Where it goes a bit wierd is Stick and Shock rounds. SnS rounds halve the targets armour, effectively removing part of the ItNW. This means the standard way for mundanes to take down spirits is to shoot at them with tiny tasers, which to me seems bonkers.
Pete has asked me about alternatives, which has prompted me to write up some ideas for specialist anti-spirit rounds. As im introducing these, im also taking this opportunity to make SnS make more sense: from now on they do not halve the armour of Spirits. This means if you want to shoot Spirits, your choices are one of these rounds, or a really massive gun. Anyway, on with the MAGIC BULLETS!
FAB-2 Rounds – These are actually bullet shaped cylinders filled with a gel, infused with Type 2 FAB (page 126 – Street Magic). The awakened nature of the FAB makes the round more effective than a regular round against creatures with Immunity to Normal weapons. Treat as Gel round, and as a magical attack for the purposes of ItNW.
FAB-3 Rounds – As above, but also releases a small cloud of FAB-3 on impact; treat as horse 1 (page 127 – Street Magic).
NOTE: FAB is a living organism, and requires nutrients to live. The gel that the FAB is suspended in contains enough nutrients to keep the rounds viable for 1 month. After this time, they are effectively identical to regular gel rounds.
Orichalcum Tipped Rounds – Regular AP rounds with an Orichalcum tip. Treat as regular AP rounds, but for the purposes of attacking spirits the Orichalcum round acts as a magical attack, so the Spirits Immunity to Normal Weapons is bypassed. You pay for this advantage though, as Orichalcum is extremely expensive.
Code: Select all
Name Damage Mod AP Mod Armour used Availability Cost
FAB-II Rounds -1 (Stun) +2 Impact 16R 50
FAB-III Rounds -1 (Stun) +2 Impact 20F 15000
Orichalcum Rounds 0 -4 Ballistic 18F 200000