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Note: all info came from http://www.ambient.on.ca/cpunk/ammo.

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Ammo Type: 14mm Malorian Short Usage: just modify
N° Of Dice Plus Bonus
Ammo Damage: 4 d 10 + Note: per turn damage due
50 Rounds Box Cost: 70
Notes on Ammo:

On hit damage against


Normal Load +P Load Hot-Load
Target Armour Value 0 0 0
Normal Rounds Min Med Max Min Med Max Min

Standard Duty Load 4.0 22.0 40.0 5.0 23.0 41.0 8.0
Hollow Point 6.0 33.0 60.0 7.5 34.5 61.5 12.0
Jacketed HollowPoints 5.0 27.5 50.0 6.3 28.8 51.3 10.0
Dum-Dum HollowPoints 7.0 38.5 70.0 8.8 40.3 71.8 14.0
Home Made Dum-Dums 7.0 38.5 70.0 8.8 40.3 71.8 14.0
Pre-Fractured Plastics 6.0 33.0 60.0 7.5 34.5 61.5 12.0
CopperHeads 6.0 33.0 60.0 7.5 34.5 61.5 12.0
ThunderZap 6.0 33.0 60.0 7.5 34.5 61.5 12.0
Spartan Lead Dust Loads 8.0 26.0 44.0 9.0 27.0 45.0 12.0
Tsunami Improved Glaser 12.0 30.0 48.0 13.0 31.0 49.0 16.0
Talon-3 SoftPoints 14.0 45.5 77.0 15.8 47.3 78.8 21.0
Towa Manufacturing HPA Cutters 12.0 39.0 66.0 13.5 40.5 67.5 18.0
Militech MagnumRams 12.0 39.0 66.0 13.5 40.5 67.5 18.0

Normal Load +P Load Hot-Load


Armour Piercing Rounds Min Med Max Min Med Max Min

Copper-Wrapped Armour Piercing 2.0 11.0 20.0 2.5 11.5 20.5 4.0
KTW Armour Piercing 2.0 11.0 20.0 2.5 11.5 20.5 4.0
Semi Armour Piercing 4.0 22.0 40.0 5.0 23.0 41.0 8.0
Titanium Armour Piercing 4.0 22.0 40.0 5.0 23.0 41.0 8.0
Steel Jacket Magnesiums 4.0 22.0 40.0 5.0 23.0 41.0 8.0
Tungsten Carbide Penetrators 2.0 11.0 20.0 2.5 11.5 20.5 4.0
Armor Piercing Incendiary 2.0 11.0 20.0 2.5 11.5 20.5 4.0
Depleted Uranium 3.0 16.5 30.0 3.5 17.0 30.5 5.0
Anti-Vehicular 2.7 14.5 26.4 3.3 15.2 27.1 5.3
High Velocity 1.0 5.5 10.0

Normal Load +P Load Hot-Load


Dual Purpose Min Med Max Min Med Max Min

Hyper-Penetration (VS Soft Armour) 6.0 33.0 60.0 7.5 34.5 61.5 12.0
(VS Hard Armour)
HydraShok (VS Soft Armour) 7.0 38.5 70.0 8.8 40.3 71.8 14.0
(VS Hard Armour)
Starburst Expanders (VS Soft Armour) 6.0 33.0 60.0 7.5 34.5 61.5 12.0
(VS Hard Armour)
DUC - Depleted Uranium Core (VS Soft Armour) 12.0 39.0 66.0 13.5 40.5 67.5 18.0
(VS Hard Armour)

Normal Load +P Load Hot-Load


High Trauma Round Min Med Max Min Med Max Min

Blades Memory Plastics 6.0 33.0 60.0 7.5 34.5 61.5 12.0
Tsunami Partition 6.0 33.0 60.0 7.5 34.5 61.5 12.0

Normal Load +P Load Hot-Load


Flechette Rounds Min Med Max Min Med Max Min

Flechette Load 2.0 11.0 20.0 2.5 11.5 20.5 4.0


Kendachi Fragmenting/Explosive Flechettes 4.0 22.0 40.0 5.0 23.0 41.0
Saboted Single Flechette 2.7 14.5 26.4 3.3 15.2 27.1 5.3
Super-Dense Flechette Cluster 2.0 11.0 20.0 2.5 11.5 20.5 4.0
Memory Expanding Flechettes 6.0 33.0 60.0 7.5 34.5 61.5 12.0
APFSF - Armor Piercing Fin Stabilized Flechettes 2.0 11.0 20.0 2.5 11.5 20.5 4.0

Normal Load +P Load Hot-Load


Non-Lethal Ammo Min Med Max Min Med Max Min

Rubber 4.0 22.0 40.0 5.0 23.0 41.0 8.0


Gel 4.0 22.0 40.0 5.0 23.0 41.0 8.0

Normal Load +P Load Hot-Load


Particoular Pourpose Min Med Max Min Med Max Min

FiberGlass and SuperDense Plastics 0.0 18.0 36.0 1.0 19.0 37.0 4.0
Ceramic Fragmenting 8.0 44.0 80.0 10.0 46.0 82.0 16.0

Normal Load +P Load Hot-Load


Explosive Rounds Min Med Max Min Med Max Min

CEREX - Ceramic Explosive 12.0 66.0 120.0 14.0 68.0 122.0


Explosive Charges 6.0 33.0 60.0 7.0 34.0 61.0
Area Explosive 4.0 22.0 40.0 5.0 23.0 41.0
Gerard Matrix APEX Munitions 6.0 33.0 60.0 7.0 34.0 61.0

Normal Load +P Load Hot-Load


Alternative Loads Min Med Max Min Med Max Min
Results with Standard Duty Load
+P Loads 5.0 23.0 41.0
Hot-Loads 8.0 26.0 44.0
Duplex 2.7 14.5 26.4 3.7 15.7 27.7 6.7

Target Armour Value 0 0 0


Special Ammo Damage & Cost Table
Usage: just modify the blue fields!

Note: per turn damage due to incendiary ammo is not calculated

On hit damage against target armour value


Hot-Load Duplex +P Load & Duplex Hot-Load & Duplex
0 0 0 0
Med Max Min Med Max Min Med Max Min Med Max

26.0 44.0 2.7 14.7 26.7 3.3 15.3 27.3 5.3 17.3 29.3
39.0 66.0 4.0 22.0 40.0 5.0 23.0 41.0 8.0 26.0 44.0
32.5 55.0 3.3 18.3 33.3 4.2 19.2 34.2 6.7 21.7 36.7
45.5 77.0 4.7 25.7 46.7 5.8 26.8 47.8 9.3 30.3 51.3
45.5 77.0 4.7 25.7 46.7 5.8 26.8 47.8 9.3 30.3 51.3
39.0 66.0 4.0 22.0 40.0 5.0 23.0 41.0 8.0 26.0 44.0
39.0 66.0 4.0 22.0 40.0 5.0 23.0 41.0 8.0 26.0 44.0
39.0 66.0 4.0 22.0 40.0 5.0 23.0 41.0 8.0 26.0 44.0
30.0 48.0 5.3 17.3 29.3 6.0 18.0 30.0 8.0 20.0 32.0
34.0 52.0 8.0 20.0 32.0 8.7 20.7 32.7 10.7 22.7 34.7
52.5 84.0 9.3 30.3 51.3 10.5 31.5 52.5 14.0 35.0 56.0
45.0 72.0 8.0 26.0 44.0 9.0 27.0 45.0 12.0 30.0 48.0
45.0 72.0 8.0 26.0 44.0 9.0 27.0 45.0 12.0 30.0 48.0

Hot-Load Duplex +P Load & Duplex Hot-Load & Duplex


Med Max Min Med Max Min Med Max Min Med Max

13.0 22.0 1.3 7.3 13.3 1.7 7.7 13.7 2.7 8.7 14.7
13.0 22.0 1.3 7.3 13.3 1.7 7.7 13.7 2.7 8.7 14.7
26.0 44.0 2.7 14.7 26.7 3.3 15.3 27.3 5.3 17.3 29.3
26.0 44.0 2.7 14.7 26.7 3.3 15.3 27.3 5.3 17.3 29.3
26.0 44.0 2.7 14.7 26.7 3.3 15.3 27.3 5.3 17.3 29.3
13.0 22.0 1.3 7.3 13.3 1.7 7.7 13.7 2.7 8.7 14.7
13.0 22.0 1.3 7.3 13.3 1.7 7.7 13.7 2.7 8.7 14.7
18.5 32.0 2.0 11.0 20.0 2.3 11.3 20.3 3.3 12.3 21.3
17.2 29.0 1.8 9.7 17.6 2.2 10.1 18.0 3.6 11.5 19.4

Hot-Load Duplex +P Load & Duplex Hot-Load & Duplex


Med Max Min Med Max Min Med Max Min Med Max

39.0 66.0 4.0 22.0 40.0 5.0 23.0 41.0 8.0 26.0 44.0

45.5 77.0 4.6 25.6 46.7 5.8 26.8 47.8 9.3 30.3 51.3

39.0 66.0 4.0 22.0 40.0 5.0 23.0 41.0 8.0 26.0 44.0

45.0 72.0 7.9 26.0 44.0 9.0 27.0 45.0 12.0 30.0 48.0

Hot-Load Duplex +P Load & Duplex Hot-Load & Duplex


Med Max Min Med Max Min Med Max Min Med Max

39.0 66.0 4.0 22.0 40.0 5.0 23.0 41.0 8.0 26.0 44.0
39.0 66.0 4.0 22.0 40.0 5.0 23.0 41.0 8.0 26.0 44.0

Hot-Load Duplex +P Load & Duplex Hot-Load & Duplex


Med Max Min Med Max Min Med Max Min Med Max

13.0 22.0 1.3 7.3 13.3 1.7 7.7 13.7 2.7 8.7 14.7
2.7 14.7 26.7 3.3 15.3 27.3
17.2 29.0 1.8 9.7 17.6 2.2 10.1 18.0 3.6 11.5 19.4
13.0 22.0 1.3 7.3 13.3 1.7 7.7 13.7 2.7 8.7 14.7
39.0 66.0 4.0 22.0 40.0 5.0 23.0 41.0 8.0 26.0 44.0
13.0 22.0 1.3 7.3 13.3 1.7 7.7 13.7 2.7 8.7 14.7

Hot-Load Duplex +P Load & Duplex Hot-Load & Duplex


Med Max Min Med Max Min Med Max Min Med Max

26.0 44.0 2.7 14.7 26.7 3.3 15.3 27.3 5.3 17.3 29.3
26.0 44.0 2.7 14.7 26.7 3.3 15.3 27.3 5.3 17.3 29.3

Hot-Load Duplex +P Load & Duplex Hot-Load & Duplex


Med Max Min Med Max Min Med Max Min Med Max

22.0 40.0 0.0 12.0 24.0 0.7 12.7 24.7 2.7 14.7 26.7
52.0 88.0 5.3 29.3 53.3 6.7 30.7 54.7 10.7 34.7 58.7

Hot-Load Duplex +P Load & Duplex Hot-Load & Duplex


Med Max Min Med Max Min Med Max Min Med Max

8.0 44.0 80.0 9.3 45.3 81.3


4.0 21.8 39.6 4.6 22.4 40.3
2.7 14.7 26.7 3.3 15.3 27.3
4.0 22.0 40.0 4.7 22.7 40.7

Hot-Load Duplex +P Load & Duplex Hot-Load & Duplex


Med Max Min Med Max Min Med Max Min Med Max

3.7 15.7 27.7


6.7 18.7 30.7
18.7 30.7

0 0 0 0
l Ammo Damage & Cost Table

S
Stop Per
Damage Per Hit Per Turn Bonus Trauma
Power Die
(%) Bonus (%)
Normal Rounds (%) Bonus Damage Turns

Standard Duty Load 100 100 100


Hollow Point 200 100 150
Jacketed HollowPoints 200 100 125
Dum-Dum HollowPoints 200 100 175
Home Made Dum-Dums 200 100 175
Pre-Fractured Plastics 200 100 150
CopperHeads 150 100 150
ThunderZap 200 100 150
Spartan Lead Dust Loads 150 100 1 100
Tsunami Improved Glaser 150 100 2 100
Talon-3 SoftPoints 200 100 1 175
Towa Manufacturing HPA Cutters 200 100 1 150
Militech MagnumRams 150 100 1 150
Stop Per
Damage Per Hit Per Turn Bonus Trauma
Power Die
(%) Bonus (%)
Armour Piercing Rounds (%) Bonus Damage Turns

Copper-Wrapped Armour Piercing 50 100 50


KTW Armour Piercing 50 100 50
Semi Armour Piercing 66 100 100
Titanium Armour Piercing 50 100 100
Steel Jacket Magnesiums 66 100 1d3+2 2 100
Tungsten Carbide Penetrators 33 100 50
Armor Piercing Incendiary 50 100 1d3+2 2 50
Depleted Uranium 50 150 50
Anti-Vehicular 66 100 66
High Velocity 25 100 25
Stop Per
Damage Per Hit Per Turn Bonus Trauma
Power Die
(%) Bonus (%)
Dual Purpose (%) Bonus Damage Turns

Hyper-Penetration (VS Soft Armour) 200 100 150


(VS Hard Armour) 50 100 50
HydraShok (VS Soft Armour) 200 100 175
(VS Hard Armour) 50 100 50
Starburst Expanders (VS Soft Armour) 200 100 150
(VS Hard Armour) 50 100 50
DUC - Depleted Uranium Core (VS Soft Armour) 150 100 1 150
(VS Hard Armour) 50 100 1 50
Stop Per
Damage Per Hit Per Turn Bonus Trauma
Power Die
(%) Bonus (%)
(%) Bonus
Stop Per
Damage Per Hit Trauma
Power Die
(%) Bonus (%)
High Trauma Round (%) Bonus Damage Turns

Blades Memory Plastics 100 100 150


Tsunami Partition 100 100 150
Stop Per
Damage Per Hit Per Turn Bonus Trauma
Power Die
(%) Bonus (%)
Flechette Rounds (%) Bonus Damage Turns

Flechette Load 50 100 50


Kendachi Fragmenting/Explosive Flechettes 50 100 100
Saboted Single Flechette 50 100 66
Super-Dense Flechette Cluster 25 100 50
Memory Expanding Flechettes 50 100 150
APFSF - Armor Piercing Fin Stabilized Flechettes 25 100 50
Stop Per
Damage Per Hit Per Turn Bonus Trauma
Power Die
(%) Bonus (%)
Non-Lethal Ammo (%) Bonus Damage Turns

Rubber 100 100 100


Gel 25 100 100
Stop Per
Damage Per Hit Per Turn Bonus Trauma
Power Die
(%) Bonus (%)
Particoular Pourpose (%) Bonus Damage Turns

FiberGlass and SuperDense Plastics 100 100 -1 100


Ceramic Fragmenting 400 100 200
Stop Per
Damage Per Hit Per Turn Bonus Trauma
Power Die
(%) Bonus (%)
Explosive Rounds (%) Bonus Damage Turns

CEREX - Ceramic Explosive 150 150 200


Explosive Charges 100 150 100
Area Explosive 100 100 100
Gerard Matrix APEX Munitions 50 150 100
Stop Per
Damage Per Hit Per Turn Bonus Trauma
Power Die
(%) Bonus (%)
Alternative Loads (%) Bonus Damage Turns
Results with Standard Duty Load
+P Loads 100 100 1 100
Hot-Loads 100 100 1 100
Duplex 100 66 100
Stats & Costs
Cost
Reliability
50 Rounds Box Per N. Mod
Ratio (%)
Norm. +P Hot Dup. +P Dup. Hot Dup. Shot

100 70.00 105.00 140.00 210.00 315.00 350.00 1.4


150 105.00 157.50 210.00 315.00 472.50 525.00 2.1
175 122.50 183.75 245.00 367.50 551.25 612.50 2.45
200 140.00 210.00 280.00 420.00 630.00 700.00 2.8
100 70.00 105.00 140.00 210.00 315.00 350.00 1.4 -2
100 70.00 105.00 140.00 210.00 315.00 350.00 1.4 -1
300 210.00 315.00 420.00 630.00 945.00 1050.00 4.2
250 175.00 262.50 350.00 525.00 787.50 875.00 3.5
250 175.00 262.50 350.00 525.00 787.50 875.00 3.5
300 210.00 315.00 420.00 630.00 945.00 1050.00 4.2
400 280.00 420.00 560.00 840.00 1260.00 1400.00 5.6
400 280.00 420.00 560.00 840.00 1260.00 1400.00 5.6
500 350.00 525.00 700.00 1050.00 1575.00 1750.00 7
Cost
Reliability
50 Rounds Box Per N. Mod
Ratio (%)
Norm. +P Hot Dup. +P Dup. Hot Dup. Shot

300 210.00 315.00 420.00 630.00 945.00 1050.00 4.2


350 245.00 367.50 490.00 735.00 1102.50 1225.00 4.9
300 210.00 315.00 420.00 630.00 945.00 1050.00 4.2
500 350.00 525.00 700.00 1050.00 1575.00 1750.00 7
350 245.00 367.50 490.00 735.00 1102.50 1225.00 4.9 -1
800 560.00 840.00 1120.00 1680.00 2520.00 2800.00 11.2
500 350.00 525.00 700.00 1050.00 1575.00 1750.00 7
1200 840.00 1260.00 1680.00 2520.00 3780.00 4200.00 16.8
250 175.00 262.50 350.00 525.00 787.50 875.00 3.5
700 490.00 735.00 980.00 1470.00 2205.00 2450.00 9.8 see notes
Cost
Reliability
50 Rounds Box Per N. Mod
Ratio (%)
Norm. +P Hot Dup. +P Dup. Hot Dup. Shot

500 350.00 525.00 700.00 1050.00 1575.00 1750.00 7

400 280.00 420.00 560.00 840.00 1260.00 1400.00 5.6

600 420.00 630.00 840.00 1260.00 1890.00 2100.00 8.4

600 420.00 630.00 840.00 1260.00 1890.00 2100.00 8.4

Cost
Reliability
50 Rounds Box Per N. Mod
Ratio (%)
Shot
Reliability
Per N. Mod
Ratio (%)
Norm. +P Hot Dup. +P Dup. Hot Dup. Shot

500 350.00 525.00 700.00 1050.00 1575.00 1750.00 7


500 350.00 525.00 700.00 1050.00 1575.00 1750.00 7
Cost
Reliability
50 Rounds Box Per N. Mod
Ratio (%)
Norm. +P Hot Dup. +P Dup. Hot Dup. Shot

300 210.00 315.00 420.00 630.00 945.00 1050.00 4.2


1000 700.00 1050.00 2100.00 3150.00 14
500 350.00 525.00 700.00 1050.00 1575.00 1750.00 7
600 420.00 630.00 840.00 1260.00 1890.00 2100.00 8.4
2500 1750.00 2625.00 3500.00 5250.00 7875.00 8750.00 35
800 560.00 840.00 1120.00 1680.00 2520.00 2800.00 11.2
Cost
Reliability
50 Rounds Box Per N. Mod
Ratio (%)
Norm. +P Hot Dup. +P Dup. Hot Dup. Shot

125 87.50 131.25 175.00 262.50 393.75 437.50 1.75


200 140.00 210.00 280.00 420.00 630.00 700.00 2.8
Cost
Reliability
50 Rounds Box Per N. Mod
Ratio (%)
Norm. +P Hot Dup. +P Dup. Hot Dup. Shot

150 105.00 157.50 210.00 315.00 472.50 525.00 2.1


300 210.00 315.00 420.00 630.00 945.00 1050.00 4.2
Cost
Reliability
50 Rounds Box Per N. Mod
Ratio (%)
Norm. +P Hot Dup. +P Dup. Hot Dup. Shot

800 560.00 840.00 1680.00 2520.00 11.2


500 350.00 525.00 1050.00 1575.00 7
1500 1050.00 1575.00 3150.00 4725.00 21
2000 1400.00 2100.00 4200.00 6300.00 28
Cost
Reliability
50 Rounds Box Per N. Mod
Ratio (%)
Norm. +P Hot Dup. +P Dup. Hot Dup. Shot

150 105.00 315.00 2.1


200 140.00 420.00 2.8 -1
300 210.00 315.00 420.00 4.2
Normal Rounds

Standard Duty Load The standard ammo load for most firearms. A blunt-tipped lead bulle
Hollow Point HollowPoint Munitions have a hollow end which both captures tissue
Jacketed HollowPoints Jacketed HollowPoints have either a harder brass, lead or copper w
Dum-Dum HollowPoints DumDum Rounds have a softer tip and deeper cuts than a regular h
Home Made Dum-Dums DumDums are often also made by firearm enthusiasts at home out
Pre-Fractured Plastics Also known as fragmenting plastics, the Pre-Fractured Plastics (PFP
CopperHeads This round features an all copper slug with a copper ring nose (in th
ThunderZap ThunderZaptm Plastic DumDums are much the same as a regular Du
Spartan Lead Dust Loads Spartan Lead Dust Loads use the same basic round as the Thunde
Tsunami Improved Glaser Tsunami Improved Glasers are throw-backs to the 80's glaser munit
Talon-3 SoftPoints based on the Black Talon designs of the mid 1980's, Militech is now
Towa Manufacturing HPA Cutters This round is typical of of the first generation of Cookie Cutter Bullet
Militech MagnumRams A 2014 attempt to revive the Cookie Cutter munitions, this second-g

Armour Piercing Rounds

Copper-Wrapped Armour Piercing These rounds are generally standard lead munitions with a copper w
KTW Armour Piercing KTWs are essentially identical to Copper-Wrapped Armor Piercing m
Semi Armour Piercing Semi Armour Piercing loads are the basis of most of the dual-purpo
Titanium Armour Piercing Titanium Piercers are made of high-tensile, light-wifht titatnium stee
Steel Jacket Magnesiums Steel Jacket Magnesiums are lighter than a standard load, but ignite
Tungsten Carbide Penetrators Tungsten Carbide Penetrators are very much like standard AP load
Armor Piercing Incendiary Armor Piercing Incendiaries use a variety of armor defeating design
Depleted Uranium (Thumpers) or DPU rounds are quite famous for their increased dam
Anti-Vehicular AV munitions are manufactured of a pointed solid stainless steel slu
High Velocity HV Ammo is the latest in ultra-hot loaded armor-piercing munitions.

Dual Purpose

Hyper-Penetration (VS Soft Armour) Hyper-Penetration loads are the basic dual-purpose load, combining
(VS Hard Armour)
HydraShok (VS Soft Armour) HydraShok Munitions are very much the best of both worlds. A very
(VS Hard Armour)
Starburst Expanders (VS Soft Armour) Starbusts are the first third-generation dual purpose munition. The S
(VS Hard Armour)
DUC - Depleted Uranium Core (VS Soft Armour) Combining the cheap efficiency of the Hyper-Penetration round with
(VS Hard Armour)
High Trauma Round

Blades Memory Plastics Blades Memory Plastic expanding muntions are a wedge of superde
Tsunami Partition The partition round is made up of two hard-cast-core rounds inside

Flechette Rounds

Flechette Load Flechette Loads fire a cloud of fine air-foil flechettes at the target, ef
Kendachi Fragmenting/Explosive Flechettes This load fires a tight cluster of 6 to 12 flechettes made of a a brittle
Saboted Single Flechette This munition fires a single flechette encased in a foamed-alluminiu
Super-Dense Flechette Cluster An SDFC munition fires a tight cluster of ultra-dense steel-alloy airfo
Memory Expanding Flechettes Memory Expanders borrow bleeding-edge technology from the famo
APFSF - Armor Piercing Fin Stabilized Flechettes Firing a tight cluster of fin-stabilized tefflon-coated tungsten flechette

Non-Lethal Ammo

Rubber Rubber ammo is often used by Law Enforcement and security when
Gel When it's time to use TRULY non-lethal ammo, the Eurpocops turn

Particoular Pourpose

FiberGlass and SuperDense Plastics These loads are designed to not show up on metal detectors, and fi
Ceramic Fragmenting CERF loads were one of many developed for firing inside space sta

Explosive Rounds

CEREX - Ceramic Explosive In appearance, this round is no different than a CERF load, but at th
Explosive Charges Explosive loads deal significantly more damage to a target than a st
Area Explosive Area Explosives are solid explosive, with almost no actual bullet. Th
Gerard Matrix APEX Munitions These loads pack a specially stabilized, shaped charge of TDX3 in a

Alternative Loads
Results with Standard Duty Load
+P Loads Using higher quality powder in slightly larger quantities than a norm
Hot-Loads Still usually close to the standard load, sometimes with a lighter bull
Duplex Duplex rounds load two smaller shots into one round. These rounds
earms. A blunt-tipped lead bullet of standard weight and powder charge for the caliber of weapon involved
end which both captures tissue and air during penetration as well as notches along the side of the round which causes it to balloon or mushroom out d
harder brass, lead or copper wrap on the exterior of the round, reducing the amount of fragmenting the round undergoes while penetrating a target.
nd deeper cuts than a regular hollowpoint munition, resulting in a much larger break-up during penetration.
earm enthusiasts at home out of regular soft-point loads with a knife. These home-made DumDums have a tendency to strip in the chamber of the fire
the Pre-Fractured Plastics (PFP) Load is made of a very brittle, high density polymer that has been pre-stressed. On impact (and occasionally on firing
g with a copper ring nose (in the full diameter of the round). This round provides excellent expansion in soft targets, and was designed for hunter and s
much the same as a regular DumDum in design but are constructed of a semi-flexible plastic of extreme density with a hollow cavity just behind the tip
me basic round as the ThunderZap, but have filled the cavity with a heavy lead dust. The extra weight increases penetration (although these rounds st
w-backs to the 80's glaser munitions which fill a hollow round with buckshot inside a lead or plastic bullet. On impact the bullet itself dissintegrates into a
the mid 1980's, Militech is now producing a line of DumDum munitions with a chemically hardened exterior which mushrooms on impact to produce 8
neration of Cookie Cutter Bullets. The HPA (High Performance Ammunition) is basically a copper-jacketed, hollow-tubed round fired at relatively high v
Cutter munitions, this second-generation round is an ultra-light, tefflon-coated copper tube. It provides better penetration than the HPA Cutter, and a lo

d lead munitions with a copper wrapping over the lead, allowing it to keep it's form during penetration.
pper-Wrapped Armor Piercing munitions, but are of a hardened metal with a thin coat of tefflon. They also happen to be illegal for civilians in the US.
basis of most of the dual-purpose munitions. Inside the standard lead slug is a small steel rod core which penetrates armor better than a standard lead
ensile, light-wifht titatnium steel - a good penetrating munition, providing for comparable damage to soft targets becasue of it's rapid speed loss inside
than a standard load, but ignite as they leave the barrel of the firearm, producing a tracer effect as the round flares it's way to the target. Because the r
ery much like standard AP loads, but are of very dense Tungsten Carbide with a tefflon coating, providing for improved penetration of armor and barrier
ariety of armor defeating designs, but they all contain a phosphorous or thermite load just behind the tip of the bullet.
famous for their increased damage-dealing ability as well as their impressive armor penetration. The head of a thumper is made of super-dense deple
pointed solid stainless steel slug, providing increased penetration, especially against hard targets. AV ammo is only available for small arms (weapons
aded armor-piercing munitions. Using a secret bullet design and increased powder charge, the HV slugs tear through hard and soft amor. Although thes

c dual-purpose load, combining Armor-Piercing and Hollow-Point designs to provide the best of both worlds. A soft lead slug with a dimpled point and

the best of both worlds. A very soft round with an incredible mushrooming / fragmenting ability which is actually increased by the presence of a central

n dual purpose munition. The StarBurst design uses a deep well made up of a series of wedge-shaped ribs and flutes. Massive expansion is due to it's

e Hyper-Penetration round with the core design of a DPU thumper instead of a Carbide Core, the DUC has seen some use by anti-borg teams, but the
untions are a wedge of superdense memory plastic around a ceramic core. The design is very strong and lightweight, increasing penetration at close r
o hard-cast-core rounds inside a thin lead sheath. The design is tough enough to hold together on impact, but tears into two pieces during rapid decele

ir-foil flechettes at the target, effectively turning the firearm into a variety of shotgun. Flechettes are usually made of a dense polymer, with excellent arm
12 flechettes made of a a brittle ceramic with explosive cores. The flechettes avoid over-penetrating by exploding inside their targets. Due to the multipl
encased in a foamed-alluminium sabot which is discarded as soon as it clears the barrel. These flechettes travel at speeds well over three times the no
er of ultra-dense steel-alloy airfoils. Each flechette has a fine triangular cross-section, designed to perforate armor. Due to the multiple hits, armor pene
-edge technology from the famous SpawnBlades. Each flechette in the cluster expands and compresses (thanks to memory plastics) to roughly the sha
efflon-coated tungsten flechettes, APFSF are the milspec of flechette loads, and incredibly hard to come by. Becase fo the fin stabilization, APFSF mu

Enforcement and security when non-lethal weapons are needed. Rubber ammo does half real and half stun damage.
hal ammo, the Eurpocops turn to Gel rounds (aka Stun Baton rounds). These rounds splatter on impact, delivering all their kinetic energy, but never pe

w up on metal detectors, and fiberglass rounds a difficutl (20+) to spot using X-Rays or Very Difficult (25+) if appropriately camouflaged. Both of these
oped for firing inside space stations, aircraft and other sensitive locations. These ceramic loads are pre-fragmented and shatter on impact with hard ar

ent than a CERF load, but at the core is a shaped explosive charge, propelling the fragmenting ceramics through armor and target. Armor penetrated b
re damage to a target than a standard munition. Usually composed of a TDX-based explosive in a hollow plastic shell, these rounds deal 50% more da
with almost no actual bullet. They are only effective to 1/2 normal range due to their light weight, but they deal 1/2 their normal damage to all targets w
ed, shaped charge of TDX3 in a heavy-case slug designed to deliver all the damage forwards into the target. Treat as an explosive charge load for all a

y larger quantities than a normal slug, +P loads provide more power to a firearm without overstressing the gun beyond it's design limitations. This load
d, sometimes with a lighter bullet weight, but always combined with an increased powder charge. This load can be combined with most modified bullet
s into one round. These rounds are inherently less accurate due to their design (-1WA), but when they hit, the target is struck by d2 rounds, each doing
uses it to balloon or mushroom out during penetration of soft targets or to practically splatter against harder surfaces.
ergoes while penetrating a target.

cy to strip in the chamber of the firearm (resulting in a VERY jammed weapon).


On impact (and occasionally on firing) these rounds explode into a barrage of sharp plastic fragments into the target. These loads cannot be used with e
, and was designed for hunter and sniper weapons to deliver fatal head shots.
th a hollow cavity just behind the tip of the round. They tend to mushroom more than break open as much as standard DumDums and are pretty comp
enetration (although these rounds still smash on impact with heavier solid targets) as well as the sudden discharge of lead dust increasing damage to th
the bullet itself dissintegrates into a blast of buckshot into the target.
mushrooms on impact to produce 8 sharp blade-like points around the edge of the round, tearing deep wounds through soft targets. Currently these rou
ubed round fired at relatively high velocities. The Cutter projectiles open up very rapidly, but have poor armor penetration. As with most of this line of b
ration than the HPA Cutter, and a lower recoil due to the lightness of the round. (-1 WA per 15 rounds fired in full auto instead of -1 WA per 10). Again,

o be illegal for civilians in the US.


s armor better than a standard lead load.
casue of it's rapid speed loss inside the target. Because of the light weight, however, the armour penetration is less effective beyond short range. (100%
it's way to the target. Because the round needs to be super-heated to ignite, it must be fired from a handgun of 11mm or larger bore or a rifle of 5.56m
ved penetration of armor and barriers.

mper is made of super-dense depleted uranium (uranium which has supposedly be depleted of it's radioactivity). Any metal armor or surface penetrate
y available for small arms (weapons that do D6's, not D10's) for whom penetration vs vehicles is not halved for being a small arm when calculating pen
gh hard and soft amor. Although these rounds are infamous for totally overpenetrating soft targets, they come ito their own against hard targets where t

lead slug with a dimpled point and pre-constructed tear lines is cast around a carbide rod about half the diameter of the round itself. The round has all

reased by the presence of a central Carbide Core which protrudes slightly into the cap. Because of the extreme softness of the load, it has been know

tes. Massive expansion is due to it's extremely deep cavity with the Carbide Core extended into it, directing impact energies outwards.

ome use by anti-borg teams, but the DPU is still prefered for most roles that would call for a DUC. Militech hot-loaded DUC rounds have a green band a
ht, increasing penetration at close range, but losing speed rapidly (50% SP at short range only). The memory plastic is designed to expand into a wedg
into two pieces during rapid deceleration through a semi-solid medium (did you say, human flesh?). The result is a round that penetrates well and still

a dense polymer, with excellent armor-piercing characteristics against light (body) armor. It cannot penetrate hard armor surfaces. Treat the blast as a
side their targets. Due to the multiple hits, armor penetrated is damaged 3 levels.
speeds well over three times the norm. At those speeds the fine triangular cross-section of very dense polymer allows it to penetrate armor with ease
Due to the multiple hits, armor penetrated is reduced 3 levels.
memory plastics) to roughly the shape and size of a quarter once inside a soft target. They penetrate armor as well as most flechettes, but do terrifying
e fo the fin stabilization, APFSF munitions add 50% to the range of the firing weapon. Due to the multiple hits, armor penetrated is reduced 3 levels.

all their kinetic energy, but never penetrating. All damage but 1 point is stun.

priately camouflaged. Both of these rounds carry less kinetic energy than a standard slug.
d and shatter on impact with hard armors and aircraft skins.

rmor and target. Armor penetrated by CEREX loads is damaged 3 levels.


hell, these rounds deal 50% more damage than a standard munition, in addition the explosive impact is guaranteed to deal damage past personal body
heir normal damage to all targets within 1m of the impact point. These are usually used as door openers or removers, as they will blow a 6 foot hole in
as an explosive charge load for all applicable modifiers.

ond it's design limitations. This load can be combined with any other bullet design except for Hot-Loads and HV ammo.
combined with most modified bullet designs, including all AP loads, hollow and soft loads and sub-munition loads. It does not combine with Explosive ,
et is struck by d2 rounds, each doing 2/3rds of the normal damage for a round of that type. Duplex munitions can be combined with most other types.
. These loads cannot be used with electrothermic weapons as they always shatter when fired. In other guns they are more prone to jamming and misfir

ard DumDums and are pretty comparable in performance to a standard HollowPoint munition.
of lead dust increasing damage to the target.

ugh soft targets. Currently these rounds are only available in handgun calibers and are especially popular in the larger ranges.
tration. As with most of this line of bullets, the manufacturing costs made them unpopular.
uto instead of -1 WA per 10). Again, sales were plagued by the high cost.

effective beyond short range. (100% SP at medium range and beyond)


mm or larger bore or a rifle of 5.56mm or larger, or any weapon using Electrothermic Enhancement. The tracer effect means that firing full auto at rnag

ny metal armor or surface penetrated by a DPU round will become extremely hot, doing 1d4 damage per turn for 3 minutes to anyone touching or wear
g a small arm when calculating penetration. Use the following stats for use against soft targets.
eir own against hard targets where they do full trauma damage. Armor penetrated by HV ammo is reduced 3 levels, while unpenetrated armor is still red

of the round itself. The round has all the effects of a HolloPoint round when impacting on soft (unarmored or SP5-) targets, but the soft lead body strips

ftness of the load, it has been known to jam up weapons.

energies outwards.

ed DUC rounds have a green band around the casing base, thus presenting us with the street-named "mallard duck" ammo.
ic is designed to expand into a wedge of vaguely SpawnBlade design when penetrating into a wet target. Tis increases penetrating damage and makes
round that penetrates well and still delivers the larger wound cavity of a hollowpoint or fragmenting round. Currently only available in larger rifle caliber

armor surfaces. Treat the blast as a shotgun blast. Due to the multiple strikes, armor penetrated by Flechette Loads is damaged 3 levels.

ows it to penetrate armor with ease while it's long, flexible construction practically forces it to fish-hook once in a soft target, dealing impressive damage

l as most flechettes, but do terrifying damage once beyond it. Due to the multiple hits, armor penetrated is reduced 3 levels.
or penetrated is reduced 3 levels.

to deal damage past personal body armors (1/2 of damage always penetrates) hand has a tendency of knocking things down (-1 stun save). Armor hit
ers, as they will blow a 6 foot hole in light surfaces. Otherwise treat these rounds as Explosives, with all applicable bonuses.

t does not combine with Explosive , Electrothermic or HV Loads.


e combined with most other types.
e more prone to jamming and misfiring than normal loads since the plastics occasionally shear or shatter inside the chamber or barrel.

ct means that firing full auto at rnages greater than short is still at +1 per 10 rounds fired instead of -1. For non-automatic weapons the firer can get a +

minutes to anyone touching or wearing the surface in question.

, while unpenetrated armor is still reduced by 1 level. Weapons firing HV slugs have theri reliability decreased by 1 level, plus an additional level for eve

argets, but the soft lead body strips off the round on impact with harder surfaces, and the carbide core is propelled through as an armor piercing round
ases penetrating damage and makes the round quite difficult to remove safely (+5 dif to first aid and medtech rolls). Unfortunately, if the round gets wet
y only available in larger rifle calibers (6.5mm, 7.62N and up).

s is damaged 3 levels.

ft target, dealing impressive damage.

hings down (-1 stun save). Armor hit is damaged 1 SP, or 2 SP if penetrated.
e chamber or barrel.

omatic weapons the firer can get a +1 to hit on the second round of firing at the same target, and a +2 on te third round and thereafter. In addition, thos

evel, plus an additional level for every 4 rounds or fraction thereof fired in a burst. In addition weapons firing in full auto have a 25% chance of knocking

through as an armor piercing round.


Unfortunately, if the round gets wet after firing (in rain, water, etc) there is a 50% chance that it will expand prematurely (where it rapidly loses aerodyn
und and thereafter. In addition, those hit by the round take d3 damage per turn for 2 turns after being hit. At ranges over Short, treat armor at full streng

auto have a 25% chance of knocking any precision equipment (laser sights, gas venting, smartlinking, etc) out of whack. Weapons can be modified to
urely (where it rapidly loses aerodynamics, -3 to hit, -50% damage, 100% SP).
over Short, treat armor at full strength (100% SP)

hack. Weapons can be modified to fire HV ammo safely, but as a retrofit this costs 400% of the weapon's base price. HV ammo cannot be combined w
e. HV ammo cannot be combined withany other ammo types.

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