Ammo Upgrade

AMMO UPGRADES

Ammunition can be customized with only one upgrade at a time unless expressly indicated. Doing so requires a DC 30 Mechanics check of which you can take 10 or 20. Once the Ammunition is upgraded, the user can switch between standard Ammo and the upgraded ammo freely with that particular weapon. Once the ammo and upgrade are combined, they are impossible to separate.

GRADE 1 – Licensed

Anti-Personnel Rounds +1 Damage to organic targets. No Damage to non organics. 250 Credits
Armor Piercing Rounds Ignore 1 point of DR 250 Credits
Chemical Rounds +1 Damage of Poison 250 Credits

GRADE 2 – Restricted

Anti-Personnel Rounds +2 Damage to organic targets. No Damage to non organics. 500 Credits
Armor Piercing Rounds Ignore 2 point of DR 500 Credits
Chemical Rounds +2 Damage of Poison 500 Credits
Cryo Rounds If the weapon deals damage equal to the target’s Damage Threshold, they are immobilized for one round (they can only take a swift action). 800 Credits

GRADE 3 – Military

Anti-Personnel Rounds +4 Damage to organic targets. No Damage to non organics. 1000 Credits
Armor Piercing Rounds Ignore 4 point of DR 1000 Credits
Polonium Rounds Deals 1d4 points of Radiation damage 1500 Credits
Shredder Rounds
Sledgehammer Rounds If attack deals more than target’s damage threshold, they are knocked prone 1500 Credits
Snowblind Rounds Deals 1d4 point of cold damage, target receive a -2 penalty to attack rolls for one round 1500 Credits

Ammo Upgrade

Mass Effect Saga : Legacy Darkxenocide