BLA/Ebon Insert by 'Forge', Ebon Weapons Engineer.
"The use of DU against members of my race over the years has lead to a frightening discovery, the DU rounds destroy flux. It eats at it like a cancerous growth. It has been found that some Thresher operatives have their rounds impregnated with DU traces for the specific purpose of flux deprivation, the exact properties of which are unknown as yet but a solution must be found to stop Thresher manipulating the potential of such a disgusting substance."
BLA Laboratories Mort 900 SD.
Cloak Division Insert by 'Forge', Ebon Weapons Engineer
"It seems that the use of DU has been on the increase in recent years. Our initial concern is that the DU rounds seem to have a long-term effect on those that are wounded. As well as an increasing loss in flux, the previous maximum amount of flux is also believed to decrease. These rounds also affect Science Friction constructs, destroying their flux reserves as well as decreasing their effectiveness. The most common observed result is that of permanent damage to DeathSuits. It is advised that this phenomenon is carefully studied so that a solution can be found. If an improvement can not be made in the initial design of the DeathSuit, it may be necessary to revise the current Ebb-Protect skills to try and counteract this."
Cloak Division Laboratories Mort 903 SD.
DU ammo is potentially very lethal to an Ebb-User and as such careful consideration must be taken before implementing its use.
The DeathSuit looses an amount of Flux equal to the amount of Armour Damage it takes. The PV of the Armour is also reduced by one point per round absorbed, until the round is removed or 24 hours has passed. This is the length of time required for the DeathSuit top expel the object on it's own. Restoring the damage to the DeathSuit is not sufficient and will actually embed the round inside the DeathSuit, until it is forced out after 24 hours. The wearer of the DeathSuit is unaffected by any of the properties of the round.
If the round does not travel completely through the victim (i.e. they still have hits left in that location) then the round has been stopped inside of the Ebb-User. This is where the round is at its most dangerous. One point of Flux is lost every Phase, until an amount equal to the damage taken by the victim has been lost. This flux can not be recovered until the round has been removed from the body. Additionally the Flux maximum is reduced by one point per round permanently. If the round is left inside of the victim then one point of Flux will be lost permanently everyday, and no flux will be naturally recovered.
If the round causes a wound and then passes through the body, then two points of flux will be lost but no permanent damage is taken. This loss can be healed normally. A round is considered to pass through the body if it causes more damage than the body location has Hits. If this is the case the remaining damage to be taken is compared to the PV of the DeathSuit. If it is more then the round leaves the other side of the DeathSuit, causing Armour Damage on exit. If it is equal or less than the PV of the DeathSuit, then the round is lodged inside of the DeathSuit and is dealt with as previously discussed.
It has also been noted that DU rounds are capable of destroying Telekinesis Shields and low level Enhancement protection without any loss of potential.