Ammo | DV | AP | Availability | Cost per 10 |
---|---|---|---|---|
APDS | -4 | 12F | £120 | |
Assault cannon | 12F | £400 | ||
Capsule | -4 | +4 | 2 | £5 |
Depleted Uranium rounds | +1* | -5 | 28F | £1,000 |
Explosive rounds | +1 | -1 | 9F | £80 |
EX-Explosive rounds | +2 | -1 | 14F | £120 |
Flare | -2/+2 | +2/-3 | 6R | £20 |
Flechette rounds | +2 | +5 | 6R | £65 |
Frangible | -1 | +4 | 2R | £10 |
Gel rounds | +0S | +1 | 2R | £25 |
Hand loads | Special | Special | 4R | +10% |
Hi-De rounds | 10F | £150 | ||
Hollow points | +1 | +2 | 4F | £70 |
Injection darts | 4R | £75 | ||
Regular ammo | 2R | £20 | ||
Silver bullets | +2 | 12R | £250 | |
Stick-n-Shock | +2S(e) | -5 (replace) | 6R | £80 |
Subsonic rounds | -1 | 8F | £40 | |
Tracer | 6R | £60 | ||
Tracker | -2 | -2 | 8R | £150 |
Taser dart | 3 | £50 | ||
Wood pulp rounds | -4 | +4 | 6R | £10 |
- Capsule
- Contains liquid that splashes target upon impact
- Hit (including Grazing Hit) means capsule ruptures successfully
- Bought empty, filled with Armourer + Logic [Mental] (12, 1 minute) Extended Test for each round
- Single dose of chemical can fill 5 rounds
- Always use Light Pistol ranges, no matter the weapon
- Depleted Uranium rounds
- Targets catch fire
- Shattered bits aren’t removed, target develops cancer in a matter of weeks
- Banned from use by international treaty and Corporate Court edict
- Explosive rounds
- Critical glitch: Resist an “attack” with a DV equal to the normal damage done by the weapon
- Misses intended target
- Weapon destroyed
- Flare
- Explode into a shower of burning sparks at 60m
- Targets struck by a flare round may catch fire
- First numbers for a target hit within 60m
- Second numbers for target between 60-62m
- Ineffective >62m
- Frangible
- Double Armour against Barriers
- Gel rounds
- Physical limit reduced by 2 for purposes of Knockdown
- Hand loads
- Can have +1 DV or -1 AP (not both)
- Armourer Extended test (see table)
- Hi-De rounds
- Undetectable by MAD scanners
- Uncompensated recoil is doubled
- Cumulative with the recoil multiplier of heavy weapons
- DV reduced by 1 at Long and Extreme ranges
- Injection darts
- To successfully deliver payload, requires 1 net hit on unarmoured, 3 net hits on armoured
- Subsonic rounds
- -1 Perception to notice the weapon’s use or locate the firing position
- Increases to -2 if a silencer or sound suppressor is used
- Penalties due to range +1
- Tracer
- Can only be used in Full Auto weapons
- Every third round (so other two rounds are different)
- Improve Accuracy by 1 (cumulative with laser sight, but not a smartgun)
- Tracker
- Include an RFID tag inside the bullet
- If damages target, remains within the body
- If all damage resisted, round imbedded in the target’s armour
- On a Grazing Hit, roll attacker’s Edge, single hit means the tracker imbeds in the armour
- Can be either security or stealth tags
Hand Loads
Type | Threshold | Duration |
---|---|---|
Regular firearms ammo | 4 | 30 minutes |
Special firearms ammo | 6 | 30 minutes |
Regular heavy weapon ammo | 8 | 1 hour |
Special heavy weapon ammo | 10 | 1 hour |