Ammunition
Ammunition Calibers
Ammunition comes in many sizes: Bullet (Medium, Heavy, V.Heavy, Slug, Rifle), Shotgun Shell, Arrow, Grenade, and Rocket, and must be bought specifically as the type compatible for your weapons. Grenades and Rockets are purchased individually, while all Bullet Calibres, Shotgun Shells, and Arrows are typically purchased in increments of 10, with the exception of Junk Ammunition, which is cheaperAvailability:
Junk Ammunition is plentiful, and available freely during any downtime when you are able to get around the City, but ALL other ammunition must be specially sourced, either through Fixer or Night Market.Ammunition Types
Junk Ammunition:Cost: 10eb for 50
A budget option, freely available, and cheaper than dirt, but they suffer against armoured targets. Damage dealt by a weapon loaded with Junk Ammunition is reduced by 1d6 (minimum 1d6) against any target with 1 or more SP when fired in Single Shot, and the Autofire Rating of any weapon firing Junk Ammunition is reduced by 1 to a minimum of Autofire 3. Any weapon capable of firing Basic Ammunition, can also load Junk Ammunition. Basic Ammunition:
Cost: 10eb for 10
This is the standard ammunition for a weapon. It has no special features. Armour-Piercing Bullets/Arrows/Slugs:
Cost: 100eb for 10
When using this ammunition, you ablate armour by 2 instead of 1 whenever you would ablate armour. Arrowhypo:
Cost: 100eb for 1
A reinforced airhypo custom-fitted onto the end of a carefully counterbalanced arrow, for use by specialized archers Each unit of this ammunition can be loaded with one dose of a Street Drug. When using this ammunition, instead of dealing damage, anyone meat hit by your attack is injected with a dose of whatever street drug it was loaded with. This ammunition may be recovered after firing just like a Basic Arrow. Airburst Rocket:
Cost: 100eb for 1
Sixteen coin-sized sensors in each unit of this gas-dispersal munition maximize the effective area of the payload to maximize tactical advantage. Each unit of this ammunition must be loaded with three doses of a single Street Drug to function. When using this ammunition, you deal no damage with your attack. Instead, anyone meat hit by your attack is gassed with a dose of whatever Street Drug it was loaded with. These effects of the gas are prevented by nasal filters, gas masks, and similar equipment. Big Dreem Ammo Brick:
Cost: 10eb for a 30 round brick
Proprietary bricks of 30 rounds of basic ammo that only works in the Big Dreem handgun. Biotoxin Arrows:
Cost: 500eb for 10
When using this ammunition, if it deals any meat damage, the target must beat a DV15 Resist Torture/Drugs Check. Anyone who fails it is dealt 3d6 damage directly to their HP. Bullet to Slug Adapter Casings:
Cost: 100eb for a box of 10
These solid machined metal adapter casings allow you to fire any bullet ammunition from any weapon capable of firing shotgun slugs. When converted using adaptor casings, the converted bullets act as if they are shotgun slugs A box of Bullet to Slug Adapter Casings comes with 10 casings. Loading 10 Bullets into 10 adapter casings can be done as an Action with the jig included in each box. When done by hand, loading a single bullet into an Adapter casing takes an Action. Adapter casings are reusable. Burrowing Ammunition:
Cost: 40eb for 10
Say you really don't like someone, and you want to make this very clear to them. Swap out your magazine for one with some of these, and the medical bills alone will make them wish you had bought explosive ammo instead. Critical Injuries caused by this ammunition cannot be Quick Fixed, unless a Quick Fix would remove the Injury effect permanently. The DV to perform a Quick Fix or Treatment on a Critical Injury caused by this ammunition is increased by 2. Explosive Bullets/Slugs/Arrows:
Cost: 100eb for 10
This ammunition cannot be used to make an aimed shot. Attacks made with this ammunition are at a -2 penalty. When using this ammunition, 5s are treated as 6s on your damage dice solely for the purpose of determining if your attack deals a Critical Injury. High Precision Bullets/Slugs/Arrows:
Cost: 100eb for 10
To utilize this ammunition, a user must have either a Skill Level 7 or higher in the appropriate weapon, or a Combat Awareness Rank of 1 or higher. Users meeting one of these requirements who attack with a weapon loaded with this ammunition add +1 to their Attack Check when firing in single shot mode, or +2 when making aimed shots. High Velocity Bullets:
Cost: 40eb for 10
When using this ammunition, whenever you cause the Foreign Object Critical Injury, the victim rolls again on the Critical Injury table until they roll a Critical Injury that isn't Foreign Object. The Victim then suffers that Critical Injury as well. This second Injury deals Bonus Damage. Hollow Point Bullets/Slugs/ Serrated Arrows:
Cost: 30eb for 10
When using this ammunition, whenever you cause the Foreign Object Critical Injury, the victim rolls again on the Critical Injury table until they roll a Critical Injury that isn't Foreign Object. The Victim then suffers that Critical Injury as well. This second Injury deals Bonus Damage. Hyper Expansive Ammunition:
Cost: 100eb for 10
Whenever this ammunition causes a Critical Injury, the victim rolls a second time on the Critical Injury table until they roll a Critical Injury they aren't currently suffering. They then suffer this Critical Injury as well. This second Injury deals no Bonus Damage. Incendiary Bullets/Arrows/Shells:
Cost: 100eb for 10
When using this ammunition, whenever you deal damage through a target through their armour, you ignite the target. Until your target spends an Action to put themselves out, they take 2 damage directly to their HP whenever they and their Turn. Multiple instances do not stack. ModBall Ammunition:
Ammo for Sanroo's ModBall Gun. Comes in a few "flavours", and can be crafted by anyone.
Cost: 100eb for 10
- Dazzle Dazzle Modball:
Acts as Flashbang Ammunition, but only for a single target hit by a successful attack. This will also ignite a target hit by a Spashie ModBall - Ouchie Modball:
Acts as Poison Ammunition - Mega Ouchie Modball:
Acts as Biotoxin Ammunition - Slippery ModBall:
Ball filled with a slippery lubricant. If a slippery ModBall is fired at a target they take no damage but gain a +1 Bonus to Contortionist Checks, and to Brawling Checks to avoid or escape a grapple. If a Slippery ModBall is instead fired at the ground, a 2m radius area is covered with the lubricant, forcing anyone passing through to succeed at a DV13 Athletics Check or fall prone. Multiple instances cannot stack, and removing the lubricant takes 5 minutes of washing with water, or takes an hour to dry - Splashie Modball:
Ball filled with paint available in a variety of colours. This ammunition does no damage, but the paint is highly flammable. If a target splattered with the paint is exposed to an ignition source, they are set on fire. Until an Action is spent to put the target out, they take 2 damage directly to their HP whenever they end their turn. Multiple instances do not stack, and removing the paint takes 5 minutes of washing with water
All ModBalls require 1 hour, per ModBall to fabricate using the Construction Kit. Techs do not need the Kit, and craft ModBall ammunition following the standard Fabrication rules.
Cost: 50eb for 1
Nets for a Net launcher. A net can grapple a target up to 25m away if it hits. The target is unable to use two handed weapons, and takes a -2 to all physical actions while in the net. the net has 15 HP, and can be escaped with a DV13 Contortionist check, or Brawling check. Poison Arrows:
Cost: 100eb for 10
When using this ammunition, if it deals any meat damage, the target must beat a DV13 Resist Torture/Drugs Check. Anyone who fails it is dealt 2d6 damage directly to their HP. Rocket:
Cost: 100eb for 1
When using this ammunition, you ablate armour by 2 instead of 1 whenever you would ablate armour. Rubber Bullets/Arrows/Slugs:
Cost: 500eb for 10
Damage dealt using this ammunition cannot cause a Critical Injury. Additionally, it cannot ablate armour. If damage dealt by this ammunition would reduce a target with more than 1 HP to less than 0 HP, they are instead left at 1 HP. Sleep Arrows:
Cost: 100eb for 10
When using this ammunition, if it deals any meat damage, the target must beat a DV13 Resist Torture/Drugs Check. Anyone who fails it falls prone and is Unconscious for 1 minute, or until they are woken by taking damage, or a teammate's help. Small Game Ammunition:
Cost: 10eb for 50
A weapon loaded with Small Game Ammunition deals 2d6 less damage with each bullet fired in Single Shot, and the Autofire Rating of any weapon firing Small Game Ammunition is reduced by 1 to a minimum of 3. Any weapon capable of firing basic ammo can also load Small Game Ammunition. Tracer Ammunition:
Cost: 100eb for 10
These bullets glow like a second sun, even at high noon. Staying on target is as easy as walking the light show directly into your least favourite person. When firing a weapon loaded with this ammunition in Autofire mode, a user adds +1 to their skill check. Smart Bullets/Arrows:
Cost: 500eb for 10
Targeting Scope Cyberware is required in order to make use of Smart Ammunition. When fired by a user without it, Smart Ammunition won't fire even when the trigger is pulled, as a safety measure. When using this ammunition, whenever you miss a shot by 4 or less when using a weapon's single shot firing mode, your missed shot immediately has a second chance to hit it's target, made by rolling a D10+10 and adding anything you would typically add to the check, other than Luck. A target that can dodge bullets can choose to dodge this ranged attack as normal. Smart Rockets:
Cost: 500eb for 1
Targeting Scope Cyberware is required in order to make use of Smart Ammunition. When fired by a user without it, Smart Ammunition won't fire even when the trigger is pulled, as a safety measure. When using this ammunition, whenever you miss a shot by 4 or less when using a weapon's single shot firing mode, your missed shot immediately has a second chance to hit it's target, made by rolling a D10+10 and adding anything you would typically add to the check, other than Luck. A target that can dodge bullets can choose to dodge this ranged attack as normal. Improved Smart Ammunition:
Cost: 750eb for 10
Improved Smart Ammunition only operates in a weapon designated as a Smart Weapon (not just a Smartgun). When using Improved Smart Ammunition, the user ignores all penalties due to darkness, smoke, fog, or any type of visual obscurement. Additionally, whenever the user misses a ranged attack by 5 or less when using this weapon, they can immediately try to hit it again, using 1d10+14, and adding any bonuses against the DV from the original attack. All Penalties from their first shot carry over to their second attempt. Luck can be used on the reroll. . Improved Smart Rockets:
Cost: 750eb for 1
Improved Smart Ammunition only operates in a weapon designated as a Smart Weapon (not just a Smartgun). When using Improved Smart Ammunition, the user ignores all penalties due to darkness, smoke, fog, or any type of visual obscurement. Additionally, whenever the user misses a ranged attack by 5 or less when using this weapon, they can immediately try to hit it again, using 1d10+14, and adding any bonuses against the DV from the original attack. All Penalties from their first shot carry over to their second attempt. Luck can be used on the reroll.
