dragons Breath Rounds |
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This type of ammunition is meant to mimic the effects of a flamethrower in the compactness of a shotgun round. For purposes of system, these rounds do 2D6 + Shock damage (same as a standard flamethrower), but this type of ammunition is only useable in shotguns that are specially prepared to use these shells, as they will destroy the integrity of standard shotgun barrel within 3 shots.
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Jammer Rounds |
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This type of ammunition is a subsonic slug that has been outfitted with a tiny transmitter, the jammer round disrupts electronic devices without destroying them or affecting nearby devices. The jammer round has an effective jamming range of a 5 ft radius, any device within this radius becomes non-functional for 5 rounds.
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Flechette Rounds |
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This type of ammunition fires bundles of tiny, razor-sharp aerofoils. The bundles expand upon exiting the barrel, maximizing the damage area (though the aerofoils lack real penetrating power). The majority of the damage from flechette rounds is due to blood loss and nerve and muscle damage, rather than serious internal injuries. The aerofoils also tend to lose momentum more quickly than standard slug ammunition; the damage is halved at ranges greater than the standard range of the weapon in question. Flechette rounds do the standard damage for ammunition of their type, +1D4. Against targets in body armor, halve the total damage once it is rolled.
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Specialty Grenades |
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EMP Grenades (Electromagnetic Pulse) |
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This type of grenade releases an electromagnetic pulse that instantly shorts out all electrical devices( including computers) within a 30 ft. radius of the grenade; only electronics that are shielded against EMP are protected from these grenades. Entities that are electrical in nature or that produce massive amounts of energy in their attacks are susceptible to EMP and take 4D6 damage from these grenades.
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UV Grenades (Ultraviolet) |
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This type of grenade releases a violent burst of ultraviolet light that affects a blast radius of 30 ft. All creatures that are susceptible to sun light or light from the UV spectrum take 4D6 points of burn damage from this type of grenade. The light from these grenades is blinding and potentially damaging to an investigators eyes; as such anyone that is in the blast radius of a UV grenade and doesn’t have some form of eye protection will be blinded for 10 rounds, there is a 5% chance that the blindness will last a full day, and a 1% chance that the blindness caused by looking into the blast area of a UV grenade will permanently blinded as they optic nerved were fried from the burst of intense light.
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White Phosphorous Grenades |
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This type of grenade explodes in a conflagration fire and shrapnel over a radius of 20 ft. All corporeal creatures caught within the blast radius take 6D6 of burn and shrapnel damage + Shock.
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Ectoplasmic Disruptor Grenades “Midnight Specials” |
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This type of grenade is designed to disrupt the ectoplasmic energies of incorporeal entities with an explosive wave of energy, this energy is specifically designed to cause harm to incorporeal entities. Humans and animals are unharmed by the energy emitted by these bullets, but psychics exposed to the radiation from these bullets loss 2D6 PSI Points each time they are exposed to the energy explosions of these bullets. Incorporeal entities take 3D10+6 points of damage per explosion.
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Acid Grenades |
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This type of grenade is designed to explode releasing damaging acid to all targets within a 20 ft. radius. All targets take 3D6 points of acid damage. These grenades tend to be particularly horrific because of their potential to permanently maim and scar their victims.
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Freeze Grenades |
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This type of grenade is designed to explode releasing a freezing cloud of nitrogen that does 2D6 points of damage to all creatures within the 20 ft. radius of the detonation. This type of grenade is particularly useful against fire based entities, is it does 4D6 points of damage to them.
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Stun Grenades |
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This type of grenade is designed to explode in a pulse of light and sound that stun their targets for 1D10 rounds. All targets caught within the 30 ft radius of a stun grenade must make a Con x3 roll or be blinded and deafened for the above 1D10 rounds. These grenades are purposefully meant to be non-lethal.
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Specialty Weapons | ||
Monofilament Katana | ||
At first
inspection, this weapon appears to be nothing more than normal katana with
a few buttons on the hilt, when activated the blade glows and its edge
takes on a white hot glow. The edge of the blade, and its inner core have
a monofilament wire embedded in it. In combat these weapons are deadly,
because of the monofilament embedded within the blade, this type of sword
can cut through almost anything. The base skill to use this weapon is 5%,
this weapon does 2D10 + Damage Bonus to any target the wielder hits, in
most cases this is more than enough to carve an adult man in two.
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