Special Magical Ammo: Copyright (c) 1995 by Sean "Dr Kromm" Punch Ammunition is occasionally enchanted by a megacorp and given to a hit team when their target is a mage or a magical creature. This is expensive, and so this ammunition is quite uncommon. There are two types off special magical ammo: Wizardyne's "Enchanted" rounds are enchanted just to the point where they become magical. They can hence harm both certain magical creatures and penetrate Force and Utter Domes. The actual enchantment is below the level of a full Accuracy or Puissance enchantment and has no special powers. "Mana-Drained Rounds" (produced only by Nihon Arms, makers of the "Samurai", "Daimyo" and "Ninja" lines) are rounds which have had all of the mana removed from them so that they effectively become small, portable no mana zones. They are specifically designed to circumvent Deflect, Fortify, Missile Shield, Reverse Missiles and Shield spells - nothing else. This property is quite unstable, and is lost once the round has been fired once. Note that since they are unaffected by magic, these rounds cannot be Teleported, will not become Invisible (even if the carrier of the weapon is) and so on. These two properties are mutually exclusive for obvious reasons. Another common magical munition is the Wizardyne "Jump Trigger". This is simply a switch that is triggered by being magically Teleported. It is normally fitted to grenades and bombs, but occasionally has a more peaceful use.