AMMO
- Armor-piercing rounds
Typically hardened and Teflon-coated or otherwise designed to slip through
armor, these bullets completely ignore the benefits of body armor. Armor-piercing
rounds cannot be obtained for shotguns, or special weapons.
Availability: Military 2, Police 4 or Underworld
3.
Special Ability: Armor-Piercing: Weapons using
armor-piercing ammunition ignore armor.
- Silver bullets
Silver nitrate rounds are sometimes issued in covert government operations
where Special Affairs agents expect to encounter werewolves. Silver bullets
are quite difficult to manufacture, as the softness of the metal means that
the bullets deform when fired unless specially alloyed. Probably the most
ubiquitous alloy is the silver nitrate round, which is not only a fairly solid
silver bullet, but also poisonous. Silver bullets can be made for any sort
of pistol, rifle or automatic weapon even shotguns!
Availability: Espionage 4, Gunsmith 4
- Glaser bullets
You can cause one full leathal wounds to any creature that takes 1/2 damage
from firearms or converts them to bashing. These can only be placed in Pistols,
Revolvers, and Automatic Pistols.
Availability: Military 2, Police 6 or Underworld
6
- Tracer bullets
When using any Automatic-Fire/Spray attack (not combat shotgun) You are +1
to hit but gain the negative of Predictible.
Availability: any
- Incendiary Rounds
Converts the first level of damage to Agg damage
Availability:Police 5, Underworld 4
- Caseless bullets
Caseless rounds can only be placed in special modified guns (Auto Pistols,
Assult Rifles, Submachine Guns) . This alows you to have a gun thoe that does
not discharge a caseing. This also alows you to double the amount of ammo
you place in to it.
Availability: Military 3, Espionage 4, Underworld
9, Finance 6
- Duplex bullets
This shoots 2 shells with one case in a shotgun. This gives you +1 trait to
the attack but you can not spray your targets.
Availability: Military 1, Espionage 2, Underworld
4
- Equalloy
This rarely used millitary assaian round is made for maximum take down power.
They cause what ever gun they are in to have +1 Leathal damage.
Availability: Military 8, Espionage 6
- Fiberglass
This is an assassation tool. When the bullet hits the target the bullet it
harder to find due to the fact it does not regester on X-rays.
Availability: Espionage 2, Underworld 5
- Fleches
These rounds are made to be likely to pierce modern armor. But due to the
unreliability they are much more common then armor piercing. With a sim they
pierce modern armor (Antique armor completely prevents it)
Availability: Military 1, Police 3 or Underworld
2.
- Hollow Point
These rounds are farly common and cause more damage. They are only slighlty
more expensive. Due to the mushrooming that the bullet does any armor or cover
complety negate the shot but that same mushrooming makes it easer to hit a
target +1 trait.
Availability: Military 1, Police 2, Espionage
1, or Underworld 3.
Special Ability: Converts smaller caliber ammunition
to lethal damage
- Reversed Ogive
A specialy modified Hollow Point that is millitary made to compansate for
all the penatlies of Hollow Points. You get +1 trait and complety negaites
any armor.
Availability: Military 5, Espionage 5.
- Rubber
These non-leathal rounds are used in riot control, and to contain unruly but
non-dagerous attackers. Any damage caused is caused in wound penelties not
true wounds. All the effects leave in a scene.
Availability: Military 1, Police 2.
- Semi-Armor Percing
This bullet has a steel core instead of a lead one causing a slight armor
piercing effect. But almost all modern armor prevents these bullets. You completely
negate antique armor.
Availability: Police 1, Espionage 1, or Underworld
2.
- Depleated Uranium
Special rounds that are made to go thew any cover and blast away any target.
+1 Sim for extra damage (negates armor)
Availability: Military 8, Espionage 8.
- Air Bomb Shotgun Round Only
This explodes near the target knocking them out for 1 turn
Availability: Military 1, Police 5.
- BRI Slug Shotgun Round Only
A specialy made slug that flies faster causeing the point blank range at 10
insted of 5 but you can not spray.
Availability: Military 3, Police 5, Espionage
4, or Underworld 6.
- Dragonsbreath rounds Shotgun Only
Dragonsbreath shells allow a shotgun to shoot a blast of flame. A dragonsbreath
round fires flames out to a range of 20 feet, inflicting a single level of
fire damage on a target. Dragonsbreath rounds tend to degrade the barrels
of the shotguns in which they are used. Each time a character fires a dragonsbreath
round from a shotgun, the shotgun loses one Bonus Trait. When the shotgun
runs out of Bonus Traits, it is heavily damaged and completely useless. The
Repair Ability can retool a shotgun before it is destroyed, but this kind
of work requires a gunsmith's shop and a great deal of timeit's not
something done in the middle of combat.
Availability: Military 1, Police 4 or Underworld
4
Special Ability: Incendiary: Dragonsbreath rounds
inflict aggravated fire damage.
- Flare Shotgun Round Only
Flare rounds fit in to most shotguns. They do no damage but can suprise a
target as it blinds them if they fail a Sim/secene or until you spend a WP.
Availability: any
- Ice Shotgun Round Only
An assassian tool. Made because it melts away leaving no evidence.
Availability: any but you need repair 3 to make
them and they will melt in one scene.
- Lockbraker Shotgun Round Only
A special SWAT bullet that open locks vs targets 0 damage, but targets get
bruised wound penality for the secne if they do not have it.
Availability: Military 3, Police 2, Espionage
2, or Underworld 3.
- Pancake Shotgun Shotgun Round Only
Police take own rounds that are non-lethal. The target is stunned for 2 turns
at 5 feet, does 2 bashing at point blank. Active Celerity can reduce the time
to one round.
Availability: Police 4, Espionage 2, or Underworld
5.
- Silenced Shells Shotgun Round Only
This special shell captures the gasses when it is shot but due to the alterarions
the bullet has less puncture power and can not spray. -1 trait on the shotgun
but the gun loses the loud trait as long as that is the only bullet you are
fireing.
Availability: Police 4, Espionage 3, or Underworld
5.
- Smoke Shotgun Round Only
This is an encased round that expells a 10 feet cloud of smoke.
Availability: Military 1, Police 3, Espionage
3.
- Tear Gas Shotgun Round Only
This is an encased round that expells a 10 feet cloud of tear gas.
Availability: Military 1, Police 5, Espionage
5, or Underworld 8.