Ammo & Explosives

An ammunition type’s Accuracy, Damage Modifier and ARP Modifier are added to the weapon’s usual statistics. For example, an Ares Predator V (DV 8P, ARP 1) loaded with explosive rounds (DV +1, AP +1) has a DV of 9P and Armor Penetration of 2.

Firearms Ammo

Ammunition is defined by type (regular, gel, APDS, etc.), class of firearm (light pistol, heavy pistol, assault rifle, etc.). For simplicity, each kind of gun can trade ammo with another of its class: for example, all heavy pistols can share ammo.
Ammo (per 10 Shot)DV ModARP ModWeightAvailCost
Regular Ammo (by class)--0,252R20
Assault Cannon--0,512F400
Machine Gun Belt0,16R18
Taser Dart--0,25350
Special Ammo (by class)
ARP Rounds-+4-12F+120
Explosive Rounds+1+1-9F+80
Gel Rounds+0 Strain-1-2R+25
Hollow Points+1-2-4F+70

Regular ammo

Also called ball or full metal jacket rounds, these solid slugs are useful for numerous applications (mainly killing things).

Assault cannon rounds

These are for assault cannons only, and they’re the only thing assault cannons can load.

Machine Gun Belt

These are for machine only, and they’re the only thing machine guns can load.

APDS rounds

These are military-grade armor piercing rounds—their full name is armor piercing discarding sabot. They are designed to travel at high velocities and punch through personal body armor.

Explosive rounds

These slugs carry a shaped-charge explosive, designed to explode and fragment on impact. Explosive rounds misfire whenever you roll a critical glitch. When this happens, you must resist one “attack” with a Damage Value equal to the normal damage done by the weapon (and don’t forget the modifier for the explosive rounds). The attack misses its intended target, and the weapon firing the bullets is destroyed.

Flechette rounds

The payload of a flechette round is made up of tiny, tightly packed metal slivers. The round breaks up and shatters on impact, becoming a tumbling hail of shrapnel. Flechette rounds are devastating against unprotected targets, but not as effective against hardened armor.   Frangible rounds face double the Armor against all Barriers.


Sometimes you want a bullet that can shoot through walls, other times you want something that will hurt the soft targets in range but leave the hardware alone. Frangible bullets can put some hurt on a fleshy target, but they break up when hitting something hard, meaning they won’t damage nearby metal-encased gear. Or armored-up Korrug, so select it with caution.  

Gel rounds

These less-lethal rounds use a hard, jelly-like substance that is a safer alternative to rubber bullets. They are often employed for riot control. Their usually semi-rigid slugs flatten on impact, disbursing their kinetic energy over a larger-than-normal area. Gel rounds inflict Strain damage. Gel rounds reduce the target’s Physical limit by 2 when checking for knockdown.

Hollow point rounds

Hollow point or dum dum rounds have their tips indented, so they are designed to “mushroom” or expand on impact, becoming a hail of deadly fragments not unlike flechettes, although hollow points are a much older technology. Like flechettes, hollow points work better on unarmored targets and tend to flatten against armor.


Stick-n-Shock rounds deal electrical Stun damage of equal to the damage of the base weapon –2. They have a flat ARP of 5 that replaces the weapon’s AP instead of stacking with it.

Tracer rounds

Tracer ammo burns along the line of flight, making it easier for the shooter to home in on the target. This type of ammunition can only be used in Full Auto weapons and, being loaded as every third round in a clip, is an exception to the restriction of one type of ammunition per clip. They improve the Accuracy of your gun by 1 when you fire more than one round in an Action Phase (cumulative with a laser sight but not a smartgun).

Taser dart

These darts are designed to be loaded into taser weapons.


Projectile (per Shot)Acc ModDV ModARP ModWeightAvailCost
Arrow---0,1RatingRating x 1
Special Arrowsheads
Barbed Head-+1--5R+10
Explosive Head-1+2+1-9F+15
Hammerhead-1+1 Strain-2+0,15+5
Incendiary Head-1SpecialSpecial-12F+120
Screamer Head-2-2 Strain-6-2+5
Stick-n-Shock -18 E+5-6R+25
+ Static Shaft-+4 E--6R+(Rating x 25)

Barbed Head

These heads are designed to hurt not only going in but also coming out. Without someone with a steady hand and some medical skill, pulling out an arrow with one of these on the tip is going to be problematic.   Removing a barbed arrow without doing further damage to the target requires a First Aid + Logic [Mental] (3) Test. Failure results in a number of kinetic damage equal to 3 – hits, unresisted.

Explosive HEad

What happens when you mount a small shaped charge on the head of an arrow? Hit someone with one of these and find out.


I always thought these were just designed to give an archer the same options as a Crosser with a gel-loaded pistol, but a little research led me to realize these have been around for a long time. Hunters after small game knew that organ punctures could ruin what little meat the beasts had on them, so they’d opt to knock them out instead of take risks with sharper arrowheads. Additionally, poachers who were after exotic birds but knew they lost a lot of value when they were dead helped give this arrowhead a lot of use.

Incendiary Head

Not the flaming arrows of ancient times, these arrowheads contain a small charge and a pocket of white phosphorous that erupts and sticks to the target, lighting them on fire. Unpleasant beyond just the initial hurting, the fire continues to burn unless it loses its supply of oxygen.   On a successful hit, even a Grazing Hit, the arrow erupts in white phosphorous fire with a DV of 8 Fire and 6 ARP. The WP continues to burn for 3 Combat Rounds, causing 6 Fire damage (4 ARP) each turn and possibly igniting and damaging items on the character each turn.   Wireless: The head can be detonated before impact and split between two targets within 1 meter of each other. Both targets roll to avoid the attack separately and neither takes the initial 8 F damage, instead just suffering the 6 F, (4 ARP), for 4 Combat Rounds, including the current one.

Screamer Head

Need to signal the team when you know the local airwaves are full of patrolling deckers? Fire a screamer head. Though some models do in fact scream, most are designed with less awkward sounds. The pitting patterns on the hollow pipe of the head are designed to make a wide variety of sounds for signaling and can even be modified fairly quickly out in the field. A handy tool in any wannabe-Robin Hood’s arsenal. Resetting the sound setting requires a Simple Action and a Logic + Intuition (1) Test.   Wireless: The sound resetting can be done as a Free Action, even while in flight.


Though issues with nanomanufacturing have caused some problems with Stick ‘n’ Shock ammo for firearms, the same has not been completely true with these heads. Or more accurately, with these arrows. The Stick ‘n’ Shock head is only a small portion of this latest archery innovation. Bowmen who want to gain the full potential of these heads need to combine them with Static Shafts, an Ares innovation that fills the shaft with a powder that builds a charge during flight.



Grenades are small, self-contained explosive packages. Use the Throwing Weapons skill when throwing grenades, or Heavy Weapons when launching a grenade from a grenade launcher. Follow the rules for Grenades (see Ranged Combat). Grenades and similar explosives can also be trigged with a tripwire to set up as a basic booby-trap. This requires an Extended Demolitions + Logic [Mental] (8, 1 Complex Action) Test.   In addition to any other wireless bonus, all grenades have the following wireless feature (use it with caution): Wireless: You can use the wireless link trigger for your grenades, even if you don’t have DNI.


Minigrenades are grenades specifically designed for use with grenade launchers, set to arm when they have traveled 5 meters from their point of origin and explode on impact. This safety feature can be disabled with an Armorer + Logic [Mental] (4, 5 Minutes) Extended Test. Minigrenades have the same cost and effects as standard grenades.
Flash-bang10 Strain410m Radius0,56R100
Fragmentation18 K (f)-5-1/m0,511F100
High Explosive16 K+2-2/m0,511F100
Gasas Chemical-10m Radius0,52 + Chem Avail40 + Chem Cost
Smoke--10m Radius0,54R40
Thermal, Smoke--10m Radius0,56R60

Flash-bang grenades

Upon detonation, these “concussion” or “stun” grenades explode to create a bright, loud, shocking blast distributed equally over a radius of 10 meters.

Fragmentation grenade

These classic killing devices are designed to spread a cloud of deadly shrapnel over a large area, seriously injuring soft targets.

High-explosive grenade

These grenades are designed to deliver a large blast and concentrated hurt.

Gas Grenade

Instead of exploding, the gas grenade releases a cloud of gas over an area with a radius of 10 meters. This is usually riot control/CS gas, but many other chemical or toxin payloads can be chosen (Toxins, Drugs, and BTLs). The cloud lasts for approximately 4 Combat Turns (less in windy areas, longer in confined areas with poor ventilation, at the gamemaster’s discretion).


Similar to the gas grenade, a smoke grenade releases a cloud of smoke over an area with a diameter of 10 meters. The cloud obscures vision, applying visibility modifiers for smoke to relevant tests. The cloud lasts for approximately 4 Combat Turns (less in windy areas, longer in confined areas with poor ventilation, at the gamemaster’s discretion).

Thermal smoke

Identical to a smoke grenade, except that the smoke contains hot particles designed to obscure thermographic vision. Apply the visibility modifiers for thermal smoke. The cloud lasts for approximately 4 Combat Turns (less in windy areas, longer in confined areas with poor ventilation, at the GM’s discretion).

Rockets & Missiles

Rockets are projectiles consisting of a light metal or plastic body with stabilizing fins, a propulsion system (usually solid-chemical) and a warhead. Missiles are rockets that carry internal guidance systems, making them more expensive than standard “dumb” rockets. Rules for firing rockets and missiles are on under Ranged Combat.   Rockets and missiles are set to arm when they have traveled 10 meters from their point of origin and explode on impact. This safety feature can be disabled with an Armorer + Logic [Mental] (4, 5 Minutes) Extended Test.   In addition to any other wireless bonus, all rockets and missiles have the following wireless feature: Wireless: You can use the wireless link trigger for your rocket or missile, even if you don’t have DNI.
Rockets DV ARP Blast Weight Avail Cost
Anti-vehicle 24 K 4 / 10 -4/m 1 18F 2.800
Fragmentation 23 K (f) -5 -1/m 1 12F 2.000
High-explosive 21 K 2 -2/m 1 18F 2.100
Micro Rocket 12 K 2 -4/m 1 16F 1.200
As Rocket As Rocket As Rocket As Rocket 1 +4 +Sensor Rating x 500


AV rockets/missiles contain a shapedcharge warhead designed to burn or punch its way through a vehicle or barrier. Though the impact causes a blast, it is limited compared to that of a High-Explosive projectile. AV attacks have an ARP of 10 against vehicles and barriers, 4 against other targets.


Used principally against people, the warhead discharges high-speed metal or plastic-metal fragments designed to tear into unprotected flesh. These rockets/missiles are very effective against unprotected individuals, but fairly ineffective against barriers, structures, and vehicles.

High explosive

HE rockets/missiles are designed to do heavy damage to a large area. Their blast pattern is similar to that of a grenade, but much larger. They are not particularly effective against hardened targets, such as vehicles or protected military structures. HE weapons use the standard grenade rules for determining the blast and its effects.

Micro Rockets

These tiny rocket darts can be loaded into much smaller guns and underbarrel attachments. They have an enormous explosive pack loaded into their small size.

Explosive Charges

Explosives are primarily used to damage structures. You can use the Demolitions skill to prepare explosives, identify key or weak structural points, and focus the blast. Each hit on a Demolitions + Logic [Mental] Test adds 1 to the explosive’s effective rating. See Barriers (Combat), for calculating an explosive’s effect on a barrier.   An explosive’s Damage Value is calculated as its Rating (modified by the Demolitions Test, if you made one) times the square root of the number of kilograms used (rounded down). The Blast value for a circular explosion is –2 per meter, while the Blast value for a directional explosion (up to 60 degrees in a specific direction) is –1 per meter.   When explosives are attached directly to a target, the target’s armor is halved; otherwise the explosive has an ARP value of 2. If an explosion destroys a barrier, it creates a cloud of deadly shrapnel that threatens an area far bigger than the actual blast—the shrapnel blast has a DV equal to the explosive’s DV minus the Structure rating of the barrier, with a Blast of –1/m.
Type, per KG Rating Weight Avail Cost
Commercial 5 1 8R 100
Foam 6-25 1 12F Rating x 100
Plastic 6-25 1 16F Rating x 100
Detonator Cap - - 8R 75

Commercial explosives

A range of explosive compounds, both solid and liquid, are available to the construction industry for all their destructive needs.

Plastic explosives

These highly stable moldable, and adhesive explosive compounds are military grade. They’re ideal for certain jobs, like breaching walls. They are usually color-tinted to indicate the level of current needed to detonate them, from the black of magnetic- field induction to the chalky white of 440-volt industrial explosives.

Explosive foam

Plastic explosives with the consistency of shaving cream, stored in an aerosol can. Perfect for spraying into crevices, and detonated the same way as regular plastic explosives.

Detonator cap

This detonator is inserted into a mass of explosives and set off either by a programmable timer or radio signal. Setting the timer takes a Complex Action (3AP).   Wireless: You can set the detonator’s timer with a Simple Action. You can also set it off without a countdown as a Free Action.


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