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| 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.
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| 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).
| |
| 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.
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| 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.
| | ||||||||||
| 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.
| | |||||||||||||||||
| 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.
| | |||||
| 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.
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