Anti-Matter Round

Category:
other
Description:
Item Name: Anti-Matter Round
Item Weight: (22) g or (1)Lbs for Box of (20)
Functions & Features:
The Anti-Matter Round is a variant ammunition type available for any ballistic ranged weapon. The actual bullet consists of a special granulated metallic outer core that has been artificially induced to emit a powerful mono-pole magnetic field. The bullet’s inner core consists of a tiny solid orb of anti-particles that emits the same mono-pole field lines as it outer shell. The result is a small, vacuum sealed, self sustaining containment chamber that requires no special external equipment or power source.
Upon impact with any solid object once fired, the bullet’s granulated outer core breaks apart releasing its payload. The result is a powerful sub-atomic explosion of pure energy as matter and anti-matter interact to their mutual annihilation.
Stats:
1) Anti-matter rounds add (1) additional damage die of the same type to the firing weapon’s normal damage dice.
2) All damage from an Anti-Matter Round is converted into Non-Specific Energy damage rather than Ballistic damage.
3) Anti-Matter Rounds cannot be used in conjunction with the Skip Shot Feat.
4) Anti-Matter Rounds have a devastating effect on any form of armor. If an attack from an anti-matter round missis a target due to a bonus to AC derived from a physical form of armor, natural armor, or a shield, but would otherwise have exceeded the targets touch defense, that armor’s or shield’s bonus to AC is permanently reduced by (1) as portion of that armor is torn into sub-atomic particles. If this effect reduces the defensive item’s AC bonus to (0) then the item is completely destroyed. A Magic or Psionic item can make a Fortitude Save DC (20) to avoid this effect.
Notes:
These rounds are usually relatively safe to carry. However, under the wrong conditions they can pose an extreme hazard. Anything that introduces foreign material into the rounds containment chamber can cause a deadly cook-off of any remaining ammunition. This makes high levels of radiation and electricity vary dangerous. As such, magazines, shipping crates, and the individual bullet casings for these rounds are constructed of materials that resist and ground these forces. However, should an container or character carrying these rounds take more than (40) points of either of these two types of damage from a single attack there is a (50)% chance that the ammunition will explode. In such an catastrophic event the resulting explosion deals (2d8)+1 points of Non-Specific Energy damage for each individual round. For every (5) damage die the radius of the explosion increases by (5)ft beginning at (0)ft. Reflex Save DC (20) for Half damage, a character at the source of the explosion receives no Save.
Purchase DC: 23
Credit Cost: 5,000ϵ
Restriction: Military +3
Progress Level: (8)
Bio:

Anti-Matter Round

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