SpecialAmmo
From BattletechMUX
This is a list of all the specialty or custom ammo available and what it does. Not all ammo can be used in all weapons. Weapons like Hyper ACs, Rotary ACs, Light ACs, ELRMS, MRMs, and Streak cannot load custom ammo.
Contents |
Autocannon (AC) Ammunition
- Pierce
- Half the ammunition (shots) per ton. If shot is not penetrating internal, rolls on the Determine Critical Hits chart like a normal internal hit (which is a 2d6 roll. 8+ gets you one or more crits) with mod based on caliber of AC (AC/2=-4, AC/5=-3, AC/10=-2, AC/20=-1) to the roll. Piercing does normal damage instead of half damage to Hardened Armor.
- Tracer
- AC does -1 damage per hit, but counts BTH as if a searchlight was on the target. (Hence useless in daytime, but nice at night and dusk/dawn).
- Caseless
- Twice the ammunition (shots) per ton. Transparent (unseen) 2d6 roll per shot. Roll a 2 and your weapon jams (not explodes like FASA). A second roll is made after this roll. If this roll is 2-7 the AC will jam. 8+ it will explode. Jamming can be unjammed if you slow to walk speed and type UNJAM.
- Precision
- Half the ammunition (shots) per ton. Using advanced guidance systems and rounds that can maunver while in flight, Precision AC rounds can reduce the BTH of attacking any moving target. At short range, the target modifier is reduced by -2. At medium range it is reduced by -1, and at long range it is unaffected. For example, normally attacking a running target gives you a +2 BTH. At short range, this BTH penalty becomes 0, at medium, +1, and long range +2 (unaffected). The BTH penalty can never become negative.
- LBX (LB-XACs only)
- This shotgun ammunition is only usable by LB-XAC Autocannons. Rather then firing a volley of shells, the LB Round is kind of like an automatic shotgun spreading the damage into 1 point clusters. Rolling on the missile hit chart for the level of AC you use (A LB10 will roll for 10 missiles) you will see how many pellets hit. While firing in LB mode, all shots recieve a -1 BTH modifer.
SRM/LRM Ammunition
- Deadfire
- Half the ammunition (shots) per ton. Each missile does +1 damage. BTH /and/ Missile Hits table are worst 2 out of 3 dice rolls for the actual 2d12 roll. If your Launcher takes a critical hit, it explodes doing the maximum damage that one flight of that launcher will do (with deadfire on). Unlike other ammo, you either go all Deadfire or none at all. If your SRM-4 has 2 tons of ammo, both must be fully loaded with Deadfire before you can startup. Deadfire loads in 1/2 ammo tons like Stinger rounds.
- SemiGuided
- Acts as normal unless you are being spotted by a TAG unit. If you are, your shot ignores the target movement mods and terrain mods. This allows DEADLY accurate LRM fire with incredibly low BTHs. Must have a spotter with TAG setup to receive this benefit.
- Swarm/Swarm1
- Swarm splits up into submunitions that seek out new targets after the first one has either been hit or missed. All secondary targets must be in the adjacent hexes of the primary target. ANY unit can be a secondary target and a to-hit roll is made to see if any missiles will hit it. This secondary target could possibly be a friendly. Swarm1 has advanced IFF systems that help prevent the chance of a friendly fire incident, but do not totally remove it.
- NARC
- NARC Missiles work with a NARC Beacon to greatly improve the number of missiles that hit a target. If an enemy mech has a NARC beacon attached to it that is from your side, your missiles will recieve a +2 on their roll on the missile hit chart.
- Artemis
- When your unit has an Artemis FCS, you can use this ammo to vastly improve your missiles hit. Like NARC, if you hit you will recieve a +2 on your missiles hit chart. Unlike NARC, this benefit is automatic and requires nothing. The Clans have an advanced Artemis system that has better stats - the Clan Artemis V systems (not Clan Artemis IV) will receive a +3 to this chart in addition to a -1 BTH to firing their missiles.
- Inferno (SRM only)
- Inferno fires a super heated jelly that sticks to a Mech, Tank, or Aero and burns away for a set number of turns. The more Inferno missiles you are hit with, the longer you burn. While covered with jelly, six of your heat sinks will be rendered useless. Tanks will be slowed down to 1/2 speed. You can remove jelly by dunking yourself fully into a river (note that this will not work for Aeros and Tanks which would sink as a result).
- Stinger (LRM only)
- Cannot fire at ground targets. Firing at a flying target it gets -3 BTH. If the target is ODing, even if a mech, it gets -1 BTH. It can fire at jumping targets (+0 BTH) even if they are ground units. They get a hugely extended range, too. These are non-FASA.
Mortar Ammunition
- Incendiary
- Bigger caliber, bigger hex spread, sprays fire and burning jelly like Inferno.
- Smoke
- Creates /heavy/ smoke hexes.
- Cluster
- Spreads its damage in 1pt hits (like LBX).
NARC Fire Modes
- Explosive
- In FASA rules, you must preload your NARC Beacon Launcher with explosive rounds if you want to use them. On the MUX, all NARC Rounds can fire normal beacon mode or 'explosive' mode that does 4 damage per NARC Beacon round. Use 'EXPLOSIVE #' to toggle explosive rounds on or off.
