More Ammo Listing
Transcript of More Ammo Listing
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Match Grade Ammunition
This is ammo hand made for competition shooting
or sniping. Each round is made to get the best shot,
with stability and accuracy. Weapon WA is +1 on
single shot only .This bonus is lost on autofire
cost x4
Subsonic
These ullets are !ery low acoustic signature, as
they tra!el below the speed of sound This is usually
due to an increased bullet weight, gi!ing a slow,
hea!y round that causes the same damage as a
normal round without supersonic "crac#". The bullet
brea#ing the sound barrier is the second loudest part
of a gunshot, after the blast at the mu$$le itself, sosubsonic bullets fired from a silenced weapon are
!irtually unnoticeable as gunshots. %amage as
normal Armour is x1.& as the bullet is slow
'ost x(
Blanks
Crimped blanks
These are a normal casing with )* proectile
attached, simply loaded with powder and then
crimped shut. When fired they simply go A).
They can be used to fire rifle grenades, and at point
blan# the blast could cause an inury -and oint
blan# range *)/0 -damage is calculated by
finding the weapons 23)322 damage , and
rolling the closest dice E 5mm is (%6+1,
minimum is 7, so a 5mm blan# does %7 damage at
point blan#. A round doing 4%6+( would do %6,
and so on. Always ta#e the lower dice, so a
minimum of & would be %4 not %6. This damage ishalf 8T) only
cost x.&
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Wadded Blanks
These ha!e a plug of Wood, wax, plastic or paper
o!er the end of the round, so that when its fired the
gases tra!el up the barrel behind this "plug",
producing enough pressure to operate a gas action.
These weapons do !ery little damage , unless thewadding hits someone -WA 9( %amage is as a
normal round , ignoring any plusses and subtracting
4 from EA': %3E - so 5mm is -%694 +-%694
rather than (%6+1 At point blan# the blast itself
could cause an inury. This extra damage is
calculated by finding the weapons 23)322
damage , and rolling the closest dice. 8o 5mm at
is -%694 + -%694 +%7 -5mm minimum is
(%6+1;7, so %7'ost x
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Armor piercin rounds
!ull Metal Jacket
These rounds ha!e a stronger metal ac#et all around
the bullet, holding it together better in penetration
than a normal ball round. While this ma#es it
slightly armour piercing, it will still expand in thewound, causing damage similar to a regular ball
round.
8 of armour is reduced by %6. %amage is as
)ormal.
'ost x 1.&
"e#lon Coated rounds $ %"W $ &Cop %illers&
These rounds are solid metal with a Teflon coating
that pre!ents them from stripping the rifling off the
inside of your gun barrel. The bullet does notexpand in the target, so the wounds are not as large
as a normal lead round, but a solid metal spi#e
mo!ing at bullet speeds will cut through body
armour li#e a #nife through butter. *nce in the body
the bullet only flips end o!er end rather than
expanding, so the wounds it causes are deep but not
wide, and cause less shoc# -you"ll still bleed to
death, you"ll ust not pass out as fast before hand.
With all of these rounds the gun should be cleaned
regularly to remo!e Teflon traces from the barrel A
popular misconception is that the Teflon coating
helps in penetration due to reduced friction, but the
smooth Teflon layers ha!e been bro#en up by the
barrel rifling, and actually reduce the penetration
slightly. The Teflon simply ser!es to protect the
barrel from the bullet.
@TW rounds use a solid cartridge brass core under
their distincti!e green Teflon coating. *ther bullets
use 8teel cores, but all ha!e similar effects.Armours 8 is hal!ed. Any damage that penetrates
is hal!ed.
'ost x7
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Arcanetm Armour 'iercin
The Arcane round is a rench made Armour
piercing round, using a high power loading with low
gas pressure to propel a solid copper cone nosed
slug. %esigned to be used in modern automatic
pistols and re!ol!ers, the round operates withinnormal safety limits.
%amage +1. Armours 8 is hal!ed. Any damage
that penetrates is hal!ed.
'ost x4
Hard Core Armour 'iercin
These ullets ha!e 8teel cores under a copper or
gilding metal ac#et, allowing them to be fired
without damaging the guns rifled barrel. /i#e all
hard core bullets they do not expand in the target, sothe resulting wound is only caused by the bullet
passing straight through the !ictim rather than
expansion. 2ost military ?ifle calibre"s ha!e steel
cored rounds.
Armour is hal!ed. %amage is hal!ed after armour
'ost x 7(au#oss ''i Armour 'iercin
These are solid steel rounds with a non discarding
sabot of rass cast around them. They are designed
to penetrate armour at high speeds as they are hea!y
and sharply pointed, and mated to a high power
round. The deli!ered energy is enough to cripple a
human target without expansion, unless the target is
armoured enough to slow the bullet -8 (
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Armour 'eircin )ncenduar* A')
These ha!e an incendiary filler and a penetrator
core, and are designed to be used against armoured
!ehicles -the A ta#es the incendiary inside the
armour to ignite fuel or ammunition.
Armour is hal!ed. %amage after armour is hal!ed.3ncendiaries do %7 burn damage for the next %6
turns.These rounds dont degrade armor except for the burn damage
cost x4
+ther ammo t*pes
S',A"
8 ynthetic / astic A mmunition for T raining. This
was first used as a low lead bullet for target rangeuse, but its lead dust and polymer mix composition
ma#es it brea# up in targets. this ma#es it ideal for
stopping people.
%amage +%6+1 !s soft armour and unarmoured
targets. %amage 9%6 !s hard armour. 'annot
penetrate 8(< or higher, whate!er rolled
'ost as normal.
Jell* rounds $ Gel (ounds
These are plastic sacs of inert el that flatten on
impact, deli!ering a nasty stinging wound but little
tissue damage. 3ntended for crowd control, they hurt
but do no lasting damage apart from some nasty
bruising. "Accidental" o!eruse has shown that at
close range, on full auto they can inure or e!en #ill
a target from trauma alone.
%amage is hal!ed, Each bullet does only 1 point of
real damage, the rest is stun only. >elly rounds are
not much use against armour. 8oft armour lets thetrauma through -as stun only damage and hard
armour ignores damage totally. en <
'ost x1
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"racers
These ha!e a small incendiary in the base of the
bullet that ignites when fired lea!ing a glowing trail
from gun mu$$le to point of impact. They allow for
accurate auto fire. When firing on fully automatic
with tracer ammo, roll the s#ill roll twice and ta#ethe best roll. *n the second roll, count the burst as
:A/ the si$e it is, as some of the bullets ha!e
already left the gun. The drawbac# with tracers is
that they show the enemy where you are.
%amage as a normal round
'ost x 1.&
im "racers
These ha!e reduced signature tracer elements,lea!ing only a faint trail in the air to normal sight.
*n night !ision goggles, either 3? or /ow9lite, they
appear as normal tracers. )o bonus on normal sight,
As normal tracers for )ight !ision , 3? or low9lite
'ost x(
)ncendiaries
These contain a core of incendiary material,
designed to ignite anything flammable they impact
on. urn damage is an extra %7 damage a round for
the next %6 rounds, Anything flammable will ignite
if hit.
cost x(
uplex .(i#le onl*/
These pac# two proectiles into one round, firing
them both at once. This puts twice the bullets
towards the target, greatly increasing the chance of a
hit. *f course the bullets are smaller and ha!e less propellant behind them, so there is a little loss of
power .
8ingle 8hotB +1 to hit, %6C7 hits
7?% urstB +( to hit, (%7 hits
ull AutoB +1 to hit, counts as Twice ?* bullets
fired and each point o!er the target number hits with
TW* rounds.
Each ullet %oes %6 less %amage -minimum
damage of %6'ost x 7
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0'ower1 'lus 'ower1 0'
"lus power" rounds are specially loaded rounds,
with more propellant than usual loaded into a
normal casing. They are made to deli!er as much
energy as possible to the bullet, getting the best
performance from the calibre.%amage +1
'ost x 1.&
Simunitiontm
sed in li!e fire wargames exercises, these rounds
are composed of soft coloured wax under a plastic
coating. When fired they hit with a nasty sting,
bursting to re!eal the mar#er colour -red, green,
yellow or blue and raising a nasty welt. %amage ismostly 8tun only. *ne point of real damage is dealt ,
plus one for e!ery 83D rolled on the damage dice,
the rest is only stun. 8tun damage reco!ers at the
rate of one wound le!el per minute.
Multi#orm So#t%illtm Memor* 'ro2ectiles
2emory Expander lechettes. These are 8tate *f
The Art ballistic examples of the wonders of
memory metals When fired they are high density
armour piercing flechettes, but fractions of a second
after a high power impact they flatten out to hea!y
discs the si$e of saucers. )eedless to say, this
expansion occurs as the bullet is passing through the
body, causing massi!e inury.
Armour is one uarter, %amage after armour is x 1.&
'ost x (< :ighly illegal
'lasti3ue
3nstead of using a fast burning powder or propellant,it is possible to use a wea# high explosi!e as a
propellant. The low power plastic explosi!e used in
lastiue rounds generates a !ery high barrel
pressure, so the gun has to be purpose made to ta#e
the sudden increases in pressure - These rounds are
usually of unusual calibre, mar#ed different colours
or o!er long to pre!ent then being loaded and used
in wea#er guns, which may explode.
%amage +%6'ost x&
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Shotun specialist ammo
)# 45 uae increase the damae b* a d6 i# 75 uae decrease the damae b* d6
'lastic shot
sed in riot control, and orbital facilities with wea# walls.
The damage is the same, but its e!en worse against armour
and the damage drops off a lot faster o!er range. damage as
normal, but half all ranges Armours 8 is x7 -E)
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raonsbreathe
These are the nastiest shotgun rounds a!ailable -both for you,
your shotgun and your !ictim The shell is loaded with
thermite powder, which ignites when fired, producing a et of
fire and molten iron droplets at o!er (
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Exploders
ullets containing explosi!es to increase the stri#ing energy on the target. Tip
Exploders detonate on contact.
Weapon caliber %amage bonus
/ight +(
2edium +%6:ea!y +(%6
"ip Exploders9
Tip exploders ha!e the detonating compound stored
right in the bullets tip, so that it"s the first part of the
bullet to come into contact with the target. This
means the bullet explodes straight away. These add
the damage bonus from the explosion to theweapons damage as soon as it stri#es. This helps in
armour penetration..
'ost x&
(educded tip exploders
These are cheaper and some what less illegal than tip exploders.
Each charge does :A/ the normalexplosion damage -/ight +1, 2edium +%7,
:ea!y+%6, Fery hea!y +%6
'ost x(
Hih Explosi8e Hollowpoints
)ic#named "coo#ie cutters" These are hollowpoint
rounds with an explosi!e core in the base that
detonates as the round expands. 8 is doubled. 3f the
round penetrates, add on the :E extra damage then
multiply by 1.& due to the rapid expansion. 3f the
round doesn"t penetrate, add the explosi!e damage
to the damage to calculate blunt trauma.3e the number of dice ; trauma-so 4d6 would
ha!e 4 trauma to resist !ia body insteal of hollowpoints 1 traumacost xG
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Ammo #or exploders
,iht
.1==
.((/?
.((< swift
(( magum
7( magum
7G< acp
7G magum
&mm6mm
=mm
.7< carbine
&.=mm)
5mm /ong
.7&=mag 7%6+1
.4
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Medium
4& A'
1
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:er* Hea8*
1&mm @
14mm
44= A
.666
.77G /2
.7=& :H:
.7=G Weatherby
.416 ?igby
.4&GWinchester
.444 2arlin
.4& 2:
.46