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Ammunition

Ammunition Types

Ammunition comes in many varieties: 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 purchased in increments of 10
Type Cost Compatible Types
Basic Ammunition 10 eb All except Grenades and Rockets
Armour-Piercing Ammunition 100 eb All except Shotgun Shells
Biotoxin Ammunition 500 eb Arrows, Grenades
EMP Ammunition 500 eb Grenades
Expansive Ammunition 100 eb Arrows, Bullets, Slugs
Flashbang Ammunition 100 eb Grenades
Incendiary Ammunition 100 eb Arrows, Bullets, Grenades, Shotgun Shells
Poison Ammunition 100 eb Arrows, Grenades
Rubber Ammunition 10 eb Arrows, Bullets, Slugs
Sleep Ammunition 500 eb Arrows, Grenades
Smart Ammunition 500 eb Arrows, Bullets, Slugs, Rockets
Improved Smart Ammunition 750 eb Arrows, Bullets, Slugs, Shells, Grenades, Rockets
Smoke Ammunition 50 eb Grenade
Teargas Ammunition 50 eb Grenade
Basic Ammunition: This is the standard ammunition for the weapon. It has no special features   Armour-Piercing Ammunition: When using this ammunition, you ablate armour by 2 instead of 1, whenever you would ablate armour   Biotoxin Ammunition: When using this ammunition, grenades deal no damage. Anyone meat hit by your attack must instead attempt to beat a DV15 Resist Torture/Drugs check. Anyone who fails is dealt 3d6 directly to their HP. Their armour isn't ablated because it wasn't interacted with, unless you are using Archery   EMP Ammunition: When using this ammunition, you deal no damage with your attack. Anyone hit by your attack must instead attempt to beat a DV15 Cybertech Check. If they fail, the GM chooses 2 pieces of their Cyberware or carried electronics to become inoperable for 1 minute. Cyberlimbs that are rendered inoperable act as their meat counterparts do when they have been dismembered, but they still hang loosely.   Expansive Ammunition: When using this ammunition, whenever you cause the Foreign Object Critical Injury, the victim rolls again on the table until they roll a Critical Injury that isn't Foreign Object. The victim then suffers that Critical Injury as well, though this second injury deals no Bonus Damage.   Flashbang Ammunition: When using this ammunition, you deal no damage with your attack. Anyone hit by your attack must instead attempt to beat a DV15 Resist Torture/Drugs Check. Anyone who fails suffers the Damaged Eye and Damaged Ear critical injuries for the next minute, but does not take bonus damage for suffering critical injuries.   Incendiary Ammunition: When using this ammunition, whenever you deal damage to 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 end their Turn. Multiple instances of this effect cannot stack.   Poison Ammunition: When using this ammunition, grenades deal no damage. Anyone meat hit by your attack must instead attempt to beat a DV13 Resist Torture/Drugs check. Anyone who fails is dealt 2d6 directly to their HP. Their armour isn't ablated because it wasn't interacted with, unless you are using Archery   Rubber Ammunition: Damage dealt using this ammunition cannot cause a critical injury. Additionally, attacks made with this ammunition 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, and is unconscious   Sleep Ammunition: When using this ammunition, grenades deal no damage. Anyone meat hit by your attack must instead attempt to beat a DV13 Resist Torture/Drugs check. Anyone who fails is now Prone and Unconscious for 1 minute, or until they are woken by taking damage, or by someone else using an action that touches them.   Smart Ammunition: Targeting Scope Cyberware is required in order to make use of Smart Ammunition. When fired by a User without Targeting Scope Cyberware, Smart Ammunition won't fire even when the trigger is pulled, as a safety feature. 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 your target. This second chance to hit is made by rolling again to hit the exact same shot DV on the range table which you missed, except that you add 10 to the d10 instead of anything you would typically add to the check, with the only exception being LUCK. A target that can dodge bullets can choose to dodge this ranged attack as normal.   Improved Smart Ammunition: Improved Smart Ammunition will ONLY operate in a weapon designated as a Smart Weapon, or rebuilt from the ground up with a Smart Rebuild. This DOES NOT include weapons that have a Smartgun Link. When using Improved Smart Ammunition, the user ignores all penalties due to darkness, smoke, fog, or any type of visual obscurement, by linking their cyberoptics, neuroport, or displaying sensor data to the weapon sights.   Addtionally, whenever the user misses a ranged attack DV by 5 or less, they can immediately reattempt the roll, but replace their weapon skill modifier with a +14 instead, to see if the onboard gyrojets could correct the shot. All penalties from the first shot carry over to the second attempt.   Smoke Ammunition: Obscures a 10m/yd by 10m/yd area with smoke for a minute on impact. the typical penalty for trying to perform a task obscured by smoke is -4.   Teargas Ammunition: When using this ammunition, you deal no damage with your attack. Anyone with meat eyes hit by your attack must instead attempt to beat a DV13 Resist Torture/Drugs check. Anyone who fails suffers from the Damaged Eye Critical Injury for the next minute. You do not take the bonus damage for critical injuries.
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