Ammo Type |
Weapon |
Description |
Mechanical Effects |
Full Metal Jacket |
All |
These are the basic PEIPP rounds used throughout Neo-Human and Block space. Balanced and efficient, they have no upsides nor downsides. |
None. |
Armor Piercing |
All |
These armor-piercing rounds see a lot of use against Torque and ACEs, trading armor penetration for stopping power. |
-1 step weapon damage ; reduces all enemy armor by 2 steps |
Hydroshock |
All |
Hydroshock is the ammunition of choice in pressurized, fragile spaceship interior. Hydroshock rounds disperse all their kinetic force into the first target they hit, capable of forming holes in light armor but incapable of ricochets or penetrating the outer bulkhead of ships. |
Any hit against a base 4 armor results in an immediate freeze penalty of -1 step to all agi/str based actions ; loss of -1 step armor rating to hit body location ; body armor maximizes all dice |
Flechette |
All |
These advanced shells can 'sense' their target and explode just prior to hitting the target, showering them with metal shards that is devastating to unprotected flesh. Tends to be almost useless against anything with armor. |
+4 steps weapon damage against unarmored targets ; increases existing enemy armor by 3 steps |
Needles |
Pistols, submachine guns |
Needler ammunition is composed of small slivers of material, usually metal or porous ceramic. The needles themselves deal little damage but can be laced with all manner of nasty materials, and are often quite silent. |
-1 step weapon damage ; halves weapon range ; increases difficulty to hear weapon by 2 steps ; successful damage rolls may deliver poisons |
Buckshot |
Shotguns |
Buckshot is one of the oldest ammunition types, firing a canister of small metal balls in a cone. Though effective at short range, their real draw is their cone of damage. |
Halves weapon range ; full damage at point-blank range ; -1 step weapon damage per range increment ; at ranges beyond point-blank deals damage in a cone - 8 feet wide per increment |
Slug |
Shotguns |
Solid, heavy shells fired by large-bore shotguns. Their recoil is high enough that every shot must be made to count. |
+1 step weapon damage ; increase multiple attack penalty by 1 step |
Ziprounds |
Long rifles |
Ziprounds are designed with micro-targeting computers, deploying small fins and microbursts to subtly guide the bullet to its destination, making them equally effective at anything but close range. |
-1 step weapon accuracy at point-blank range ; +1 step weapon accuracy per range increment |
Jetters |
Long rifles, anti-material rifles |
Less a round and more of a rocket, these ungainly projectiles penetrate their target and then explode, with gruesome results. |
-1 step weapon accuracy ; deals +d4W as additional damage dice |
High Explosive |
Long rifles, anti-material rifles |
The huge high-explosive rounds are rarely in use due to their size and restricted weapon types, but their stopping power cannot be matched. Sometimes used to blow holes in armor. |
+3 steps weapon damage ; increases existing enemy armor by 2 steps |
Tracers |
Heavy assault rifles, light machine guns |
Full metal jacket ammunition where every tenth round is illuminated to make for easier aiming. |
+1 step aim and damage bonus to suppressive fire action ; +1 step bonus to offensive rolls made against user in darkness or low light ; automatically exposes user's concealed position |