SLAP MachineGun Ammo

This page was written before but lost for not submitting. DAMNIT.

SLAP Machine Gun Ammo (Saboted Light Armor Penetrator) is an alternative ammo type for the eponymous weapon. It does not explode unlike regular vehicular machinegun ammo, yet it deals less damage.

Working principle
The SLAP design incorporates a polymer sabot, which allows for the use of a tungsten penetrator projectile of a lesser diameter than the original bore. By using the casing of a large cartridge with a lightweight projectile, the velocity of the projectile is greatly increased and the sectional density is improved.

SLAP rounds have been designed for use against lightly armored vehicles and aircraft.

Variants
Heavy SLAP Machine Gun ammo is the version for the Heavy Machine Gun. Lighr SLAP Machine Gun ammo is for the Light Machine Gun - yet, this version can only be used in Rapid Fire Mode.

SLAP Machine Gun Ammo
 SLAP Machinegun Ammo deals 1 damage per shot, +1d6 vs infantry (half as normal machinegun damage). However, it does not explode when critted (it is still destroyed normally). SLAP machinegun ammo is lighter, as such, it carries 400 shots per ton and 200 per half ton instead of the regular 200 and 100, respectively.

Heavy SLAP Machine Gun Ammo
 SLAP Heavy MachineGun Ammo deals 2 damage per shot, +1d6 vs infantry. However, it does not explode when critted (it is still destroyed normally). SLAP machinegun ammo is lighter, as such, it carries 150 shots per ton and 75 per half ton instead of the regular 100 and 50, respectively.

Light SLAP Machine Gun Ammo
 SLAP Light MachineGun Ammo can only be used on Rapid Fire mode (see Rapid Firing SLAP ammo rules). However, it does not explode when critted (it is still destroyed normally). SLAP light machinegun ammo is lighter, as such, it carries 300 shots per ton and 150 per half ton instead of the regular 200 and 100, respectively.

Rapid Firing SLAP ammo
 For Machine Guns of any size set to Rapid Fire mode, using SLAP ammo imposes an additional -1 damage penalty to the d6, counted along with any damages or penatlies previously existing, and always has a +1d6 vs infantry (replacing any other anti infantry bonuses). The minimum damage is set to 0. There is also however a -1 on heat generated on the D6. Ammo is consumed as normal for rapid fire.