************************************************************************ TL7 SHOTGUN AMMUNITION (based on GURPS: High Tech 2E rules) Copyright(c) Brian E. Gross 1995, 1996 Permission given to redistribute as long as it's not for a fee. Table is based on the standard 2.75 inch 12 gauge shell with 4d damage. If using 3 inch magnum shells, base damage goes to 5d. For various gauges (at TL7) use: 8g = 5d+2 10g = 5d 12g = 4d (or 5d) 16g = 3d+2 20g = 3d 28g = 2d+2 .410 = 2d+2 (caliber mult = X1.5) Note that I have introduced the concept of modifying blow-through limits for some rounds (usually because of low-density materials). If you don't wish to alter the GURPS standard blow-through rules, just disregard this part of the round's description. -------------------------------------------------------------------- Round Basic To Hit DR Damage Caliber 1/2D Max Configuration Damage Mod Mult Mult Mult Range Range ------------- ------ ------ ---- ------ ------- ----- ----- Solid Rounds: Slug 4d -2 X1 X1 X2 75 450 Hollow Point 4d -2 X2 X1.5 X2 75 450 -can accomodate any cold-capsule sized object! Rifled Slug 4d -1 X1 X1 X2 75 625 Rifled HP Slug 4d -1 X2 X1.5 X2 75 625 -can accomodate any cold-capsule sized object! Armor Piercing 4d -1 X0.5 X1 X1 75 625 (APDS) -considered "impaling" damage to target Packed Lead- 4d -2 X4 X1.5 X2 75 450 Dust Slug -no ricochet -blow-through level = 2XHP (due to low penetration) Plastic Slug 2d -2 X4 X1 X2 25 150 -also has 1/4D at 75 yards -blow-through level = 0.5XHP Flash/Report 2d -2 X4 X1 X2 25 100 -also has 1/4D at 75 yards -blow-through level = 0.5XHP -exposive damage = 6d/20, X2(contact), X3(covering), X5(inside) -blinding as per "Flash" spell; deafness as per "Thunderclap" OC Penetrator 2d -2 X0.5 X1 X2 50 300 -delivers Oleoresin Capsicum ("Tear Gas") on penetration Smoke Delivery 2d -2 X4 X1 X2 25 100 -also has 1/4D at 75 yards -blow-through level = 0.5XHP -generates opaque white smoke (1 cubic yard/sec for 20 sec) at point of impact Flare 2d -2 X4 X1 X2 25 100 -also has 1/4D at 75 yards -blow-through level = 0.5XHP -does burning damage (1d-2 pts/sec) for 8 seconds -generates light equal to small campfire -may ignite flammables ------------------------------------------------------------------------------ Shot Rounds: -Note each die of damage must penetrate DR separately Buck Shot 4d +1 X1 X1 X1 25 150 Buck Shot 4d +1 X0.5 X0.75 X1 25 150 (Steel) Flechettes 4d +1 X0.5 X2 X1 50 200 ("Beehive") -considered "impaling" damage to target Plastic Shot 2d +1 X4 X1 X1 10 50 -blow-through level = 0.5XHP ------------------------------------------------------------------------------ Specialty Rounds: Buck and Ball 4d -2 X1 X1 X2 65 350 plus ==> 2d(sep) -1 X1 X1 X1 25 150 Buck and HP 4d -2 X2 X1.5 X2 65 350 plus ==> 2d(sep) -1 X1 X1 X1 25 150 Strung Buck 4d -2 X2 X1.5 X1.5 25 150 -considered "cutting" damage to target -two .54 cal balls strung together with 6 inches of wire Flame Blast 2d +1 N/A N/A N/A 5 75 -also 1/4D at 15 yards -cone of fire (Magnesium) with base of (0.33Xrange) width -may ignite flammables OC Blast N/A +1 N/A N/A N/A N/A 10 -cone of OC ("Tear Gas") with base of (0.33Xrange) width