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Mass Effect: Powers: Ammunition

From Episode D6: Star Wars D6 Wiki

Name: Ammunition
Control Difficulty: Difficult
Sense Difficulty: Difficult
Alter Difficulty: Difficult
Duration: 1 hour per Dice in Alter
Cool Down: None

Effect: Using the Omni-tool, the power creates a specific type of ammunition to be used in a hand held ranged weapon. If the individual desires, they may combine ammo types, gaining the benefits of each at a stacking increase of base Alter difficulty at +10 per ammunition type. For example: To make Armor-Piercing Incendiary Ammo is a base Alter difficulty of Difficult+10. Cryo Disruptor Warp Ammo has a base Alter difficulty to make at Difficult+20. To make all 5 types of ammunition as one, is Difficult+40. Ammunition only gains the effects for every 5 points over the difficulty. If the Alter roll is equal to the base difficulty or less than 5 over, basic ammunition is created with no special effects.

Notes: This power requires an Omni-tool.

Ammo Type Effects
Armor-Piercing Ammo Ammo ignores 1 pip of armor for every 5 points over Alter difficulty
Cryo Ammo Slows target's move by 5% for every 5 points over Alter difficulty; causes half damage per round for 3 rounds
Disruptor Ammo Ammo causes ionization damage: +1 pip ion damage for every 5 points over Alter difficulty
Incendiary Ammo Fire damage: +1 pip for every 5 points over Alter difficulty; causes half damage per round for 3 rounds
Warp Ammo Damage: +1 pip for every 5 points over Alter difficulty; Armor loses 2 pips of protection per hit

Jedi Complications: A Jedi cannot learn this power.

Description: Create various types of ammunition.

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