Grenades and Ammo for Guns in Cyberpunk


Hand Grenades
Type Damage Weight Cost Cost per Notes
Frag (HE) 6dx2 [2d] 1 lb 20 Y Box 20, Case 100 Concussion [Frag cutting] damage
Concussion 6dx2 1 lb 20 Y As Frag Concussion damage
Ripsaw Frag 6dx2 [2d(10)] 1 lb 30 Y As Frag Concussion [Monowire frag] damage. Military (Rare)
Anti-Tank (HEAT) 2dx2(10) 1 lb 30 Y As Frag Thrown like a football. Aerodynamic. For Anti-bodyarmor actually (Not really good against tanks).
Stun/Diversion Device Should incapacitate for several seconds. 1 lb 10 Y As Frag Roll HT-5 to avoid stun if in ten yard radius. Roll each turn to recover from stun. Roll unmodified if eye and hearing protection, HT-2 if just one. On crit fail, stunned for five turns before can roll again.
Smoke None 1 lb 10 Y As Frag Smoke six yard radius. Last 300 seconds divided by wind speed.
Chemical As toxin (see below) 1 lb 10 Y and ten doses of chemical As Frag Ten Doses
Paralysis: Non-lethal contact agent. Every turn roll HT-3. If fail by 1 or 2, falls down and cannot that round. Try again next round. Fail by 3 or more, cannot move for 30-HT turns. Roll HT-3 ea minute after to recover. Victims are still conscious.
Knockout/Sleep: Every turn w/o holding breath roll HT-4. If miss roll, ST goes to zero and victim falls asleep until stop breathing gas + HT-30 minutes. If suceed take 1 fatigue. When fatigue = 0 then fall asleep. Awakened normally on normal First Aid roll.
Nerve: Contact agent, roll HT-10. Failure means death in an amount of time determined by the GM's sense of the nerve gasses lethality.
Toxin: Roll HT-5, if fail take 4d damage. Or other more lethal version at GM fiat.
Hallucinogen: A Lethe, Lotus, and Oblivio (UTII p91.)
Tranqualizer: As Soothe. Dreamy state of Euphoria for 3d minutes. HT-3 to avoid each dose. -2 DX and IQ, -1 Move for duration. Unable to act. Even if succeed, still suffer attrib penalties.
Direct hits by any chemical agent result in the target suffering five attacks of the said agent. Note: Rapid overdosage can result.
Flare 2d burn if in contact. 0.5 lb 5 Y As Frag Burn brightly even underwater. Remove darkness penalties 100 yard radi. Burn five minutes. Visible to the horizion. Blinded for 20-HT sec if fail HT roll if look directly at.
Thermite 6d burn, ablates armor/material. 1 lb 30 Y As Frag Burns bightly. remove darkness penalties 50 yard radi. Burn two minutes. Visible to horizion. Blinded per flares.
Blackout Roll HT ea round or take one point damage. 1 lb 40 Y As Frag Complete Darkness. Six yard radius. -10 Sight (LI and TI too). Lasers cannot penetrate.
Prism Roll HT ea round or take one point damage. 1 lb 60 Y As Frag Blocks/Interferes with Lasers, Laser Designators, Lasercomms, Radars, Ladars, Laser fire, and Radio communications. Radius six yards.
Tangler None. 1 lb 25 Y As Frag Held by sticky strands of ST 20. Contest to get out.
Mini-Grenades cost the same, weigh half, and less damage. 6dx2 becomes 1d+2, cutting drops to [1d], and others inflict half damage.

Hand Grenades are basically spherical or oblong for throwing. Dual Use Mini-grenades can be purchased for 25% more that are cylindrical for use in 30mm EMGL launchers as well as throwing.


Types of Ammunitions for Pistols, Machine Pistols, SMGs, Carbines, Rifles, and Machineguns (.50" Caliber and less).
Type Damage Weight Cost Cost per Notes
Ball As Listed As Listed As Listed Box of See Ammunition Type Chart for Listed Values.
Armor Piercing (AP) Halves DR, x0.5 After DR As Listed x3 Listed Box of Steel Core or Steel Ball.
Hollow Point (HP) Doubles DR, x2 After DR (or x3 after DR) As Listed x2 Listed (or x3 for x3 DR) Box of Represents Dumb Dumb or Hollow Point. Technically effective only half the time.
Enhanced jacketed Hollow Point (EJHP) Divides DR by 1.5, x1.5 after DR As Listed x3 Listed Box of Silicon filled HP around copper jacket.
Armor Piercing Hollow Point (APHP) If Damage is >3x DR, then as HP; otherwise as AP As Listed x5 Listed Box of Titanium or Tungsten Penetrator set in Center of Lead Hollow Point. Military Ammo (Rare)
Explosive (HE) -1 per die of damage (x5 after DR in flesh). As Listed x2 Listed Box of Lower Reliability one level. (VC becomes Vr). Crit results in explosion. Military Ammo (Rare)
Duplex -1 per three pips. Double ROF, no recoil penalty As Listed x5 Listed Box of Two bullets and a sabot/wad. Military Ammo (Rare)
Flechette -2d6 per 3d6 (imp) ROF x4, no recoil penatly As Listed x10 Listed Box of Tightpack of Steel Darts. Lower Reliability one level on single or semi shots. Lower two levels on full auto. Military Ammo (Rare)
Chemical Double DR + Chemical effects As Listed As Ball + Chemical cost Box of As one dose of the chosen chemical. (Non-lethal ammo).


Ammunition Types Chart
For Cartridge Type Small Arms
Caliber Weight per round Cost per round Box Size
5mmP .001 .01 Box 100
7mmCP .006 .02 Box 50
7mmCPE .006 .03 Box 50
.38 Spc .008 .05 Box 50
9mmP .015 .11 Box 50
9mmCP .010 .10 Box 50
9mmCPE .010 .15 Box 50
10mmCP .018 .20 Box 50
10mmCPE .018 .30 Box 50
11mmCP .020 .19 Box 50
11mmCPE .020 .25 Box 50
11mmCPEM .025 .35 Box 50
13mmCP .038 .30 Box 20
13mmCPE .038 .45 Box 20
15mmCPE .041 .60 Box 20
.666CPE .052 .90 Box 20
5.56mmCR .012 .05 Box 20
5.56mmCRE .012 .075 Box 20
7.62mmCR .028 .11 Box 20
7.62mmCRE .028 .16 Box 20
10mmCR .037 .15 Box 20
10mmCRE .037 .21 Box 20
10mmCLR .060 .24 Box 20
10mmCLRE .060 .36 Box 20
12.7mmCR .150 1.00 Box 10
12.7mmCRE .150 1.50 Box 10
20mmCRE .300 2.00 Box 5
.300RM .031 .75 Box 20
.308R .028 .11 Box 20
7mmRM .025 .60 Box 20
8mmR Mauser .032 .25 Box 10
.416R Wetherby .105 .35 Box 10
12 Gauge 2.75" Shells .12 .48 Box 25
10 Gauge 3" Shells .18 .64 Box 25
Brass casings are assumed on cased shells (Shotguns too)
Plastic cases (or paper for shotgun shells) reduce weight by 25%, cost by 40%, and decrease reliability by one level.
Practice grade ammo is half price, but with decreased reliability of one level, -1 per die damage, and -1 Acc. (Note: casings are aluminum).
Match grade ammo is twice price, but with +1 Acc.

Needler, Grenade and Misc Rounds


Types of Ammunition for Shotguns
Type Damage Weight Cost Cost per Notes
Buskshot As Listed As Listed As Listed (x1.5 for Military/Police) Box of See bottom of chart for dispersion.
Slug As Listed. Cr++ As Listed As Listed Box of Each increase in base gauge shell length is +1d
Sabot Slug As Listed. Cr+ As Listed x1.5 Listed Box of Each increase in base gauge shell length is +1d
Flechette -2 pips per die (imp) As Listed x6 Listed Box of See bottom of chart for dispersion. x8 ROF after dispersion. No recoil penalties. Military Ammo (Rare)
Explosive (HE) -1 per die (x5 in flesh after DR) [1d-1] As Listed x5 Listed Box of Slugs and Sabot Slugs only.
Armor Piercing (AP) Halves DR, x0.5 after DR As Listed x3 Listed Box of Slugs and Sabot Slugs only.
Riot Ignores DR, Knockback only. As Listed As Listed Box of Damage may be 2d6 blunt if straight to flesh or vitals.
Chemical Double DR + Chemical effect As Listed As Ball + Chemical cost Box of As one dose of chosen chemical (non-lethal ammo)
High Explosive Anti-Tank (HEAT) 5d6+2(10) [1d6-1] (x5 in flesh after DR) As Listed x10 Listed Box of No damage increase for shell length increase. Military Ammo (Rare)
Monowire Bolo Half the Shell size damage cutting + (10) As Listed x2 Listed Box of Half Range (unstable). Military Ammo (Rare). Reusable. But be careful.
Tangler None As Listed x3 Listed Box of Held by ST 20, ST roll to break out
Dragon 5d burn As Listed x2 Listed Box of Six yard gout of flame, three yards wide. Roll individually for each target.
Gauge bases are listed for shortest shell lengths. Each step up in shell length corresponds to a 25% increase in weight, cost and range.
Buckshot does damage as slug out to half of 1/2D range. There it disperses. Each shot fired is a four round burst at 3d6/4d6 damage. Each additional d6 of damage give another four shot burst. No recoil penalty. Roll for each burst. Roll for random location. Buckshot hits at +1 skill after dispersion. Damage for each hit is 1d6(as AP if military/police ammo). Roll damage individually.


Grenade Launcher Ammunition
Caliber Type Damage Weight Cost Cost per Notes
20mmHL
High Explosive (HE) 3dx2 [1d] 0.75 lb 10 Y Case 50 x5 in flesh after DR
High Explosive Anti-Tank (HEAT) 5d+2 (10) [1d-1] 0.75 lb 10 Y Case 50 x5 in flesh after DR
High Explosive Dual Purpose (HEDP) 5d (5) [1d-3] 0.75 lb 10 Y Case 50 x5 in flesh after DR
30mmHL(E)
High Explosive (HE) 6dx2 [1d+1] 1 lb 15 Y Case 50 x5 in flesh after DR
High Explosive Anti-Tank (HEAT) 6d+1 (10) [1d] 1 lb 15 Y Case 50 x5 in flesh after DR
High Explosive Dual Purpose (HEDP) 6d (5) [1d] 1 lb 15 Y Case 50 x5 in flesh after DR
40mmHL(E)
High Explosive (HE) 8dx2 [2d] 1.5 lb 20 Y Case 50 x5 in flesh after DR
High Explosive Anti-Tank (HEAT) 8d (10) [1d+2] 1.5 lb 20 Y Case 50 x5 in flesh after DR
High Explosive Dual Purpose (HEDP) 7d (5) [2d+1] 1.5 lb 20 Y Case 50 x5 in flesh after DR
Any
Illumination (Flare) As Flare hand grenade As Flare hand grenade As Flare hand grenade As Flare hand grenade As Flare hand grenade
Thermite As Thermite hand grenade As Thermite hand grenade As Thermite hand grenade As Thermite hand grenade As Thermite hand grenade
White Phosphorous As Smoke hand grenade + 2d burn + As flare at night As Smoke hand grenade As Smoke hand grenade As Smoke hand grenade 1/10 range of flare
Smoke As Smoke hand grenade As Smoke hand grenade As Smoke hand grenade As Smoke hand grenade As Smoke hand grenade
Chemical As Chemical hand grenade As Chemical hand grenade As Chemical hand grenade As Chemical hand grenade As Chemical hand grenade
Buckshot As 14d Shotgun Shell 1 lb 1 Y Box 20 See dispersion under shotgun shells
Flechette 4d+2 (imp) Shotgun Flechette 1 lb 3 Y Box 20 x8 ROF, no recoil penalty. Roll individually to hit.
For Buckshot and Flechette, each increase in bore by 10mm gives a +2d+1 to damage.
Riot Ignore DR, knockback and stun only. 1 lb 1 Y Box 20 May do 4d blunt to direct flesh or vitals
For Calibers noted Any, there is a 25% increase for each increase of 10mm bore.
HLE grenades may be purchased as HLEO (Only) Grenades. These may only be fired out of EMGL launchers; they weigh and cost 25% less.


GYROC Ammunition
Type Damage Weight Cost Cost per Notes
HEDP 8d(2) Cr+ 1/6 lb 1 Y Box 100 x5 in flesh after DR
HEAT 4d(10) [1d-3] 1/6 lb 3 Y Box 100 x5 in flesh after DR
APEX 8d(2) [1d+3] 5 Y 1/6 lb Box 100 x5 in flesh after DR
Stingray 1d Cr+ 3 Y 1/6 lb Box 100 Roll HT (+1 per 5 DR). Crit success no fatigue. On success 1d fatigue. Failure is 3d fatigue. Crit fail heart stops, Physician or First Aid-4 to recessetate w/in 5 min.
Flechette 2d6 3 Y 1/6 lb Box 100 1/2D and Max divide by five. ROF x 8 as burst. Each hit does 2d (imp)
Thermite/Smoke/Flare As hand grenade 2 Y 1/6 lb Box 100 As hand grenade
Chemical As Chemical 2 Y + Chemical doses 1/6 lb Box 100 See hand Grenades. Use five doses.
Base damages given under the weapon description are for HEDP.


Needler Ammunition
Type Damage Weight Cost Cost per Notes
Ball As Listed As Listed As Listed Box of See Ammunition Type Chart for Listed Valued
AP Halves DR, x0.5 After DR As Listed x2 Listed Box of Steel Core or Tungsten Penetrator
Spheroid As Listed Box of
Chemical Doubles DR + Chemical Dose As Listed As Ball + one dose Chemical Box of As one dose of chosen chemical
Paralysis: Non-lethal contact agent. Every turn roll HT-3. If fail by 1 or 2, falls down and cannot that round. Try again next round. Fail by 3 or more, cannot move for 30-HT turns. Roll HT-3 ea minute after to recover. Victims are still conscious.
Knockout/Sleep: Every turn w/o holding breath roll HT-4. If miss roll, ST goes to zero and victim falls asleep until stop breathing gas + HT-30 minutes. If suceed take 1 fatigue. When fatigue = 0 then fall asleep. Awakened normally on normal First Aid roll.
Nerve: Contact agent, roll HT-10. Failure means death in an amount of time determined by the GM's sense of the nerve gasses lethality.
Toxin: Roll HT-5, if fail take 4d damage. Or other more lethal version at GM fiat.
Hallucinogen: A Lethe, Lotus, and Oblivio (UTII p91.)
Tranqualizer: As Soothe. Dreamy state of Euphoria for 3d minutes. HT-3 to avoid each dose. -2 DX and IQ, -1 Move for duration. Unable to act. Even if succeed, still suffer attrib penalties.
Hypercoagulant: Each dose after first is at HT-doses or death. Blood congeals and heart freezes.
Suspend: In 24 hour healing trance.
Barbed Dart: As normall ball + Roll HT-damage to avoid screaming when hit. If roll to hit misses by one, half burst hit. Moving/exertion causes an additional roll to HT. Damage is amount missed by (min 1). Removal is messy.
Tracer Bug: As ball, plus tracer bug.
Direct hits by any chemical agent result in the target suffering five attacks of the said agent. Note: Rapid overdosage can result.


Weight: in pounds (lb.) per round
Cost: in Nuyen per round


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Last updated 001023