'Pen' listings are for the Hardwired Quick Armour System
Jacketed Hollowpoints
Hollowpoints with metal jackets that reduce expansion
SPx2
Dam x 1.25
Pen-1
Also Coppertip and Silvertip(bullets with soft metal tips)
Cost as normal ammo
DumDum
Bullets with cuts in their jackets that allow them to break up in the
body
SPx2
Dam x 1.75
Pen-1
Cost as normal ammo
Also wadcutters(designed to expand to give neat holes in paper targets)
and mercury cored rounds (a well of mercury in the bullets core is
ruptured
when it hits, expanding the bullet)
Most dum dums are home made. Tech+weaponsmith, Easy NB. DumDums fired
from highpower weapons may have the cores blown out and leave the
jackets
in the chamber.This jams the gun and is dif 15 to clear.
| Weapon Calibre | Damage Bonus |
|---|---|
| Ligth | +2 |
| Medium | +D6 |
| Heavy | +2D6 |
| V.Heavy | +2D6 |
This does not effect weapons damage or penetration until after armour has been taken into account. If the Bullet penetrates, add on the damage bonus to the damage left.
Wounds caused are at -1 to stun save on first roll, due to shock. If
the wound is to Chest or Head, them also -1 to first Death Save. If the
bullet was stopped by armour, add the damage bonus to the bullets total
damage when calculating Blunt Trauma and armour damage.
Cost x3
'Rockshot'
Conductive plastic slugs with a peizo-electric tip and explosive
granules
of C12 or higher embedded. On impact the Explosive detonates. These
carry
much more explosive than simple exploders, and are available for heavy
and v.hvy calibres only.
The Round does damage as an explosive bullet (+2D6) but it also
has
an effect radius of .5m doing damage =1/2 bullet damage.
Against ANY armour (SP 10 or greater) the bullet hits and
explodes, doing 1/3 damage rolled to hit location by trauma, OR normal
damage -SP, whichever is higher.
The larger charge also modifies save by -2 not -1 if it penetrates
and explodes.
Direct hits on limbs that cause 8+damage wreck the limb (Mortal 0
wound) Hits of over 16+ damage blow the limb OFF.
Cost x5
Armour Piercing These Bullets have Steel cores under a copper
jacket, allowing them to be fired without damaging the gun.
Armour is halved
Damage is halved after armour
Cost x3
Titanium Rounds
The bullet is solid titanium with a teflon jacket. Titanium is almost
half the weight of steel, yet has the same strength, so the bullet
travels
a lot faster than a KTW and slows down quicker in the target.
Unfortunatly
it also slows a lot faster in normal travel, making it armour piercing
only at point blank to medium ranges.
Armour is at half Sp if range is medium or less.
Any damage that penetrates is as normal.
Pen +1
Cost x10
Tungsten Carbide
Tungsten carbide is very heavy and very hard. Solid TC bullets are
very hard to get, as the tools used to machine most metals have TC
edges.
As penetrators they are very effective, so TC cored bullets are very
good
as AP.
Armour SP is one third.
Any damage that penetrates is halved
Pen +1
Cost x 15
Depleted Uranium
The Uranium is no longer radioactive (allegedly) but is very heavy,
making it perfect as a heavy core penetrator. Unfortunatly, getting it
is very hard, although rumours of Army snipers with DU rounds for
'special
use' pop up from time to time.
DU rounds can only be used in Very Heavy handguns and Military calibre
rifles. (unless custom made) Recent tests seem to show that the dust
from
combustion of Du may become radioactive again, so wear a dust mask.
radioactive
dust may contaminate the firer, the point of impact and along the line
of flight, so be carefull. The uranium is pyrotic and may ignite upon
impact
with SP20 or higher. (doing an extra D3 burn damage a turn for D6+1
turns)
Bullets damage +D6(pistols) +2D6 (rifles)
Armour is at one quarter.
Damage after armour is halved
Pen +2
DU cost x 150 and up
(more if custom made)
Single Flechette Rounds
These contain a single sabotted flechette, which is fired like a normal
bullet. When the round leaves the gun the sabot falls away allowing the
flechette to fly free at very high speeds.
The Flechette is Armour Piercing (half Sp) and bends when it enters
the target, 'fishhooking' and twisting. The wounds caused are punctures
and tears rather than the 'wound channel' of removed flesh that normal
bullets leave behind. They usually pass through the victim, exiting at
an angle.
At point blank range, the sabots have enough energy to cause D6 damage.
Damage after armour is at 2/3 normal
Pen +1
Cost x3
Fragmentation Flechettes
These are pre-stressed to break up as they 'fishhook', breaking into
several smaller peices that slow down faster, transfering more energy
to
the victim and stopping the flechette in the body.
Armour is at 1/2 SP
Damage after armour is as normal.
Pen +1
Cost x4
Armour Piercing flechettes
These are heavy flechettes of high density alloys that do not bend
or deform in the target. they will pass straight through the target
without
any deviation.
Armour is One quarter
damage after armour is halved
Pen +2
Cost x 5
High Explosive Flechettes
These have a thread of high explosive inside the body of the flechette
that breaks it up inside the target.This causes similar effects to the
fragmentation flechettes, as the remains of the flechette stay in the
body.
Armour is halved
damage after armour is +2 (small explosive bullet)
Pen +1
Cost x 4
Poisoned Flechettes
These are light flechettes designed to break up and deliver a toxin
into the body of the victim. Dosed with poisoned to make even minor
wounds
lethal, these are cheap 'quick kill' weapons.
Toxin types
1/The Toxin is a Neurotoxin and kills within 30 seconds.
(unless make BOD25 roll)
The ammo must be stored in a cooler and goes off in the heat
2/The toxin is Blood active, and causes internal haemoraging and organ
damage before death to demoralise. Death takes 30 minutes.
Armour is at half SP
Damage that penetrates is halved
Pen +1
Cost x 3 + toxin
AP-HE flechettes
These combine a Heavy penetrating dart with a explosive thread that
ruptures the body of the flechette in the body, breaking it up and
stopping
it in the targets body.
Armour is at one quarter
Damage after armour is as normal +2 from the HE round
Pen +2
Cost x 7
Dual Purpose
These have a Tungsten Carbide rod in a soft lead jacket. When the
jacket
hits it expands like a hollowpoint, but if it hits armour the jacket is
stopped and the penetrator rod slides free, acting like an armour
piercing
round.
VS ARMOUR
Sp is halved
damage is halved after armour
Pen +1
VS AN UNARMOURED TARGET
Damage is x 1.5
Cost x 4
Hydroshock
These have a wadcutter shaped lead jacket around a steel pin. The
jacket
expands as a wadcuttter, and the pin allows some Armour piercing
ability.
To use Hydroshock rounds a gun needs custom Porting (150 euro) or its
reliability
drops one class.
VS ARMOUR
SP is halved
damage is halved after armour
Pen +1
VS UNARMOURED TARGET
Damage is x 1.75
Memory Expander Flechettes
These are State Of 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
heavy
discs the size of saucers.
Neadless to say, this expansion occurs in the body, causing massive
injury.
Armour is at one quarter
Damage after armour is x 1.5
Pen +2
Cost x 10
Black Top Glaser Safety slug
This is the almost Mythical 'Armour Piercing Glaser' round that the
Military are rumoured to have. It can defeat light Kevlar, interior
doors,
clothes and other light armour. It also acts just like the normal 'Blue
Top' Glasers in all other ways, making it very lethal.
Cannot Penetrate SP 15 or higher, Ignores lighter armour
Damage x2
All wounds are -2 to saves
Pen A
Cost Unknown (x30+?)
SPLAT
Synthetic PLastic Ammunition for Training.
This was first used as a low lead bullet for target range use, but
its lead dust and polymer mix composition makes it break up in targets.
this makes it ideal for stopping targets.
Damage +D6+1
Cannot penetrate SP20 or higher, whatever rolled
Pen as normal but MAX B
Cost as normal.
THV
'Tres Haute Vites'
This bullet uses a revolutionary 'reverse Ogive' design, as the bullet
actually curves inward. It looks like a fat drawing pin that curves our
wider down the bullet, but the shape reflects the shock waves of the
impact
away from the bullet at 90 degrees to the impact. This literally tears
the target appart with the shockwave, which is equivalent to a bullet
two
and a half times the THV's diameter. The Round is Armour Piercing, as
the
impact pushes the armour apart, and the damage is high. The bullet
slows
rapidly after impact so it will not shoot through its target.
Armour is at half SP
Damage is x 2.5 after armour
Pen +1
Cost x8
GECO Plastic
The GECO round is hollow through out its lenght, with a plastic centre
pin that falls free after firing. this causes the bullet to tumble in
the
wound, spinning off at random angles. This causes a lot of tearing and
it is possible for the bullet to travel the lenght of the target before
exiting the body. Of course it is possible for the bullet to go into
the
body and then swerve off to one side and exit leaving only a minor
wound
as it doesn't expand.
Roll D4 divided by Two. (range 1/2, 1, 1.5, 2)
If x1/2 x1 or x1.5 Multiply damage by this number.
if a four is rolled, the bullet passed into the next location on
the body, (equal chance of each) doing normal damage again.
Cost x 2
Equialloy
These are long aluminium bullets coated in plastic, designed to be
used in revolvers. they are very high speed rounds but slow quickly in
a target, and cannot peirce SP20 or higher, or walls (they were
designed
to be used inside Airplanes).
When rolling damage, reroll 1's and 2's .each die can only be
rerolled
once, so the second roll must be taken.
Cost x2
Ceramic Rounds
These rounds are brittle and weak, designed to break up on impact with
anything hard. they do 1/4 damage to Hard targets (Pen -2) and full
damage
to soft targets (like flesh)
Cost x1.5
Tazer Darts
Low velocity capacitor packages, these are fired like normal bullets,
but with half normal range, and they are so low power they cannot work
the action of a gas-auto weapon, so they have to be manually chambered
(ROF1)
They can shock through SP 5 or less of armour (ignoring skinweave
or subdermal) Any do a BOD 15 shock. (roll Bod+D10, 15+ or pass out for
D6 mins)
Cost x3
Tumblers
These bullets twist in the target, spinning and tearing. they take
on unusual curved paths and exit the body from almost anywhere. In A
true
case, a UK Police Markman with a .38 special revolver was ordered to
stop
a prize bull that had broken loose and injured several people. As it
was
a valuable animal, he shot it in the leg. The bullet hit the bone in
the
leg, tumbled up the leg, into the chest, punctured a lung, burst the
heart
and exited through the opposite shoulder. The Bull dropped dead.
Multiply tumbler damage by D4/2, giving a range fron x1/2 (minor
flesh wound) to x2 (moved into nearest location, equal chance for each
possible location)
Cost x1
Subsonic
These Bullets are very low signiture, as they travel below the speed
of sound This is usually due to an increased bullet weight, giving a
slow,
heavy round that causes normal damage without supersonic 'crack'
Damage as normal
Armour is x1.5 as the bullet is slow
Cost x2
Duplex
Rifle only.
These pack two projectiles into one round, firing them both at once,
this puts twice the bullets towards the target greatly increasing the
chance
of a hit.
Single Shot +1 to hit, D6/3 hits
3RD Burst +2 to hit , 2D3 hits
Full Auto +1 to hit, counts as Twice ROF bullets fired and each
point over the target number hits with TWO rounds.
Each Bullet Does D6 less Damage
Cost x 3
Triplex
Rifle only
This packs THREE bullets into each round of ammunition
Single Shot +2 to hit, D6/2 hits
3rd Burst +3 to hit, 3D3 hits
Full Auto +2 to hit, Counts as THREE times ROF bullets fired and
each point over target number is TWO bullets hit
Each Bullet Does 2D6 less Damage
Cost x 5
Magnum
This uses a longer round to pust the bigger, heavier bullet at high
speeds, making a high power round.
Damage +D6 higher.
Gun must be custom made
Examples. .357 magnum .44 magnum &.408TAC are already Magnums
Cost GM call
Prestressed
The bullet has been prestressed so it is brittle, splintering into
tiny metal fragments the size of hairs. In the body these creep through
flesh and cause massive tissue damage. the day after a wound in the
arm,
the whole limb will be a mass of purple ruptured and livid flesh.
Wound advances +1 Level an hour until amputated / medtech 20 and D6
hours of delicate surgury to remove the fragments.
Damage as normal.
Cost x6
Full Metal Jacket Ball
Normal military Ammunition
Cost as normal
Heavy Jacket
Thick metal jackets on the bullet stops it breaking up in the target,
reducing the lethality, but making it more likely to incapacitate
Stun saves -1 , death saves +1
less likely to kill immediatly, but causes more shock.
Cost x1