firearms ammo
Firearms Ammunition Standard Ammo Standard Ammunitions (per 10)
Name Conceal Weight Avail Cost SI Legal
APDS 8 0.25 14/14d 70 4 3-M
AV Rounds 8 11 6/14d 200 4 3-M
Barret Sniper Rounds 8 0.50 14/ 30d 200 5 2-J
Capsule Rounds 8 0.25 4/48h 10 2 As Weapon
Dart Rounds 8 0.15 4/48h 200 2 Legal
Glazer Rounds 8 0.5 10/7d 75 3 3-M
Explosive Rounds 8 0.75 3/36 h 50 0.8 As Weapon
Ex Ex Rounds 8 0.75 6/72 h 100 1.5 As Weapon
Flechette Rounds 8 0.5 3/36 h100 0.8 As Weapon
Gel Round 8 0.25 4/48 h 30 1 As Weapon
Hi-C Plastic Rounds 9 0.25 6/7 d 150 3 3-M
Hollow Point Rounds 8 0.5 5/48 h 50 2 As Weapon
Incendiary Rounds 8 0.75 10/7 d 150 2 3-M
Mercury Rounds 8 0.75 6/48 h 50 1.5 3-M
Paint Rounds 8 0.15 2/24 h 5 1 Legal
Regular Ammo 8 0.5 2/24 h 20 0.75 As Weapon
Stun Rounds 8 14/48 h 100 1 As Weapon
Taser Dart 3 0.5 6/36 h 50 1.5 As Weapon
Tracer 8 0.5 3/24 h 75 1 As Weapon
Tracker Rounds AOD 8 1 Rtg/7 d 2,000 x Rating 1 6-U
Tracker Rounds Standard 8 1 Rtg/7 d 3,000 x Rating 1 6-U
Firearms Ammunition Information
APDS Rounds When used, APDS halves (round down) the Ballistic Rating of armor or the Barrier Rating of an object in any attack. APDS is not anti-vehicular and is therefore treated as normal ammunition against vehicles and drones.
AV RoundsAnti-vehicular (AV) rounds are high-speed projectiles with a solid bronze core, capable of penetrating layers of armor. AV rounds use the rules for APDS rounds against non-vehicle targets and use the anti-vehicular rules against vehicles.
Capsule RoundsCapsule rounds are gel rounds designed to carry a liquid. The round breaks open on impact and splashes the target with the liquid. Originally, capsule rounds carried only paint, dye or ink for games and target practice. In the 2060s, the capsule round casing has become stable enough to carry a single dose of nearly any liquid or compound.
These rounds use the rules for gel rounds, except that the capsule rounds do not increase the chance for knockdown. If the round carries a chemical or chemical compound, use the rules for exposure and effect.
If the target has a Vulnerability to the substance in the capsule, the Damage Level is increased by 1. If the target has a Moderate or Severe allergy, the Damage Level is increased by 2. A target with a Severe allergy also takes 1 box of Physical Damage.
The cost for these rounds assumes the capsule is filled with dye or paint or some other non-dangerous substance. For those filled with toxins or other chemical substance, adjust the cost, Avail, and SI as appropriate for that substance.
Glazer Rounds Glazer rounds increase the Power of the weapon by 2. Against unarmored targets, glazer rounds also increase the Damage Level by one. Against armored targets, reduce the weapon's Power by double the target's highest armor rating, either Ballistic or Impact.
Against barriers or vehicles, double the rating of the barrier or vehicle armor.
Explosive Rounds and EX-Explosive Rounds Explosive rounds are solid slugs designed to fragment on impact. Increase the Power Rating of any attack made with explosive rounds by 1. A state-of-the-art version of Explosive Rounds called EX Explosive rounds adds +2 to the power of the weapon.
For attempts to fire through a barrier, use twice the material’s normal Barrier Rating as the target number for the attack; however, the barrier itself takes damage from a successful attack as if it had half its normal Barrier Rating.
Explosive rounds will misfire whenever all the dice rolled for the attack test come up 1. When this occurs, the character firing the weapon is immediately subjected to one “attack,” with a Damage Code equal to the normal damage done by the weapon. In this case, the Power Rating does not increase. The character may make a Damage Resistance Test, but may not apply any dice from his Combat Pool. Roll 1D6 to determine the number of successes for the “attack.” Any attack that the affected character is making at the time misses.
Flechette Rounds Against unarmored targets, flechette rounds increase their Damage Codes by one level. For example, a heavy pistol (Damage Code 9M) firing a flechette round would have a Damage Code of 9S against unarmored targets. Against armored targets, flechette rounds fare less well. For the target’s Armor Rating, use either double its Impact Armor Rating or its normal Ballistic Armor Rating, whichever is higher. Double the Barrier Rating of any barriers fired at or through. Also double the value of any vehicle armor.Dermal armor negates the Damage Level increase of flechette ammunition.
Guns with flechette ammo already figured into their Damage Code have an (f) notation following the Damage Code.
Gel RoundsGel rounds are designed to take down a target without seriously damaging it. They are usually semi-rigid slugs that flatten on impact, disbursing their kinetic energy over a larger-than-normal area. Gel rounds have a Power Rating 2 points less than that listed for the weapon’s normal round; they have the same Damage Level, except that all damage is Stun rather than Physical. Impact armor, not Ballistic, applies. Gel rounds also have greater chances of knocking a target character down. For Knockdown Tests involving gel rounds the character must make a Body Test against a target number equal to the Power of the attack.
Hi-C Plastic Rounds These round are designed to be undetectable by MADs. Though the rounds are composed of densiplast, the powerful propellant charge contained within the bullets makes them almost as damaging as regular rounds.
Hi-C plastic rounds cause Physical damage, but the extra punch doubles the recoil penalty of each round fired. Their lighter weight also makes them less dangerous at extreme distances; reduce the weapon's Power by 1 against long and extreme ranges. Use the target's highest armor rating (Ballistic or Impact) to reduce the Power of the attack. Reduce the TN for detecting Hi-C rounds by -1 per 4 rounds.
Hollow Point Rounds When a hollow point strikes a target, its shape causes the bullet's tip to peel back, expanding its surface area and allowing it to transfer more kinetic energy.
Hollow point rounds increase the Power of a firearm by 1; if the target is unarmored, increase the Power by 3. If the target is armored, add together the character's Ballistic and Impact armor to reduce the Power of the hollow point round.
Incendiary Rounds A deadlier version of tracer rounds and in fact use the same rules when loaded as per tracer rounds, with the following addendum.
Incendiary rounds will continue to burn a target after impact. At the end of each Combat Turn, a character who was struck by the rounds must make a Body Resistance Test against a Power equal to twice the number of rounds he was struck with and a Damage Level of L. The Power of this burning is reduced by 2 per Combat Turn; each additional round that strikes adds 2 to the Power. Armor does not reduce this effect, nor can Combat Pool be used.
These rounds may also set flammable materials on fire, including clothing and gear worn by the target.
These rounds are unstable and dangerous to use. If more 1s are in an Attack Test than half (round down) the number of dice rolled, a round bursts inside the firer's gun. Each consecutive round incendiary rounds are used counts as an additional automatic die roll of 1. If a round bursts, the firing character suffers one point blank attack with a Damage Code equal to the base damage of the weapon. Armor reduces this damage, but Combat Pool may not be used. If the character's attack fails, his Combat Phase immediately ends and the weapon is severely damaged and unusable (and may even be on fire.)
Mercury Rounds Similar to glazer rounds, mercury round are thinly jacketed and filled with mercury rather than flechette fragments. They use the same rules as glazer rounds, except that the Power of the weapon is not increased by 2.
Tracer Rounds This type of ammunition can only be used in full-auto weapons and are actually loaded as every third round in a clip. This is an exception to the restriction of one type of ammunition to a clip. Non-smartgun users receive an additional –1 target number modifier at all ranges beyond Short, cumulative with every third round fired (–1 after first three, –2 after six, –3 after nine, and so on). When calculating burst damage for three round, multiple round, or short bursts, do not add a bonus to the Power for the tracer round, but do increase the Damage Level accordingly. For example, a submachine gun at 5M firing 10 rounds would have a damage code of 12D, instead of the normal 15D.
Tracker and Tracker AOD Rounds Designed to penetrate and lodge withing a target, tracker rounds contain a tracking signal (either standard or AOD) so that the target may be tracked using a signal locator. If the target takes damage, the tracking device penetrates the target past the armor. If the target resists the damage, roll 1d6; on a result of 1 or 6, the tracker round lodges in the target's armor.
Name Conceal Weight Avail Cost SI Legal
APDS 8 0.25 14/14d 70 4 3-M
AV Rounds 8 11 6/14d 200 4 3-M
Barret Sniper Rounds 8 0.50 14/ 30d 200 5 2-J
Capsule Rounds 8 0.25 4/48h 10 2 As Weapon
Dart Rounds 8 0.15 4/48h 200 2 Legal
Glazer Rounds 8 0.5 10/7d 75 3 3-M
Explosive Rounds 8 0.75 3/36 h 50 0.8 As Weapon
Ex Ex Rounds 8 0.75 6/72 h 100 1.5 As Weapon
Flechette Rounds 8 0.5 3/36 h100 0.8 As Weapon
Gel Round 8 0.25 4/48 h 30 1 As Weapon
Hi-C Plastic Rounds 9 0.25 6/7 d 150 3 3-M
Hollow Point Rounds 8 0.5 5/48 h 50 2 As Weapon
Incendiary Rounds 8 0.75 10/7 d 150 2 3-M
Mercury Rounds 8 0.75 6/48 h 50 1.5 3-M
Paint Rounds 8 0.15 2/24 h 5 1 Legal
Regular Ammo 8 0.5 2/24 h 20 0.75 As Weapon
Stun Rounds 8 14/48 h 100 1 As Weapon
Taser Dart 3 0.5 6/36 h 50 1.5 As Weapon
Tracer 8 0.5 3/24 h 75 1 As Weapon
Tracker Rounds AOD 8 1 Rtg/7 d 2,000 x Rating 1 6-U
Tracker Rounds Standard 8 1 Rtg/7 d 3,000 x Rating 1 6-U
Firearms Ammunition Information
APDS Rounds When used, APDS halves (round down) the Ballistic Rating of armor or the Barrier Rating of an object in any attack. APDS is not anti-vehicular and is therefore treated as normal ammunition against vehicles and drones.
AV RoundsAnti-vehicular (AV) rounds are high-speed projectiles with a solid bronze core, capable of penetrating layers of armor. AV rounds use the rules for APDS rounds against non-vehicle targets and use the anti-vehicular rules against vehicles.
Capsule RoundsCapsule rounds are gel rounds designed to carry a liquid. The round breaks open on impact and splashes the target with the liquid. Originally, capsule rounds carried only paint, dye or ink for games and target practice. In the 2060s, the capsule round casing has become stable enough to carry a single dose of nearly any liquid or compound.
These rounds use the rules for gel rounds, except that the capsule rounds do not increase the chance for knockdown. If the round carries a chemical or chemical compound, use the rules for exposure and effect.
If the target has a Vulnerability to the substance in the capsule, the Damage Level is increased by 1. If the target has a Moderate or Severe allergy, the Damage Level is increased by 2. A target with a Severe allergy also takes 1 box of Physical Damage.
The cost for these rounds assumes the capsule is filled with dye or paint or some other non-dangerous substance. For those filled with toxins or other chemical substance, adjust the cost, Avail, and SI as appropriate for that substance.
Glazer Rounds Glazer rounds increase the Power of the weapon by 2. Against unarmored targets, glazer rounds also increase the Damage Level by one. Against armored targets, reduce the weapon's Power by double the target's highest armor rating, either Ballistic or Impact.
Against barriers or vehicles, double the rating of the barrier or vehicle armor.
Explosive Rounds and EX-Explosive Rounds Explosive rounds are solid slugs designed to fragment on impact. Increase the Power Rating of any attack made with explosive rounds by 1. A state-of-the-art version of Explosive Rounds called EX Explosive rounds adds +2 to the power of the weapon.
For attempts to fire through a barrier, use twice the material’s normal Barrier Rating as the target number for the attack; however, the barrier itself takes damage from a successful attack as if it had half its normal Barrier Rating.
Explosive rounds will misfire whenever all the dice rolled for the attack test come up 1. When this occurs, the character firing the weapon is immediately subjected to one “attack,” with a Damage Code equal to the normal damage done by the weapon. In this case, the Power Rating does not increase. The character may make a Damage Resistance Test, but may not apply any dice from his Combat Pool. Roll 1D6 to determine the number of successes for the “attack.” Any attack that the affected character is making at the time misses.
Flechette Rounds Against unarmored targets, flechette rounds increase their Damage Codes by one level. For example, a heavy pistol (Damage Code 9M) firing a flechette round would have a Damage Code of 9S against unarmored targets. Against armored targets, flechette rounds fare less well. For the target’s Armor Rating, use either double its Impact Armor Rating or its normal Ballistic Armor Rating, whichever is higher. Double the Barrier Rating of any barriers fired at or through. Also double the value of any vehicle armor.Dermal armor negates the Damage Level increase of flechette ammunition.
Guns with flechette ammo already figured into their Damage Code have an (f) notation following the Damage Code.
Gel RoundsGel rounds are designed to take down a target without seriously damaging it. They are usually semi-rigid slugs that flatten on impact, disbursing their kinetic energy over a larger-than-normal area. Gel rounds have a Power Rating 2 points less than that listed for the weapon’s normal round; they have the same Damage Level, except that all damage is Stun rather than Physical. Impact armor, not Ballistic, applies. Gel rounds also have greater chances of knocking a target character down. For Knockdown Tests involving gel rounds the character must make a Body Test against a target number equal to the Power of the attack.
Hi-C Plastic Rounds These round are designed to be undetectable by MADs. Though the rounds are composed of densiplast, the powerful propellant charge contained within the bullets makes them almost as damaging as regular rounds.
Hi-C plastic rounds cause Physical damage, but the extra punch doubles the recoil penalty of each round fired. Their lighter weight also makes them less dangerous at extreme distances; reduce the weapon's Power by 1 against long and extreme ranges. Use the target's highest armor rating (Ballistic or Impact) to reduce the Power of the attack. Reduce the TN for detecting Hi-C rounds by -1 per 4 rounds.
Hollow Point Rounds When a hollow point strikes a target, its shape causes the bullet's tip to peel back, expanding its surface area and allowing it to transfer more kinetic energy.
Hollow point rounds increase the Power of a firearm by 1; if the target is unarmored, increase the Power by 3. If the target is armored, add together the character's Ballistic and Impact armor to reduce the Power of the hollow point round.
Incendiary Rounds A deadlier version of tracer rounds and in fact use the same rules when loaded as per tracer rounds, with the following addendum.
Incendiary rounds will continue to burn a target after impact. At the end of each Combat Turn, a character who was struck by the rounds must make a Body Resistance Test against a Power equal to twice the number of rounds he was struck with and a Damage Level of L. The Power of this burning is reduced by 2 per Combat Turn; each additional round that strikes adds 2 to the Power. Armor does not reduce this effect, nor can Combat Pool be used.
These rounds may also set flammable materials on fire, including clothing and gear worn by the target.
These rounds are unstable and dangerous to use. If more 1s are in an Attack Test than half (round down) the number of dice rolled, a round bursts inside the firer's gun. Each consecutive round incendiary rounds are used counts as an additional automatic die roll of 1. If a round bursts, the firing character suffers one point blank attack with a Damage Code equal to the base damage of the weapon. Armor reduces this damage, but Combat Pool may not be used. If the character's attack fails, his Combat Phase immediately ends and the weapon is severely damaged and unusable (and may even be on fire.)
Mercury Rounds Similar to glazer rounds, mercury round are thinly jacketed and filled with mercury rather than flechette fragments. They use the same rules as glazer rounds, except that the Power of the weapon is not increased by 2.
Tracer Rounds This type of ammunition can only be used in full-auto weapons and are actually loaded as every third round in a clip. This is an exception to the restriction of one type of ammunition to a clip. Non-smartgun users receive an additional –1 target number modifier at all ranges beyond Short, cumulative with every third round fired (–1 after first three, –2 after six, –3 after nine, and so on). When calculating burst damage for three round, multiple round, or short bursts, do not add a bonus to the Power for the tracer round, but do increase the Damage Level accordingly. For example, a submachine gun at 5M firing 10 rounds would have a damage code of 12D, instead of the normal 15D.
Tracker and Tracker AOD Rounds Designed to penetrate and lodge withing a target, tracker rounds contain a tracking signal (either standard or AOD) so that the target may be tracked using a signal locator. If the target takes damage, the tracking device penetrates the target past the armor. If the target resists the damage, roll 1d6; on a result of 1 or 6, the tracker round lodges in the target's armor.