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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
Flashbang
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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