Armor Piercing: 100eb per 10. (Bullets ablate armor by 2 instead of one)
Expansive: 100eb per 10. (Bullets cause Foreign Object injury as well as one additional injury.)
Incendiary: 100ebs per 10. (Bullets that deal damage through armor ignite the target for 2 points of fire damage. This damage is consistent until put out.)
Rubber: 10eb per 10. (Bullets cannot ablate armor, when dealing damage if the target reaches 1hp they are knocked unconscious)
Smart: 500eb per 10. (On a miss if the number needed to hit is within a margin of 4, the attack roll can be re rolled. Requires a targeting scope)
Armor Piercing Rocket: 100eb per 1. (Ablates armor by 2)
Smart Rocket: 500eb per 1. (Same as smart bullet)
Improved Smart Ammo: These bullets only function in weapons that have received the Smart Gun upgrade. 50ebs for 10 of any firearm, or 500ebs for rockets and grenades.
Basic Arrows: 10eb per 10.
Armor Piercing: 100eb per 10. (Ablates armor by 2)
Incendiary: 100eb per 10. (Ignites target)
Expansive: 100eb per 10. (Causes Foreign Object Injury)
Biotoxin Arrow: 500eb per 10. (DV15 Resist Torture, on fail take 3d6 damage directly to hp)
Poison Arrow. 100eb per 10. (DV13 Resist Torture, on fail take 2d6 damage directly to hp)
Sleep Arrow. 500eb per 10. (DV13 Resist Torture, on a fail they fall prone and are unconscious)
Teargas: 50eb per 1. (DV13 Resist Torture. On fail receive Critical Eye Injury)
Smoke: 50eb per 1. (Obscures a 10x10 area, actions taken when vision is obstructed are reduced by 4)
Incendiary: 100eb per 1. (Any damage that breaks armor ignites the target, sets a 10x10 area on fire)
Flashbang: 100eb per 1. (DV 15 Resist Torture. On fail receive Critical Eye Injury)
Armor Piercing: 100eb per 1. (Ablates armor by 2)
EMP: 500eb per 1. (DV15 Cybertech . On fail two random pieces of cyberware are shut down for a minute.)