Ammunition/Grenades
Ammunition
Ammunition must be purchased for the weapon it is for. The cost of special ammunition is per weapon shot. For example, a pistol or a shotgun shoots 1 round per attack, but an LMG shoots 10 rounds per shot. To purchase Armor Piercing Rounds, it would therefore cost 10 extra credits per Shotgun shell, but 10 extra credits per 10 bullets for an LMG. You may only purchase Special Ammunition for Bows, Sidearms and Primary Arms. Ammunition may be loaded by those with Engineering tools for 1/2 the cost of the bullets. Special ammunition may be crafted . You must still have access to a vendor with powder and casings for sale, or those with the exotic materials required to craft more elaborate rounds. For example, you must have access to refined Gloomium to make Gloomium bullets.Name | Cost | Damage | Weight | Range | Special |
Ammunition (Bows/Injectors) | |||||
Carbide Tip | 2cr (20) | Normal | 1lb (20) | - | - |
Harmonic | 10cr | +1d4 Piercing | 1lb (20) | - | - |
Shock | 10cr | +1d4 Lightning | 1lb (20) | - | - |
Explosive | 10cr | +1d4 Force | 1lb (20) | - | - |
Vibro | 50cr | +2d4 piercing | 1lb (20) | - | - |
Photonic | 50cr | +2d4 Lightning | 1lb (20) | - | - |
Thermite | 50cr | +2d4 Fire | 1lb (20) | - | - |
Cryo | 50cr | +2d4 Cold | 1lb (20) | - | - |
Plasma | 200cr | +4d4 Radiant | 1lb (20) | - | - |
Neurotoxin | 200cr | +4d4 Poison | 1lb (20) | - | - |
Gloomium | 200cr | +4d4 Necrotic | 1lb (20) | - | - |
Ammunition (20) | |||||
Rubber Bullet (Pistol/Rifle/Shotgun) | 2cr | Non-Lethal Damage | 2lbs | - | - |
Bullet (Pistol) | 1cr | Normal | 2lbs | - | - |
Shell (Shotgun) | 2cr | Normal | 2lbs | - | - |
Bullet (Rifle) | 2cr | Normal | 2lbs | - | - |
Bullet (SMG) | 1cr | Normal | 2lbs | - | - |
Special Ammunition | |||||
Battery (S) | 2cr | Normal | 1lb | - | - |
Armor Piercing Round | 10cr | Normal | .1lb | - | Ignores 10 DR |
Incendiary Round | 10cr | +1d4 fire | .1lb | - | - |
Armor Piercing/Incendiary Round | 50cr | + 1d4 fire | .1lb | - | Ignores 5 DR |
Gloomium Bullet | 200cr | +4d4 Necrotic | .1lb | - | - |
Ammunition (Special) | |||||
Incendiary Tank (Solid Fuel) | 50cr | 3d4 Fire | 6lbs | - | 15' Cone |
Incendiary (Expanding) | +50cr | +15' Range | - | - | - |
Incendiary (Volatile) | +50cr | +2d4 Fire | - | - | - |
Missile | 50cr | 3d6 Fire | 2lbs | - | Blast (10') |
Shrapnel Missile | +100cr | +10' radius | - | - | - |
High Explosive Missile | +100cr | +2d6 fire | - | - | - |
High Explosive Shrapnel Missile | +500cr | +2d6 fire + 10' radius | - | - | Blast (20') |
Armor Penetrating Missile | +250cr | +6d6 piercing | - | - | Blast (5'), Ignores 10 DR |
High Velocity Armor Penetrating Missile | +500cr | +8d6 piercing | - | - | Blast (5'), Ignores 20 DR |
Plasma Cell | 200cr | 4d6 Radiant | 2lbs | - | Blast (5') |
Accelerated Plasma Cell | 500cr | 4d6 Radiant | 2lbs | - | Destroys 10 DR |
Volatile Plasma Cell | 500cr | 4d6 Radiant | 2lbs | - | Blast (10') |
Ionized Plasma Cell | 500cr | 8d6 Radiant | 2lbs | - | Blast (5') |
Explosives | |||||
Molotov Cocktail | 5cr | 1d6 Fire | 1/2lb | 20/60 | Blast (5'), thrown |
Stun Grenade | 25cr | 2d6 Bludgeoning | 1/2lb | 20/60 | Blast (10'), thrown, non-lethal |
Fragmentation Grenade | 25cr | 2d6 Piercing | 1/2lb | 20/60 | Blast (10'), thrown |
Snare Trap | 25cr | 2d6 lightning | 1/2lb | - | Snare (5-20' line) |
Flashbang Grenade | 25cr | - | 1/2lb | 20/60 | Blast (10'), thrown, Special |
EMP Grenade | 25cr | Special (3d6 lightning) | 1/2lb | 20/60 | Blast (10'), thrown, Special |
Smoke Grenade | 10cr | - | 1/2lb | 20/60 | Blast (10'), thrown, Special |
TNT | 50cr | 3d6 fire | 1/2lb | - | Blast (15'), Detonator OR Snare (5'-20' line) |
Incendiary Grenade | 50cr | 3d6 fire | 1/2lb | 20/60 | Blast (10'), thrown |
Concussion Grenade | 50cr | 2d6 Thunder | 1/2lb | 20/60 | Blast (5'), thrown, Special |
Cryo Grenade | 50cr | 2d6 frost | 1/2lb | 20/60 | Blast (10'), thrown, Special |
Nerve Gas | 250cr | 6d4 poison | 1/2lb | 20/60 | Blast (15'), thrown |
Plasma Grenade | 350cr | 6d6 radiant | 1/2lb | 20/60 | Blast (15'), thrown |
Gloomium Grenade | 500cr | 10d6 necrotic | 1/2lb | 20/60 | Blast (20'), thrown |
Targets that fail the save are blinded and deafened until the end of your next turn. EMP Grenade
Creatures in the radius make a save equal to your Save DC, or their electronics are disabled for 1 minute. Robots and other mechanical creatures take full damage. Smoke Grenade
A 10-foot-radius sphere of fog centered on the grenade. The sphere spreads around corners, and the area is heavily obscured. It lasts for 1 minute, or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Cryo Grenade
Creatures in the radius make a save equal to your Save DC, or have their speed halved for 1 round. Concussion Grenade
Creatures in the radius make a save equal to your Save DC, or be stunned for 1 round. Snare
This trap is placed as an action, a thin line extends out from the trap a distance up to its maximum. A creature who moves through one of these squares makes a dexterity saving throw (equal to your save DC) or takes the specified damage, with half on a successful save. Blast
A blast weapon makes an attack roll as normal against a single creature within range. If it hits, you apply all of your abilities and traits as normal to the damage. All creatures within the blast range must make a Dexterity Save equal to (8 + Primary Ability Modifier + Proficiency) or take damage equal to the weapons dice roll, without modifiers. If you miss the target, they must make the dexterity saving throw as if they were a creature within range. On a success the targets take no damage.
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