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Re [DL] Ghost Rock Tipped Bullets (Long)



Thanks to all of you who posted your thoughts on GRT bullets.  I've sorted
through the replies combining them and here's what I've decided to use for
my game, (BTW this is (yet) another long post) :).  I've tried to keep the
damage levels down, to prevent any over balancing of weapons in my game
(which at the moment is pretty straight laced, with little Mad Scientist
involvement) Tell me what you think.

Ghost Rock Tipped Bullets

These come in a variety of types to suit any cowpoke around.  If you just
want that little bit extra damage, or a one shot take down, GRT bullets are
the way to go. They are extremely distinctive with the screaming sound as
they fly from the gun to its target giving even the stoutest heart the
willies (the sound intensity increases with the amount of Ghost Rock used on
the bullet tip).

Ghost Rock Tipped Bullets (Trace) Rel19, cost $2:  Damage: Bullet +1
Ghost Rock Tipped Bullets (Small) Rel18, cost $6:  Damage: Bullet +2
Ghost Rock Tipped Bullets (Large) Rel17, cost $12:  Damage: Bullet +3
Ghost Rock Tipped Bullets (Full Tip) Rel15, cost $20:  Damage: Bullet +5

The reliabilty a bullet drops for every bullet fired that action, ie. you
fire 2 shots, roll for each shot
1st at 18, 2nd at 17 etc. The gun from which the bullets are fired also get
the same reduction, hence firing a Gattling gun, normally means a
reliability of 19, firing a 3 round burst of Ghost rock tipped bullets means
it would be 17 instead.

The effect of Ghost Rock is lessened by armour, with both the GR bonus and
the bullet effect being reduced, i.e. for a bullet with a small amount of
Ghost Rock.

Damage with no armour  = Bullet+2,    Peacemaker = 3d6+2
Damage vs 1pt armour = Bullet-1 die type +2-1 Peacemaker = 3D4+1
Damage vs 2 pt's armour = Bullet-2 die types +2-2 Peacemaker = 2D4

On each round following a hit by a ghost rock bullet, the target takes half
the ghost rock bonus in wind (round up unless the previous wind damage was
1), with the effect halving each time until it reduces to 0.  For example,
the round after being hit by a Large GRT Bullet, the target takes 2 wind, 1
wind the turn after that and then nothing on the third turn.  The target
feels a severe burning sensation in the wounded area as the wind is being
caused.  GRT bullet wounds tend to be less supceptible to gangrene or
infection than normal wounds.  GRT bullets also leave holes with burning
edges in whatever clothes/armour that the targetted character was wearing.
GRT bullets (large or complete tip sizes) will do damage to abominations
that are immune to normal bullets, however these abominations are treated as
having 1 point of armour greater than they are listed as having.

Note: Ghost Rock Tipped bullets don't work with Ghost Steel Armour piercing
types (unsure about this personally - but I would guess that someone would
want to try it)

Failures

Minor:  Bullet Jam - Tinkering (5) to unjam weapon and remove bullet without
damaging yourself or the gun.  Failure and you take 1D6 damage to your
fingers, botch and you reduce the guns reliability by 1 as well.
Major: Misalignment - The bullet is fractionally misaligned in the gun, when
fired.  As a result the Ghost Rock tip, burns hole in the barrel of the gun,
reducing the reliability by the Ghost Rock damage bonus.  The bullet loses
so much momentum that it literally falls out the end on the gun barrel.
Catastrophic: Ghost rock ignites in the chamber and explodes.  The Shooter
takes the damage of the bullet, plus one die for each additional bullet in
the gun.  Also the Shooter must make a Vigor (5) roll, with the target
number increasing by 1 for each additional bullet in the gun, to see if he
contracts Ghost Rock fever.


Hollow Point, Ghost Rock Powder Filled Bullets

These are nastly little suckers for all you bloodthirsty types out there,
the tip of these beauties are hollow and then packed full of ghost rock
powder all ready to be released into your victims body on impact.

Hollow Point, Ghost Rock Powder Filled Bullets: Rel 16 Cost $12 Damage:
Bullet+1D4

Reliability drops for every bullet fired that action, plus th reduction of,
no of bullets-1, is also applied to the gun from which it is fired. .  Any
one hit by a HP:GRP bullet must make a Vigor check equal to (5+damage caused
by the additional 1D4).  On a failure see the Ghost Rock Fever section
below.  Hollow point bullets will not pierce any cover or armour that the
target is in, they will simply explode on impact sending up a small cloud of
ghost rock, that may make the guy cough a bit, but that's about it.  Note:
Hollow point bullets are not compatible with the Ghost Steel Armour piercing
variant bullets.

Failures

Minor: The bullet jams in the gun, a fair (5) Tinkering roll clears it.  The
Shooter must make a Fair (5) Vigor check for the Ghost Rock Powder that is
blown into his face.  On failure see Ghost Rock Fever below.
Major: The bullet in the gun had a weakness in the hollow tip which has
burst open as the gun was firing, this has not ignited and presently lines
the barrel of the gun.  This reduces the Reliability of the gun and any
subsequent bullets fired from it by 2 and also adds four to the next failure
roll.  Make a Vigor (7) roll for the Ghost Rock that is blown into the
Shooter's face.  On a failure see Ghost Rock fever below.
Catastrophic: Bullet explodes in the gun, igniting all other bullets in the
gun.  The shooter takes the damage of the bullet, plus one die for each
additional bullet in the gun (but not multiple 1D4's).  Also the Shooter
must make an Hard Vigor (9) roll, with the target number increasing by 1 for
each additional bullet in the gun to see if he contracts Ghost Rock Fever,
see below.  He will also lose his next action, coughing and spluttering due
to the haze of Ghost Rock powder in the air around him.

Ghost Rock Fever: If the character fails a Vigor check, he gains Ghost Rock
fever, from there follow the rules as per the old Q&tD book (or wherever it
is in the new versions).  I would probably give the character an
ailin'(minor): Ghost Rock Fever hindrance, manifesting itself as bout's of
coughing and stepping this up to major and fatal later as the character
fails further Vigor rolls.

What do you think?


Roy