LES MUNITIONS SPéCIALES

Les munitions spéciales sont généralement rares, et accessibles à des prix d'or chez les fixers les mieux dotés (ne pas tenir compte des prix données, qui sont ceux pratiqués sur le marché militaire, le marché noir est bien plus coûteux). A de rares exceptions près, elles sont illégales.

 

LES MUNITIONS SPéCIALES POUR ARMES à FEU

Ces munitions sont des versions améliorées des classiques balles en plomb. Perce-armures, non létales, explosives, chimiques, les effets désirés sont aussi variés que les utilisateurs potentiels de ces munitions.

Armour piercing cost x 2
These bullets have steel cores under a copper jacket, allowing them to be fired without damaging the gun (armour is halved, damage is halved after armour).

Balle blindée incendiaire (BBI) cost x 4
Ces balles diminuent la protection de l'armure de moitié, ainsi que les dégâts infligés à la chair et en plus infligent 1D6 points de dégâts au premier tour et 1D3 au deuxième si elles traversent l'armure, du fait de la chaleur qu'elles dégagent. Tout matériau combustible a 50% de chances de s'enflammer à leur contact.

Balle en caoutchouc 1/3 du prix
Elles infligent des dégâts n'influant que sur l'évanouissent à leur cible. Néanmoins, à moins de trois mètres, la moitié de ces dégâts sont réels.

Balle explosive cost x 5
Balles de 12 mm. Dégâts : 2D6 à la cible et 1D6 dans un rayon d'un mètre de diamètre.

Balle hyper-pénétrante (HV) cost x 3
Elle inflige les dégâts normaux sur une cible sans armure et est considérée comme une perce-armure si elle rencontre une protection.

Balle plastique 1/2 du prix
Pour le tir d'entraînement ou de maintient des foules. Le projectile est en plastique dur. Les dégâts sont réduits au tiers.

Balle à double usage cost x 4
These have a Tungsten Carbide rod in a soft lead jacket. When the jacket hits it expands like a hollowpoint, but if it hits armour the jacket is stopped and the penetrator rod slides free, acting like an armour piercing round. Vs armour : SP is halved, damage is halved after armour ; vs an unarmored target : damage is x 1.5.

Black top glaser safety slug cost unknown (x30+?)
This is the almost mythical "armor piercing glaser" round that the Military are rumoured to have. It can defeat light Kevlar, interior doors, clothes and other light armour. It also acts just like the normal "Blue Top" glasers in all other ways, making it very lethal. Cannot penetrate SP 15 or higher, ignores lighter armor, damage x 2.

Depleted uranium cost x 150 and up
The uranium is no longer radioactive (allegedly) but is very heavy, making it perfect as a heavy core penetrator. Unfortunatly, getting it is very hard, although rumours of Army snipers with DU rounds for "special use" pop up from time to time.
DU rounds can only be used in Very Heavy handguns and Military calibre rifles (unless custom made). Recent tests seem to show that the dust from combustion of DU may become radioactive again, so wear a dust mask. Radioactive dust may contaminate the shooter, the point of impact and along the line of flight, so be carefull.
The uranium is pyrotic and may ignite upon impact with SP20 or higher (doing an extra 1D3 burn damage a turn for 1D6+1 turns). Bullets damage + 1D6 (pistols) + 2D6 (rifles). Armor is at one quarter and damage after armour is halved.

Dum-Dum cost as normal ammo
Bullets with cuts in their jackets that allow them to break up in the body (armor SP x 2, Dam. x 1.5). Also wadcutters (designed to expand to give neat holes in paper targets) and mercury cored rounds (a well of mercury in the bullets core is ruptured when it hits, expanding the bullet).
Most dum dums are home made (Tech + weaponsmith, Easy NB). DumDums fired from highpower weapons may have the cores blown out and leave the jackets in the chamber. This jams the gun and is dif. 15 to clear.

Fléchette propulsée par cartouche standard cost x 4
Il s'agit d'une fléchette pouvant injecter toute sorte de produit. La fléchette est contenue dans un cylindre se séparant en deux parties à la sortie du canon. Elle est traitée comme une arme tranchante face aux armures souples, et inflige de 1D6 points de dégâts (12 mm) à 1D3 (6 mm).

Fléchette à fragmentation cost x 5
Ces cartouches tirent une fléchette en alliage sous-calibrée à grande célérité explosive. PA réduits de moitié pour les armures souples, dégâts normaux à la chair. Utilisées couramment en orbite.

Glaser safety slug cost x 8
These look like blue pencil erasers, big fat plastic coated bullets. The glaser slug is a copper cup filled with liquid teflon and lead shot, sealed with a plastic cap. When it hits the target the cut ruptures and the contents spill out. As the projectile is light it travels very fast, and when it hits it spills out and expands in a spherical shape. This allows almost perfect energy transfer and massive shock and wounds. Unfortunatly, this also means it can't penetrate any armour, and even heavy clothes or a wallet can stop it (difficult luck roll to take trauma only). This also means it can't ricochet or shoot through any target, making it a "safe" round. Cannot penetrate any armor SP, damage x 2.

Hollowpoint cost as normal ammo
Bullets with hollows in the tip to allow them to expand in the wound (armor SP x 2, Dam. x 1.5). Also Semi Jacketed Hollowpoints (partial jacket).

Hydroshock cost x 4
These have a wadcutter shaped lead jacket around a steel pin. The jacket expands as a wadcutter, and the pin allows some armor piercing ability. To use Hydroshock rounds a gun needs custom porting (100 euro) or its reliability drops one class. Vs armor : SP is halved, damage is halved after armour ; vs an unarmoured target : damage is x 1.5.

Jacketed hollowpoint (JHP) cost as normal ammo
Hollowpoints with metal jackets that reduce expansion (armor SP x 2, Dam. x 1.25). Also Coppertip and Silvertip (bullets with soft metal tips).

KTW cost x 3
KTW rounds are solid steel with a teflon coating that prevents the steel from stripping the rifling off the inside of your gun barrel. The bullet does not expand in the target, so the wounds are not as large as a normal lead round. Armor SP is halved and damage that penetrates is halved.

SLAP cost x 20
The SLAP (Saboted Light Armor Penetrator) design incorporates a polymer sabot, which allows for the use of a tungsten penetrator projectile of a lesser diameter than the original bore. By using the casing of a large cartridge with a lightweight projectile, the velocity of the projectile is greatly increased. SLAP rounds have been designed for use against lightly armored vehicles and aircraft. Armor is divided by one third and damage after armour is halved.

Subsonic cost x 2
These bullets are very low signature, as they travel below the speed of sound. This is usually due to an increased bullet weight, giving a slow, heavy round that causes normal damage without supersonic "crack". Armor is x1.5 as the bullet is slow and damage as normal.

Tazer darts cost x 3
Low velocity capacitor packages, these are fired like normal bullets, but with half normal range, and they are so low power they cannot work the action of a gas-auto weapon, so they have to be manually chambered (ROF1)
They can shock through SP 5 or less of armour (ignoring skinweave or subdermal). Any do a BOD 15 shock (roll Bod+D10, 15+ or pass out for D6 mins).

Titanium round cost x 10
The bullet is solid titanium with a teflon jacket. Titanium is almost half the weight of steel, yet has the same strength, so the bullet travels a lot faster than a KTW and slows down quicker in the target. Unfortunately it also slows a lot faster in normal travel, making it armour piercing only at point blank to medium ranges. Armor is at half SP if range is medium or less and any damage that penetrates is as normal.

Tracer cost x 2
These have a small incendiary in the base of the bullet that ignites when fired leaving a glowing trail from gun muzzle to point of impact. They will ignite anything flammable they hit, making them useful in an antivehicle role, and also allow for accurate auto fire.
When firing on fully automatic with tracer ammo, roll the skill roll twice and take the best roll. on the second roll, count the burst as half the size it is, as some of the bullets have already left the gun. The drawback with tracers is that they show the enemy where you are. Damage as a normal round + ignites anything flammable (1D3 burns a round for 1D6 rounds).

Tungsten carbide cost x 15
Tungsten carbide is very heavy and very hard. Solid TC bullets are very hard to get, as the tools used to machine most metals have TC edges. As penetrators they are very effective, so TC cored bullets are very good as AP. Armour SP is one third and any damage that penetrates is halved.

 

LES MUNITIONS SPECIALES POUR FUSILS à POMPE

Note: la plupart des effets donnés le sont pour une cartouche classique, calibre 12. Les autres calibres, plus rares, ont des effets supérieurs (CAL 10) ou moindres (CAL 20, CAL410).

APFSDS shell (Armor Piercing Fin Stabilized Discarding Sabot) cost x 4
The projectile here is a small (5.5 mm) arrow, with finsto increase accuracy, encased in a plastic "sabot" which separate whenleaving the barrel. The light projectile has a high speed, enhancing it's armor-piercing abilities. Range : 50 m.

Flare shell cost x 2
They allow daylight visibility in a 15 meters radius. If fired directly at a target, they do 2D6+2 damages upon impact, and 1D6/2 each round for 10 rounds or until removed.

Flashbang shell cost x 3
Effect : a stunning blast combined with a dazzling flash. Inflicts 4D10 stun damages, soft armor offers no protection, rigid nesare x1/4. A target failing his Save is stunned for 1D10 minutes. This affects all the targets in a cone 25 m long and 3 m wide, starting at the muzzle of the gun.

Gas shell cost x 2
The area of effect is a 2 meters diameter circle. Effects are the same as gas grenades and varies with the load : tear gas, biotoxin, sleep gas...

HE shell $5 pièce
The explosion damages are 4D6 in a half-meter radius. If several bullets hit the same area, the blast radius are added.

HEAT shell cost x 2
This small shaped-charge cartridge deal 4D6 damages to a single target. Armor is x 1/2, but anything that goes throug is at full value.

Non-lethal shell $5 pièce
This round is made of a compact gel. The damages (4D6) are used fora Stun Save. At least half the damages rolled goes through soft armor. One quarter of the commotion damages are inflicted as real damages, from bruise. Even if nothing goes through armor, the target must succeed a 12 Difficulty REF roll to remain standing.

Slasher shell $70 pièce
This antipersonnel shell strings monowire between two specially-weighted slugs. As the slugs travel, they spread appart, pulling the monowire. Damages are 3D6, armor is x1/3. The monowire is 1 meter long and has a 50% chance of wrapping around the target.

Slug shell cost x 4
This round fires a single bullet instead of a swarm of small projectiles. The large projectile is devastating, and has AP effect (armor x 1/2), but damages that goes through is at full value. Damages are 4D6+2 for 12 gauge, 3D6+1 for 20 gauge and 5D6+3 for 10 gauge.

Smoke shell cost x 2
Fill a 3 meters diameter area with a dense, sight-blocking smoke. Different colors available for signaling purpose.

Stundart shell $5 pièce
This cartridge fires a not-so-small high voltage capacitor. Two metallic protrusions in the front allow the round to discharge its electrical load into the target, giving the round the same effect as a Taser (-2 StunSave).

Termite shell $30 pièce
This round fire a narrow (half normal width at range)spray of molten metal at 3 000° C, burning through almost anything. Damages are 8D6 AP. Those damages are healed at at third of the normal rate. Each shot has a 10% chance of ruining the barrel.

 

LES FLéCHES ET CARREAUX SPéCIAUX

Les arcs et arbalètes, malgré leur âge vénérable ont encore de beaux restes dans le monde de Cyberpunk 2020. Voici quelques équipements supplémentaires qui peuvent les rendre encore plus intéressants. Le chapitre "équipements" comportent des options pour arcs et arbalètes qui peuvent également faire bonne mesure. La plupart des équipements suivants sont évidemment illégaux. Le prix est donc purement indicatif.

A impact prix normal
La tête de ces flèches est une masse sans arrête vive. Dégâts réels divisés par quatre, dégâts par étourdissement normaux. Portée réduite d'un quart.

Expansible cost x 4
Le tête de cette flèche a la même taille que celle d'une flèche classique et bénéficie de ses propriétés de perçage d'armure. Mais elle contient des lames qui s'ouvrent après l'impact. Elles rendent l'extraction de la flèche délicate, car tirer la flèche en arrière aggraverait la blessure...
Ce type de flèche est illégal, car sa seule utilisation logique est le meurtre d'une cible habillée d'une armure lourde. Toutes les armures sont divisées par deux, et les dommages infligés à la chair sont augmentés de 2D6.

Explosive cost x 4
La tête de ces flèches est une grenade de 25 mm. Précision : -2. La portée baisse de moitié, sauf pour les très grandes arbalètes comme la "Scorpion" ou l'"Arbalest".

Lames de rasoir cost x 2
La tête de ces flèches consiste en une ou plusieurs lames aiguisées comme des rasoirs. Armures souples divisées par deux. Dégâts à la chair augmentés de 1D6.

Normal 12 flèches $24, 12 carreaux $30
Toutes les armures sont divisées par deux. Dégâts normaux à la chair.

 

RèGLES SPéCIALES CONCERNANT LES ARCS ET ARBALèTES

- Les arbalètes utilisent la compétence arcs ou fusil à moitié de sa valeur.

- L'arbalète "handbow" peut être utilisée avec la compétence pistolet diminuée de moitié.

- Les projectiles perdent de leur énergie cinétique plus vite que les balles, et c'est pourquoi un tir à portée extrême ne fait que la moitié des dégâts.

- La capacité des chargeurs donnée avec ces armes représente le nombre de projectiles raisonnablement portés dans un carquois.

- Charger et viser avec un arc ou une arbalète dans un endroit étroit peut se révéler un exercice difficile.