Previously in this series, we have explored various types of handguns and long guns. This week we are revisiting both articles in a way, by discussing ammo options and how to swap out different types of munitions in the heat of battle. These give firearms users more options for a minor investment.
Mechanics
Each Ammo Type adds minor changes to how a firearm operates. If a player wants to pick up multiple round types, they can add the Limited: Requires an Action to swap between ammos. Alternatively, ammo types can be mixed together to create more advanced high tech rounds.
Ammo
Armor Piercing / Full Metal Jacket Rounds (All Ballistic Firearms)
- Add +2 to the Firearms Value
- Add Hard Armor (Targets with Impervious) Stopper MA
Cost 2 + 6 = 8/Gear(8) = MA
Explosive (All Ballistic Firearms)
- Add +2 to the Firearms Value
- Add Radius TY
- Add Blast TY
Cost 2 + 3 + 3 = 8/Gear(8) = MA
Flechette (All Ballistic Firearms)
- Add (S) Close Range 6
Cost 8 = 8/Gear(8) = MA
Notes: Cannot be taken with Firearms that have a Specialty for Close Range
Flowering (All Ballistic Firearms)
- (S) Targets without the Boost Armor Advantage 6
Cost 2 + 6 = 8/Gear(8) = MA
Gas Canister (Shotguns)
- Add +2 to the Firearms Value
- Add Radius TY
- Add Defended By: Quickness
- Limited: Negated by No Need for Breathing
Cost 2 + 3 + 6 – 3 = 8/Gear(8) = MA
Less Than Lethal (All Ballistic Firearms)
- Add (S) Staggering 9
- Limited: Must Always Stagger
Cost 11 – 3 = 8/Gear(8) = MA
Notes: Cannot be taken with Firearms that have a Specialty for Staggering
Scatter Shot (All Ballistic Firearms)
- Add Cone TY
- Add (S) Close Range 3
Cost 3 + 5 = 8/Gear(8) = MA
Notes: Cannot be taken with Firearms that have Cone or a Specialty for Staggering
Loaded Weapon
The following takes the low powered Wrist Breaker and modifies it with specialty ammo for a Classic character.
.50 Monster Hunter 12
- Parent Attribute: Strength or Constitution
- Primary Role: Offense
Radius TY
Ranged TY
Blast TY
Devastating (Boost Devastation, Hard Armor Stopper (Targets with Impervious)) MA3
Secondary Role: Support Intimidation MA
(S) Advantaged Attacks 7
(S) Heavy Blow 8
(S) Short Range 8
Limited: Hard Armor Stopper Only Applies to the Primary Target, not those caught in the Radius effect.
Limited: Shooter must brace (1 Action) or suffer a -20 Penalty to fire or lose 2 Stamina as per the Feedback Drawback.
Limited: Must always use Heavy Blow
Limited Uses
Cost: 14 + 3 + 3 + 3 + 18 + 6 + 9 + 10 + 10 – 3 – 3 – 3 – 3 = 64 / Gear (8) = MA8
This oversized wrist breaker is reinforced and only chambers five explosive armor piercing bullets. Detonating on impact the Monster Hunter delivers a tungsten wrapped platinum core designed to rip through the hardest armors. The density and force of the ejection is such that it suffers from overpenetration against softer targets. However, Monster Hunter can rip through even tank armor.
“Monster Hunter can rip through even tank armor.” Ah, some APCs, but tanks in the real world would still be impervious. Of course, you can target exterior components like vision blocks, cameras, comm gear, or external ordinance like TOW or smoke mortars.
If you want to check out the amazing world of custom shot gun ammo, Taofledermaus is a fun show to watch.
https://www.youtube.com/c/taofledermaus
Hello and welcome. It is probably not a surprise, but I enjoy some of the wacky ammo that passes through the Taofledermaus channel. If you are new to Metahumans Rising, the game is dialed in for spandex and the Monster Hunter is cranked up to take on Classic Power Level Threats, think characters like Colossus, the Juggernaut, or the Thing. Impervious is an in game mechanic that lets heavily armored characters ignore almost all Damage for 1 Turn. Hard Armor Stopper ensures the target of the attack suffers a minimum damage equal to the damage bonus from Devastating, in this case 6, + 1 for each characteristic used in the attack roll, so typically about 8 Damage. A real world tank, as translated to Metahumans Rising would have something like 54 (or 27/ 27 if you are familiar with the system) Stamina so it’s still going to take whoever is holding the Monster Hunter 7 successful shots to take out the vehicle. That’s a long time of the tank not doing anything to let that happen. Hopefully this has helped set expectations, the Monster Hunter is not a handgun that an average person would ever be using, and if they did, it would lose a large amount of its effectiveness of they tried.
Ah! Thanks for the clarification.
Oh course! All glad to jibber jabber on the topic. Somehow I managed to not mention Hellboy’s gun, the Good Samaritan, until just this moment, and that’s probably a great comparison to our Monster Hunter.