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