Talon-3 SoftPoints
based on the Black Talon designs of the mid 1980's, Militech is now producing a line of
DumDum munitions with a chemically hardened exterior which mushrooms on impact to produce 8
sharp blade-like points around the edge of the round, tearing deep wounds through soft targets.
Currently these rounds are only available in handgun calibers and are especially popular in
the larger ranges.
[400% Cost | 200% SP | +1 dmg / die | 175% Trauma | +0 Rel]
Towa Manufacturing HPA Cutters
This round is typical of of the first generation of Cookie Cutter Bullets. The HPA (High
Performance Ammunition) is basically a
copper-jacketed, hollow-tubed round fired at relatively high velocities. The Cutter projectiles
open up very rapidly, but have poor armor penetration. As with most of this line of bullets, the
manufacturing costs made them unpopular.
[400% Cost | 200% SP | +1 dmg / die | 150% Trauma | +0 Rel]
Militech MagnumRams
A 2014 attempt to revive the Cookie Cutter munitions, this second-generation round is an ultra-light,
tefflon-coated copper tube. It provides better penetration than the HPA Cutter, and a lower recoil due to
the lightness of the round. (-1 WA per 15 rounds fired in full auto instead of -1 WA per 10). Again,
sales were plagued by the high cost.
[500% Cost | 150% SP | +1 dmg / die | 150% Trauma | +0 Rel]
Copper-Wrapped Armor Piercing
These rounds are generally standard lead munitions with a copper wrapping over the lead, allowing it
to keep it's form during penetration.
[300% Cost | 50% SP | 100% damage | 50% Trauma | +0 Rel]
KTW Armor Piercing
KTWs are essentially identical to Copper-Wrapped Armor Piercing munitions, but are of a hardened metal
with a thin coat of tefflon. They also happen to be illegal for civilians in the US.
[350% Cost | 50% SP | 100% damage | 50% Trauma | +0 Rel]
Semi Armor Piercing
Semi Armor Piercing loads are the basis of most of the dual-purpose munitions. Inside the standard lead
slug is a small steel rod core which penetrates armor better than a standard lead load.
[300% Cost | 66% SP | 100% damage | 100% Trauma | +0 Rel]
Titanium Armor Piercing
Titanium Piercers are made of high-tensile, light-wifht titatnium steel - a good penetrating munition,
providing for comparable damage to soft targets becasue of it's rapid speed loss inside the target. Because
of the light weight, however, the armor penetration is less effective beyond short range. (100% SP at medium
range and beyond)
[500% Cost | 50% SP | 100% damage | 100% Trauma | +0 Rel]
Steel Jacket Magnesiums
Steel Jacket Magnesiums are lighter than a standard load, but ignite as they leave the barrel of
the firearm, producing a tracer effect as the round flares it's way to the target. Because the round needs
to be super-heated to ignite, it must be fired from a handgun of 11mm or larger bore or a rifle of 5.56mm or
larger, or any weapon using Electrothermic Enhancement. The tracer effect means that firing full auto at
rnages greater than short is still at +1 per 10 rounds fired instead of -1. For non-automatic weapons the
firer can get a +1 to hit on the second round of firing at the same target, and a +2 on te third round and
thereafter. In addition, those hit by the round take d3 damage per turn for 2 turns after being hit. At ranges
over Short, treat armor at full strength (100% SP)
[350% Cost | 66% SP | +d3 dmg/turn - 2 turns | 100% Trauma | -1 Rel]
Tungsten Carbide Penetrators
Tungsten Carbide Penetrators are very much like standard AP loads, but are of very dense Tungsten
Carbide with a tefflon coating, providing for improved penetration of armor and barriers.
[800% Cost | 33% SP | 100% damage | 50% Trauma | +0 Rel]
Armor Piercing Incendiary
Armor Piercing Incendiaries use a variety of armor defeating designs, but they all contain a phosphorous
or thermite load just behind the tip of the bullet.
[500% Cost | 50% SP | +d3 dmg/turn - 2 turns | 50% Trauma | +0 Rel]
Depleted Uranium
(Thumpers) or DPU rounds are quite famous for their increased damage-dealing ability as well as
their impressive armor penetration. The head of a thumper is made of super-dense depleted uranium (uranium
which has supposedly be depleted of it's radioactivity). Any metal armor or surface penetrated by a DPU
round will become extremely hot, doing 1d4 damage per turn for 3 minutes to anyone touching or wearing the
surface in question.
[1200% Cost | 50% SP | 150% damage | 50% Trauma | +0 Rel]
Anti-Vehicular
AV munitions are manufactured of a pointed solid stainless steel slug, providing increased penetration,
especially against hard targets. AV ammo is only available for small arms (weapons that do D6's, not D10's)
for whom penetration vs vehicles is not halved for being a small arm when calculating penetration. Use the
following stats for use against soft targets.
[250% cost | 66% SP | 100% damage | 66% Trauma | +0 Rel]
High Velocity
HV Ammo is the latest in ultra-hot loaded armor-piercing munitions. Using a secret bullet design and
increased powder charge, the HV slugs tear through hard and soft amor. Although these rounds are infamous
for totally overpenetrating soft targets, they come ito their own against hard targets where they do full
trauma damage. Armor penetrated by HV ammo is reduced 3 levels, while unpenetrated armor is still reduced
by 1 level. Weapons firing HV slugs have theri reliability decreased by 1 level, plus an additional level
for every 4 rounds or fraction thereof fired in a burst. In addition weapons firing in full auto have a
25% chance of knocking any precision equipment (laser sights, gas venting, smartlinking, etc) out of
whack. Weapons can be modified to fire HV ammo safely, but as a retrofit this costs 400% of the weapon's
base price. HV ammo cannot be combined with any other ammo types.
[700% Cost | 25% SP | 100% damage | 25% Trauma | ** Rel]
Hyper-Penetration
Hyper-Penetration loads are the basic dual-purpose load, combining Armor-Piercing and Hollow-Point
designs to provide the best of both worlds. A soft lead slug with a dimpled point and pre-constructed tear
lines is cast around a carbide rod about half the diameter of the round itself. The round has all the
effects of a HolloPoint round when impacting on soft (unarmored or SP5-) targets, but the soft lead body
strips off the round on impact with harder surfaces, and the carbide core is propelled through as an
armor piercing round.
Soft [500% Cost | 200% SP | 100% damage | 150% Trauma | +0 Rel]
Hard [500% Cost | 50% SP | 100% damage | 50% Trauma | +0 Rel]
HydraShok
HydraShok Munitions are very much the best of both worlds. A very soft round with an incredible
mushrooming / fragmenting ability which is actually increased by the presence of a central Carbide Core which
protrudes slightly into the cap. Because of the extreme softness of the load, it has been known to jam up
weapons.
Soft [400% Cost | 200% SP | 100% damage | 175% Trauma | -1 Rel]
Hard [400% Cost | 50% SP | 100% damage | 50% Trauma | -1 Rel]
Starburst Expanders
Starbusts are the first third-generation dual purpose munition. The StarBurst design uses a deep well
made up of a series of wedge-shaped ribs and flutes. Massive expansion is due to it's extremely deep cavity
with the Carbide Core extended into it, directing impact energies outwards.
Soft [600% Cost | 200% SP | 100% damage | 175% Trauma | +0 Rel]
Hard [600% Cost | 50% SP | 100% damage | 50% Trauma | +0 Rel]
DUC - Depleted Uranium Core
Combining the cheap efficiency of the Hyper-Penetration round with the core design of a DPU thumper
instead of a Carbide Core, the DUC has seen some use by anti-borg teams, but the DPU is still prefered
for most roles that would call for a DUC. Militech hot-loaded DUC rounds have a green band around the
casing base, thus presenting us with the street-named "mallard duck" ammo.
Soft [600% Cost | 150% SP | +1 dmg / die | 150% Trauma | +0 Rel]
Hard [600% Cost | 50% SP | +1 dmg / die | 50% Trauma | +0 Rel]
Blades Memory Plastics
Blades Memory Plastic expanding muntions are a wedge of superdense memory plastic around a ceramic
core. The design is very strong and lightweight, increasing penetration at close range, but losing speed
rapidly (50% SP at short range only). The memory plastic is designed to expand into a wedge of vaguely
SpawnBlade design when penetrating into a wet target. Tis increases penetrating damage and makes the
round quite difficult to remove safely (+5 dif to first aid and medtech rolls). Unfortunately, if the
round gets wet after firing (in rain, water, etc) there is a 50% chance that it will expand prematurely
(where it rapidly loses aerodynamics, -3 to hit, -50% damage, 100% SP).
[600% Cost | 100% SP* | 100% damage | 150% Trauma | +0 Rel]
Tsunami Partition
The partition round is made up of two hard-cast-core rounds inside a thin lead sheath. The design is
tough enough to hold together on impact, but tears into two pieces during rapid deceleration through a
semi-solid medium (did you say, human flesh?). The result is a round that penetrates well and still
delivers the larger wound cavity of a hollowpoint or fragmenting round. Currently only available in larger
rifle calibers (6.5mm, 7.62N and up).
[500% Cost | 100% SP | 100% damage | 150% Trauma | +0 Rel]
Flechette Load
Flechette Loads fire a cloud of fine air-foil flechettes at the target, effectively turning the
firearm into a variety of shotgun. Flechettes are usually made of a dense polymer, with excellent
armor-piercing characteristics against light (body) armor. It cannot penetrate hard armor surfaces.
Treat the blast as a shotgun blast. Due to the multiple strikes, armor penetrated by Flechette Loads is
damaged 3 levels.
[300% Cost | 50% SP | 100% damage | 50% Trauma | +0 Rel]
Kendachi Fragmenting/Explosive Flechettes
This load fires a tight cluster of 6 to 12 flechettes made of a a brittle ceramic with explosive cores.
The flechettes avoid over-penetrating by exploding inside their targets. Due to the multiple hits, armor
penetrated is damaged 3 levels.
[1000% Cost | 50% SP | 100% damage | 100% Trauma | +0 Rel]
Saboted Single Flechette
This munition fires a single flechette encased in a foamed-alluminium sabot which is discarded as soon
as it clears the barrel. These flechettes travel at speeds well over three times the norm. At those
speeds the fine triangular cross-section of very dense polymer allows it to penetrate armor with ease
while it's long, flexible construction practically forces it to fish-hook once in a soft target, dealing
impressive damage.
[500% Cost | 50% SP | 100% damage | 66% Trauma | +0 Rel]
Super-Dense Flechette Cluster
An SDFC munition fires a tight cluster of ultra-dense steel-alloy airfoils. Each flechette has a fine
triangular cross-section, designed to perforate armor. Due to the multiple hits, armor penetrated is
reduced 3 levels.
[600% Cost | 25% SP | 100% damage | 50% Trauma | +0 Rel]
Memory Expanding Flechettes
Memory Expanders borrow bleeding-edge technology from the famous SpawnBlades. Each flechette in the cluster expands
and compresses (thanks to memory plastics) to roughly the shape and size of a quarter once inside a soft
target. They penetrate armor as well as most flechettes, but do terrifying damage once beyond it. Due
to the multiple hits, armor penetrated is reduced 3 levels.
[2500% Cost | 50% SP | 100% damage | 150% Trauma | +0 Rel]
APFSF - Armor Piercing Fin Stabilized Flechettes
Firing a tight cluster of fin-stabilized tefflon-coated tungsten flechettes, APFSF are the milspec
of flechette loads, and incredibly hard to come by. Becase fo the fin stabilization, APFSF munitions
add 50% to the range of the firing weapon. Due to the multiple hits, armor penetrated is reduced
3 levels.
[800% Cost | 25% SP | 100% damage | 50% Trauma | +0 Rel]
Rubber
Rubber ammo is often used by Law Enforcement and security when non-lethal weapons are needed.
Rubber ammo does half real and half stun damage.
[125% Cost | 100% SP | 100% damage | 100% Trauma* | +0 Rel]
Gel
When it's time to use TRULY non-lethal ammo, the Eurpocops turn to Gel rounds (aka Stun Baton rounds).
These rounds splatter on impact, delivering all their kinetic energy, but never penetrating. All damage
but 1 point is stun.
[200% Cost | 25% SP | 100% damage | 100% Trauma* | +0 Rel]
FiberGlass and SuperDense Plastics
These loads are designed to not show up on metal detectors, and fiberglass rounds a difficutl (20+)
to spot using X-Rays or Very Difficult (25+) if appropriately camouflaged. Both of these rounds carry
less kinetic energy than a standard slug.
[150% Cost | 100% SP | -1 dmg / die | 100% Trauma | +0 Rel]
Ceramic Fragmenting
CERF loads were one of many developed for firing inside space stations, aircraft and other
sensitive locations. These ceramic loads are pre-fragmented and shatter on impact with hard armors and
aircraft skins.
[300% Cost | 400% SP | 100% damage | 200% Trauma | +0 Rel]
CEREX - Ceramic Explosive
In appearance, this round is no different than a CERF load, but at the core is a shaped explosive charge,
propelling the fragmenting ceramics through armor and target. Armor penetrated by CEREX loads is damaged
3 levels.
[800% Cost | 150% SP | 150% damage | 200% Trauma | +0 Rel]
Explosive Charges
Explosive loads deal significantly more damage to a target than a standard munition. Usually composed
of a TDX-based explosive in a hollow plastic shell, these rounds deal 50% more damage than a standard
munition, in addition the explosive impact is guaranteed to deal damage past personal body armors (1/2 of damage
always penetrates) hand has a tendency of knocking things down (-1 stun save). Armor hit is damaged 1 SP,
or 2 SP if penetrated.
[500% Cost | 100% SP | 150% damage | 100% Trauma | +0 Rel]
Area Explosive
Area Explosives are solid explosive, with almost no actual bullet. They are only effective to 1/2 normal
range due to their light weight, but they deal 1/2 their normal damage to all targets within 1m of the impact
point. These are usually used as door openers or removers, as they will blow a 6 foot hole in light surfaces.
Otherwise treat these rounds as Explosives, with all applicable bonuses.
[1500% Cost | 100% SP | 100% damage | 100% Trauma | +0 Rel]
Gerard Matrix APEX Munitions
These loads pack a specially stabilized, shaped charge of TDX3 in a heavy-case slug designed
to deliver all the damage forwards into the target. Treat as an explosive charge load for all applicable
modifiers.
[2000% Cost | 50% SP | 150% damage | 100% Trauma | +0 Rel]
Duplex
Duplex rounds load two smaller shots into one round. These rounds are inherently less accurate due to
their design (-1WA), but when they hit, the target is struck by d2 rounds, each doing 2/3rds of the
normal damage for a round of that type. Duplex munitions can be combined with most other types.
[300% Cost | 100% SP | 66% damage | 100% Trauma | +0 Rel]
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