Teleportation round (Ammunition)

Teleportation rounds are a type of specialty ammunition that can teleport targets away from the combat zone. The ammunition is made by the Dalmer, mostly for nonlethal combat. While undoubtedly a useful tool in the Dalmer arsenal, the ammunition is outlawed in some Elected Kingdoms due to concerns over the proliferation of the Mark 0 and Mark V.
==Mechanics==
Created with the safe neutralization of enemy combattants in mind, teleportation rounds are hardwired to be fired only when the target has been coated. The obligation of coating the target before firing naturally causes the weapon to have a considerable waiting time before firing the round is possible.
Mechanically, for Mark II teleportation rounds, this translates as the shooter pressing the trigger while aiming at a target, and after a period of time the weapon will fully release the second trigger, allowing the teleportation round to be fired
This less than ideal condition for the shooter makes the usage of the weapon ill suited for multiple opponent live combat situations.
===Destination of targets===
Once hit and teleported, the targets will arrive in a secure storage warehouse where targets of teleportation rounds will find themselves either in restraints (for mark II victims) or in a hardened sphere (for mark I rounds) devoid of oxygen in order to quickly neutralize possibly hostile arrivals. The arrivals are then disarmed and released from the facility. In case of the arrival of Mark 0 round victims, the target is sent to the on site autodoctor.
==History==
Teleportation rounds have undergone several iterations each with specificities. The rounds come in marks and versions
===Marks===
Teleportation rounds come in marks which denote its date of creation
Mark 0: The prototype version of the teleportation round is infamous for its ability to sometimes bypass the coating requirements, meaning it would warp away parts of its target, with gruesome and often lethal results. Recently more and more mark 0's have been found to be used, sparking a ban on teleportation rounds in several adsu's of the Empire. 
Mark I: Artillery and Launcher variants which warp away a spherical area, without coating preliminary targeting or safety measures at arrival. The target will be warped , taking with it a spherical volume of space with it. The usage of the Mark I is incredibly dangerous because of the risk of partial warping. This model gave rise to the artillery and launcher round variants, designed for a wide radius warp. The dangerosity of the mark I was slightly mitigated by the usage of storage spheres upon arrival of the victims. Despite this, the mere suspicion of one side of the conflict using Mark I shells is enough to justify a commanding officer mandating an investigation from a Delegate or Justiciar in its command.
Mark II: Once coating is finished, the trigger is unlocked, and the shooter can then fire rounds at the target. Once fired, if the round hits a coated target, it will teleport the target to the designated point of arrival. Any other target will be hit with the full brunt force of the round, but the warping effect will not take place. Some more advanced versions jam the weapon if the vector will not hit the target, jamming the weapon. The Mark II is the most commonly found variant of teleportation ammunition.
Mark III: If no coating has been completed, the weapon can fire defensive rounds, which expels energy in order to negate or disperse incoming projectiles.
Mark IV: If no coating has been completed, the weapon can fire rounds that will warp in a protective countermeasure, usually a defensive wall.
Mark V: An unofficial variant of the traditional teleportation round. The mark V is a jury rigged free fire round that unleashes a torrent of energy that warps away random bits of the target. This is the only type of teleportation round that can be used by a pyrotechnic weapon. Recently, more and more jury rigged version 5 are appearing on the market, prompting the ban of teleportation rounds on several markets. 
===Versions===
Versions define the coating conditions of the round.
Version 1: The rounds will be effective on all marked targets, meaning not getting coated is as important to the user as coating opponents.
Version 2: Only the targets marked by the shooter will unlock the trigger.
== Tactics ==
In order to best utilize teleportation rounds the Dalmer military has developed several tactics.
=== Pairing ===
While one fighter wields the teleportation round weapon and coats targets, the second fighter fires nonlethal suppressing fire in order to buy time for the first fighter. This tactic is mostly used for version 1 rounds.
=== Marking ===
Airborne recon drones are deployed en masse in order to coat targets, allowing for the fighters below to freely engage their targets. This tactic is mostly used for version 2 rounds.
== FAQ ==
Can the weapon be fully automatic? Yes, dependent on the weapon it is loaded into
Can the weapon fire with no coated targets? Yes, but this equates to wasting the ammunition, which will then act like sub par ammunition in terms of range and accuracy.
What happens if the shooter misses? The round acts like any other ammunition.
Can the weapon engage several coated targets? Depends on versions. In version 1 the rounds will be effective on all marked targets, meaning not getting coated is as important as coating opponents. In version 2 Only the targets marked by the shooter will unlock the trigger.  
Category:Ammunition
Category:Warp Technology
Category:Warp
Category:Pages with red links
Category:Dalmer Technology
Category:Warfare