originally posted in:Generation Vice
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[b][u]AMMUNITION[/u][/b]
[b]Rubber Rounds [-€25]—[/b] Non-lethal rubber bullets, made to stun and incapacitate targets rather than kill them (very low impact and very low recoil); retrievable and reused after being fired; compatible with any ballistic chassis.
[b].22 [-€50]—[/b] Low-caliber bullets (low impact and low recoil); compatible with ballistic pistols and ballistic SMG’s.
[b]9mm [-€100]—[/b] Medium-caliber bullets (moderate impact and moderate recoil); compatible with ballistic pistols and ballistic SMG’s.
[b].45’s [-€200]—[/b] High-caliber bullets (high impact and high recoil); compatible with ballistic pistols and ballistic SMG’s.
[b].44 Slugs [-€400]—[/b] Very high-impact bullets (very high impact and very high recoil); compatible with ballistic pistols.
[b]5.56mm’s [-€100]—[/b] Medium-caliber bullets (moderate impact and moderate recoil); compatible with ballistic rifles.
[b].308’s [-€200]— [/b]High-caliber bullets (high impact and high recoil); compatible with ballistic rifles.
[b]12-G Buckshots [-€200]—[/b] Low-gauge shells which detonate into a scatter-spray of pellets (moderate impact and moderate recoil; -1 accuracy tier); compatible with ballistic shotguns.
[b]12-G Slugs [-€200]—[/b] Low-gauge slug-shells (high impact and high recoil); compatible with ballistic shotguns.
[b]8-G Buckshots [-€400]—[/b] Very low-gauge shells which detonate into a scatter-spray of pellets (high impact and high recoil; -1 accuracy tier); compatible with ballistic shotguns.
[b]8-G Slugs [-€400]—[/b] Very low-gauge slug-shells (very high impact and very high recoil); compatible with ballistic shotguns.
[b].300’s [-€100]—[/b] Medium-caliber bullets (moderate impact and moderate recoil); compatible with ballistic snipers.
[b]7.62mm’s [-€200]—[/b] High-caliber bullets (high impact and high recoil); compatible with ballistic snipers.
[b].50’s [-€400]— [/b]Very high-caliber bullets (very high impact and very high recoil); compatible with ballistic snipers.
[b]IEG Batteries [-€75]—[/b] Ionized electron-based gas batteries which differentiate in projectiles depending on chassis (low impact and very low recoil in pistols and SMG’s; moderate impact and low recoil in rifles and snipers; moderate impact and low recoil, plus scatter-spray of projectiles [-1 accuracy tier], in shotguns; +1 accuracy tier on all chasses); each battery has limited amount of rounds based on applied chassis (pistols=12, SMG’s=24, rifles=20, shotgun=6, sniper=8); compatible with any energy chassis.
[b]Volt Batteries [-€85]—[/b] Electricity-based batteries which generate bolts of lightning and differentiate in projectiles depending on chassis (very low impact [stun] and very low recoil [ +1 accuracy tier] in pistols; low impact and very low recoil [+1 accuracy tier] in SMG’s; moderate impact and low recoil [+1 accuracy tier] in rifles; moderate impact and low recoil, plus scatter-spray of bolts [+1 accuracy tier], in shotguns); each battery has limited amount of rounds based on applied chassis (pistols=8, SMG’s=14, rifles=12, shotgun=4); compatible with energy pistols, energy SMG’s, energy rifles, and energy shotguns.
[b]Force Batteries [-€95]—[/b] Kinetic energy-based batteries which generate non-lethal blasts of kinetic energy which violently push targets (very low impact and low recoil); each battery has limited amount of rounds based on applied chassis (pistols=6, rifles=16, shotgun=6); compatible with energy pistols, energy SMG’s, energy rifles, and energy shotguns.
[b]Scorch Batteries [-€105]—[/b] Fire-based batteries which generate streams of flame (low impact [+1 impact tier against burning target per turn] and very low recoil); each battery has limited amount of rounds based on applied chassis (SMG’s=20, rifles=24); compatible with energy SMG’s and energy rifles.
[b]Nova Batteries [-€115]—[/b] Microwave-based batteries which generate currents of microwave energy which superheats and eventually combusts organic targets after being continuously hit for 5 turns (low impact [+1 impact tier against continuously hit target per turn] and very low recoil); each battery has limited amount of rounds based on applied chassis (SMG’s=16, rifles=14); compatible with energy SMG’s and energy rifles.
[b]Pea Flechettes [-€100]—[/b] Small biomechanical flechettes which differentiate in effects on impact based on hormone inputs selected on chassis’ chem-dial (cortisol=toxin [kills untreated targets in 10 turns], testosterone=seeking, melatonin=sleep [knocks out targets in 5 turns], dopamine=berserk [maddens untreated targets in 5 turns], adrenaline=strength/pain negation, somatotropin=heal [heals minor flesh wounds in 5 turns, major flesh and minor bone wounds in 10, and major bone wounds in 15 turns]) (very low impact and very low recoil); if user consumes specific drugs, effectiveness of hormonal effects related to consumed drug will be doubled; can be retrieved and reused after being fired; compatible with chemical pistols, chemical SMG’s, chemical rifles, and chemical snipers.
[b]Harpoon Flechettes [-€200]—[/b] Long, barbed biomechanical flechettes which differentiate in effects on impact based on hormone inputs selected on chassis’ chem-dial (cortisol=toxin [kills untreated targets in 10 turns], testosterone=seeking, melatonin=sleep [knocks out targets in 5 turns], dopamine=berserk [maddens untreated targets in 5 turns], adrenaline=strength/pain negation, somatotropin=heal [heals minor flesh wounds in 5 turns, major flesh and minor bone wounds in 10, and major bone wounds in 15 turns]), double effectiveness of hormonal effects, and fasten themselves into flesh of target to resist removal (low impact and low recoil); if user consumes specific drugs, effectiveness of hormonal effects related to consumed drug will be doubled; can be retrieved and reused after being fired; compatible with chemical rifles and chemical snipers.
[b]Scatter Flechettes [-€150]—[/b] Shells of small biomechanical flechettes which differentiate in effects on impact based on hormone inputs selected on chassis’ chem-dial (cortisol=toxin [kills untreated targets in 10 turns], testosterone=seeking, melatonin=sleep [knocks out targets in 5 turns], dopamine=berserk [maddens untreated targets in 5 turns], adrenaline=strength/pain negation, somatotropin=heal [heals minor flesh wounds in 5 turns, major flesh and minor bone wounds in 10, and major bone wounds in 15 turns]) and detonate into a scatter-spray of a dozen flechettes (very low impact and very low recoil; -1 accuracy tier); if user consumes specific drugs, effectiveness of hormonal effects related to consumed drug will be doubled; compatible with chemical shotguns.
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#Offtopic
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You know you have something good going when even the page about bullets is intriguing