Ammunition
Ammunition is defined by type (regular, gel, APDS, etc.), class of firearm, and cased or caseless. Unless otherwise indicated in its description, a gun can fire cased or caseless ammunition but not both.
Ammunition is defined by type (regular, gel, APDS, etc.), class of firearm, and cased or caseless. Unless otherwise indicated in its description, a gun can fire cased or caseless ammunition but not both.
Caseless ammo is rare these days, with the corps wanting to track who’s doing what against them. With no shell casing it’s one less thing to help track down a culprit. They also install a hardened stealth micro-RFID in half of all the cased rounds they produce that activates when fired and alerts local authorities. Most runners have a tech guy who waves his magic wand (tag eraser) over their ammo and fries the tags, but it doesn’t always work, and not everyone owns a tag eraser.
Erasing tags requires a tag eraser. Make an Electronics + Logic (2, 1 minute) for every ten rounds being erased
These darts are designed to be loaded into a taser.
Cost:
¥10 per 10 rounds
Availability:
1
Effect:
-
Standard full metal jacket ball ammunition.
Cost:
¥5 per 10 rounds
Availability:
1
Effect:
-
Standard full metal jacket ball ammunition.
Cost:
¥10 per 10 rounds
Availability:
1
Effect:
-
Standard slug or shell ammunition.
Cost:
¥15 per 10 rounds
Availability:
2 (Legal)
Effect:
-
Standard full metal jacket ball ammunition.
Cost:
¥20 per 10 rounds
Availability:
2 (Legal)
Effect:
-
Standard full metal jacket ball ammunition.
Cost:
¥15 per 10 rounds
Availability:
2 (Legal)
Effect:
-
Big rounds for a big gun. Assault cannon rounds and APDS rounds are the only thing that Assault Cannons can load and they cannot be modified with other type of ammunition.
Cost:
¥50 per 10 rounds
Availability:
4 (Illegal)
Effect:
-
These ferromagnetic tungsten alloy darts fired by the Terracotta Arms Ferrus Minor heavy pistol.
Cost:
¥30 per 10 rounds
Availability:
3 (Legal)
Effect:
Incompatible with any type of ballistic ammunition, including APDS.
These ferromagnetic tungsten alloy darts fired by the Terracotta Arms Ferrus Major sub-machine gun.
Cost:
¥30 per 10 rounds
Availability:
4 (Legal)
Effect:
Incompatible with any type of ballistic ammunition, including APDS.
These ferromagnetic tungsten alloy darts fired by the Terracotta Arms Ferrus Prime and Ferrus Maximus rifles.
Cost:
¥60 per 10 rounds
Availability:
5 (Legal)
Effect:
Incompatible with any type of ballistic ammunition, including APDS.
These ferromagnetic tungsten alloy darts fired by the Ares Thunderstruck gauss rifle, YNT Nashorn, and YNT Colossus.
Cost:
¥45 per 10 rounds
Availability:
6 (Illegal)
Effect:
Incompatible with any type of ballistic ammunition, including APDS.
Used in the FN-AAL Gyrojet Pistol, these 6MM rockets explode on impact.
Cost:
¥160 per 10 rounds
Availability:
6 (Illegal)
Effect:
-
For weapons that need a power source, this is it.
Cost:
¥500
Availability:
4 (Legal)
Effect:
Magazines hold 10 power units.
Power magazines are the size of a pistol magazine.
Weapon power supply batteries recharge at a rate of 1 energy per 10 minutes when connected to an appropriate power supply.
For weapons that need a power source, this is it.
Cost:
¥1,200
Availability:
5 (Legal)
Effect:
Satchels hold 40 power units.
Satchel power packs are roughly the size of a canteen.
Weapon power supply batteries recharge at a rate of 1 energy per 10 minutes when connected to an appropriate power supply.
For weapons that need a power source, this is it.
Cost:
¥2,500
Availability:
5 (Legal)
Effect:
Power backpacks hold 80 power units.
Power backpacks are roughly the size of a large tactical fanny pack.
Weapon power supply batteries recharge at a rate of 1 energy per 10 minutes when connected to an appropriate power supply.
For weapons that need a power source, this is it.
Cost:
¥2,500
Availability:
7 (Legal)
Effect:
Power Banks hold 240 power units.
Power Banks are not man-portable, as they are the size of a medium-sized dog kennel.
Weapon power supply batteries recharge at a rate of 1 energy per 10 minutes when connected to an appropriate power supply.
Flame canisters are typically filled with a gel, liquid, or dual-chambered gel-liquid mixture which, when exposed to oxygen or a pilot flame, spreads flesh-melting heat.
Cost:
¥40 per tank
Availability:
9 (Illegal)
Effect:
Fuel canisters are purchased depending on the size of an individual flamethrower.
Dimethyl sulfoxide rounds, AKA, DMSO rounds, are soft-bodied, gel-filled packs meant for use in the Ares Super Squirt as a means of delivering toxins.
Cost:
¥10 per 10 rounds
Availability:
1
Effect:
Only for use in the Ares S-III Super Squirt and similar weapons.
Each injection dart carries a single dose of a drug or toxin (purchased separately). Successful delivery of the payload requires at least one net hit on the Attack test versus an unarmored target or two net hits against a target with any form of armor, be it worn or natural. The effect of the dart depends on the drug payload and is an Injection-vector toxin attack.
Cost:
(¥5 + Toxin) per 10 rounds
Availability:
2
Effect:
-
Ammo can only modify an attribute that already exists. If a weapon does not have an Attack Rating at a certain Range category, using ammo with a bonus to that category has no effect.
Armor Piercing Discarding Sabot is a mouthful, which is why the APDS acronym is used so frequently. The sabot allows for high muzzle velocities pushing an ultra-hard penetrator designed to punch through armor. APDS are rarely made caseless because the discarding sabot shells are left lying around anyway.
Cost Multiplier:
x3
Availability:
7 (Illegal)
Dice Pool Modifier:
-
Damage Value:
-1
Effect:
Ignores 2 points of damage conversion provided by Armor.
APDS rounds half the Structure Rating of anything hit by them.
Any Damage-reducing effects a target may have (such as Immunity to Normal Weapons) is halved.
Cancels 2 levels of Hardened Armor.
Assault Cannon Explosive Rounds, or ACERs, are a highly illegal and highly desired exploding sabot round which are known to pulverize meat, metal, and all general mass that it comes into contact with.
Cost Multiplier:
x5
Availability:
7 (Illegal)
Dice Pool Modifier:
-
Damage Value:
-
Notes:
ACERs have a Damage Value at Ground Zero of 6P at Close, 4P at Near, and a Blast of 4 meters.
Only available for Assault Cannons.
Anti-Vehicle rounds, or AV rounds for short, are specially designed to puncture the thick armor plating of vehicles and drones, but have a lesser effect on personal armor.
Cost Multiplier:
x1.5
Availability:
7 (Illegal)
Dice Pool Modifier:
-
Damage Value:
+5
Notes:
The Damage Value bonus only applies to vehicles, drones, and vehicle armor.
Originally designed for marking trees, cows, and even shooting at other people "for fun," militaries eventually figured out how to use these in training - and then also realized things besides paint could be loaded into them. That led to these modern-day capsule rounds. Lighter than standard rounds, and without a punch, these bullets are intended to deliver a payload.
Cost Multiplier:
-
Availability:
-
Dice Pool Modifier:
-
Damage Value:
-
Notes:
Capsule rounds deal no damage, instead carrying Contact-vector toxins.
Most ammunition can come in a caseless variety, and it does help with ballistics clean-up despite it's rarity - and increased price.
Cost Multiplier:
x2
Availability:
-
Dice Pool Modifier:
-
Damage Value:
-
Notes:
Untracable ammunition - by default.
The Deathdealer™ Mk. I is a self-guided bullet offered by Onotari Arms capable of mid-flight adjustment thanks to heavily miniaturized thermographic seekers and pop-out micro fins.
Cost Multiplier:
x5
Availability:
12 (Illegal)
Dice Pool Modifier:
+3 Dice Rerolls
Damage Value:
-
Notes:
The Deathdealer™ round is available for Heavy Pistols, SMGs, Assault Rifles, and Battle Rifles.
The ultimate in overkill. Depleted uranium is both self sharpening and pyrophoric, meaning that when the round strikes armor it shatters but still remains sharp, and the shattered bits ignite. Remaining shards are also known to cause cancer in a matter of weeks. There is a reason rounds of this type have been banned from use by international treaty and Corporate Court edict.
Cost Multiplier:
x10
Availability:
16 (Illegal)
Dice Pool Modifier:
-
Damage Value:
+6
Notes:
Inflicts the Burning status.
If the shards are not removed from the flesh of a victim, they will develop a random form of cancer in 6D6 weeks.
These rounds emit a burst of biofeedback similar to a Matrix attack protocol that hit the electronic persona of a technocritter, AI, technomancer, or technosapient. Popular in hunting for researchers who have some level of morals, as these rounds do nothing to non-Emerged critters.
Cost Multiplier:
x1
Availability:
3 (Legal)
Dice Pool Modifier:
-
Damage Value:
-
Notes:
The weapon now does it's full damage value - but only to technosapients, technocritters, and technomancers.
A standard roll is resisted with Matrix (Intuition + Firewall) or Physical (Reaction + Intuition) defense roll.
If it hits, the target must roll it's Matrix Damage Resistance as normal. If the AI or e-critter is inhabiting a device, they suffer a -2 Dice Pool Penalty to their damage resistance.
These slugs carry a shaped-charge explosive.
Cost Multiplier:
x2
Availability:
6 (Illegal)
Dice Pool Modifier:
-
Damage Value:
+1
Notes:
Explosive rounds misfire whenever you roll a Critical Glitch. When this happens, the attacker must resist damage equal to the Damage Value of the weapon. Naturally, the attack misses its intended target and the weapon firing the bullets is destroyed.
These little darlings pack a punch and always seem to get the job done. A better, bigger boom for the discerning shadowrunner.
Cost Multiplier:
x3
Availability:
8 (Illegal)
Dice Pool Modifier:
-
Damage Value:
+2
Notes:
-
Originally designed for just shotguns, these rounds now come for a variety of others to offer a convenient little signal to keep on hand in case of emergency!
Cost Multiplier:
-
Availability:
4 (Legal)
Dice Pool Modifier:
-
Damage Value:
-2 (<60M) / +2 (60-62M)
Notes:
Available only for heavy pistol, SMG, shotgun, and assault rifles.
Intended for use as a signal or location marker, Flare rounds ignite upon firing and explodes into a shower of burning sparks at 60 meters out from the muzzle.
Flare rounds are less effective in all ways before they discharge.
The payload of a flechette (fl) round is made up of tiny, tightly packed fin-stabilized metal slivers or metal balls (depending on the weapon). They have some spread, making them more likely to catch a soft spot, but they’re small compared to other ammo, delivering less kinetic energy to the target.
Cost Multiplier:
x1.5
Availability:
3 (Legal)
Dice Pool Modifier:
+1
Damage Value:
-1
Notes:
Every point of damage conversion provided by Armor the target is doubled.
Sometimes you want a bullet that can shoot through walls, other times you want something that will hurt soft targets in range but leave the hardware alone. Frangible bullets can put the hurt on some metahuman targets, but they break up when hitting something hard, meaning they won't damage nearby metal-encased gear. Or armored-up trolls, so select it with caution.
Cost Multiplier:
-
Availability:
1 (Legal)
Dice Pool Modifier:
-
Damage Value:
-1
Notes:
For every point of damage conversion provided by Armor that the subject has, 1 additional point of Physical damage is ignored entirely before damage soak.
Fuzzy rounds are designed to create a burst of localized noise. It's like a short-range, short-term, potentially high-powered jammer. Each round has a burst emitter that is randomly programmed.
Cost Multiplier:
x2
Availability:
6 (Legal) - Light Pistol, Machine Pistol, Assault Rifle
8 (Legal) - Heavy Pistol, SMG, Shotgun
Dice Pool Modifier:
-
Damage Value:
-
Notes:
Light Pistol, Machine Pistol, Assault Rifle AoE: 2M
Heavy Pistol, SMG, Shotgun: 5M
Upon impact, these rounds create +1 Noise per round, cumulative, and the Noise lasts for 2 Combat Rounds.
These gel-ball rounds look like flattened blueberries on impact. Generally used for riot control or non-lethal subdual, they’re great for knocking a target on their hoop, though you shouldn’t expect that to work on trolls.
Cost Multiplier:
x1.5
Availability:
1 (Legal)
Dice Pool Modifier:
-
Damage Value:
Stun
Notes:
A target struck by a gel round must succeed at an immediate Agility (2) or Body (4) test (player’s choice) or gain the Prone status.
Burst Fire and Full Auto increase the threshold to avoid being knocked down by 1.
These rounds consist of frangible ammunition containing GMT (Grey Mana Technology) materials. They are designed to burst on imact, covering the target with GMT residue and an adhesive that reacts to oxygen. The theory is that an Awakened target’s ability to use magic will be impeded.
Cost Multiplier:
x10
Availability:
4 (Legal)
Dice Pool Modifier:
-
Damage Value:
-1
Notes:
For every point of damage conversion provided by Armor that the subject has, 1 additional point of Physical damage is ignored entirely before damage soak.
An Awakened target that is struck by GMT ammunition (even if all damage is reduced) receives a –1 Dice Pool Modifer to all tests that involve its Magic attribute.
This penalty is cumulative for multiple attacks. If the target is wearing armor or clothing, the penalty can be removed if the target removes all its armor and clothing. If the target is not wearing armor or clothing, such as a critter or materialized spirit, the penalty remains for at least 1 hour or until it can be thoroughly cleaned off.
A materialized spirit that returns to its astral form leaves the GMT material behind and is no longer affected, even after it rematerializes.
Essentially capsule rounds with a tiny micro-emitter and millions of nanomachines. The capsule hits, bursts, and releases the nanomachines around the impact site. The sodium and potassium powered generators are pre-programmed to degrade a wide area until their limited fuel supply burns out.
Cost Multiplier:
x50
Availability:
24 (Illegal)
Dice Pool Modifier:
-3
Damage Value:
-
Notes:
Armor Eater rounds do no damage.
Any weapons with Grey Goo rounds use Hold-Out Pistol ranges.
Roll the Rating of the Armor Eater load and decrease the Armor rating of the target by the number of hits.
Essentially capsule rounds with a tiny micro-emitter and millions of nanomachines. The capsule hits, bursts, and releases the nanomachines around the impact site. The nanomachines burrow deep into the flesh of a narrow target, causing deeper damage to skin, bone, and organs on organic targets or eviscerating key systems on technological ones.
Cost Multiplier:
x50
Availability:
24 (Illegal)
Dice Pool Modifier:
-3
Damage Value:
+9
Notes:
Any weapons with Grey Goo rounds use Hold-Out Pistol ranges.
These rockets add an improved fragmenting warhead to the gyrojet rocket, increasing it's overall damage.
Cost Multiplier:
x3
Availability:
8 (Illegal)
Dice Pool Modifier:
-
Damage Value:
+2
Notes:
Explosive rounds misfire whenever you roll a Critical Glitch. When this happens, the attacker must resist damage equal to the Damage Value of the weapon. Naturally, the attack misses its intended target and the weapon firing the bullets is destroyed.
Only usable in the Gyrojet pistol.
This is an adhesive variant of the miniature rocket that replaces the usual warhead with a battery pack similar to Stick-n-Shock rounds.
Cost Multiplier:
x2
Availability:
6 (Illegal)
Dice Pool Modifier:
-
Damage Value:
-2, Stun
Notes:
Taser rocket deal Stun damage and applies the Zapped status on an affected target.
Only usable in the Gyrojet pistol.
These rockets fire special RFID tags with the rocket to mark their target.
Cost Multiplier:
x2
Availability:
8 (Illegal)
Dice Pool Modifier:
-
Damage Value:
-2
Notes:
If the target is damaged by a Tracker round, the tracker remains within the body of the target until it is removed.
If all damage is resisted, the round is imbedded in the target's armor.
On a tie, roll the attacking character's Edge attribute. A single hit means the tracker imbeds in the armor.
Only usable in the Gyrojet pistol.
With a little extra care and TLC, a good gunsmith can handload their own ammo. This extra effort provides a decent boost across the board with a well-seated slug and hand-selected powder weight and grains. You’d be amazed at how often the powder load has foreign matter in it throwing off the burn.
Cost Multiplier:
x1.5
Availability:
2 (Legal)
Dice Pool Modifier:
+1
Damage Value:
+1
Notes:
When made, Handloads must choose between a +1 Dice Pool Bonus or a +1 to the Damage Value. They cannot have both bonuses.
Handloading requires an Engineering + Logic (4, 1 Hour) Extended Test for each set of 10 bullets made along with the cost for materials.
Hi-De, short for High Density, rounds are composed of densiplast and are undetectable by Magnetic Anomaly Detectors (MADs). The propellant charge of these rounds is especially powerful to provide enough force for the densiplast to get the same ballistic capabilities as regular ammunition.
Cost Multiplier:
x1.5
Availability:
9 (Illegal)
Dice Pool Modifier:
-
Damage Value:
-1 (Long, Extreme)
Notes:
Undetectable by MADs.
Recoil modifiers (such as Semi-, Burst-, and Fully Automatic fire) are all increased by 1.
Hollow Points, or dum dum rounds, have their tips indented so that upon impact they expand upon impact, becoming a hail of deadly fragments.
Cost Multiplier:
x1
Availability:
2 (Illegal)
Dice Pool Modifier:
-
Damage Value:
+2
Notes:
Every point of damage conversion provided by Armor the target is doubled.
Old technology given new life as miniaturization occurs and allows the infamous HEAT round to be put into something the size of a shotgun slug! Capable of slamming through conventional armor plate typically found in softshell targets on a battlefield, this round is also useful for weakening and dimpling actual armor and giving follow-up rounds a better chance at penetrating! Order now, and get a first-aid guide to treating wounds caused by these rounds!
Cost Multiplier:
x5
Availability:
9 (Illegal)
Dice Pool Modifier:
+3
Damage Value:
+3
Notes:
Only available in shotgun shells.
On a Glitch, the round in the chamber explodes and does the Damage Value of the weapon to the user's hand, destroying the weapon.
On a Critical Glitch, a chainfire of all the rounds go off and do the entire combined Damage Value of the magazine to the user, destroying the weapon.
No, they’re not actual lasers, although we are working on that. Instead they solve the problem with tracer rounds by the fact that they have different ballistics than conventional “ball” regular rounds. We worked long and hard on this one, over many a bottle of wine, and then realized that we didn’t have to have the regular rounds decrease their ability to fly the same way; we just had to replace all the regular rounds with tracers! And, when you fire these from most automatic weapons, it looks like a fragging laser shooting out! Available in boxes of ten or preloaded into belts!
Cost Multiplier:
x2
Availability:
3 (Legal)
Dice Pool Modifier:
+2
Damage Value:
-
Notes:
The bonus from Laser Bullets only applies in Semi-Automatic, Burst-Fire and Fully Automatic firing modes.
Krime isn't exactly good at keeping their manufacturing and packaging in order, so if it matters? These are the colors of the tracers in Laser Bullets. Roll 2d6 for the effect!
Ever unload a bunch of buckshot into a paracritter, only for it to look at you with disdain? Old Man Krime just did. Frankly, he’d probably be less hurt if the fragging thing had charged him. But he isn’t a man to let a slight like that just happen, no matter what the fragger is that did it. He grabbed his emergency supply of rum, locked himself up in his workshop, and only came out to drek and wolf down food from the cafeteria. Then he came out with the Krime Penetrator shell! Well, actually, the buckshot from it came first, going through the armor plate on his workshop door. It features chromed tungsten shot attached to a magnum load of powder just barely at the pressure that shotguns are designed for these days, and it means Old Man Krime now hunts for the paracritter that used to look at him sideways! And you can have the same ammo he uses!
Cost Multiplier:
x3
Availability:
8 (Illegal)
Dice Pool Modifier:
+2
Damage Value:
+1
Notes:
Ignore 1 point of damage conversion provided by Armor.
You know, it gets boring at times. The sound of gunshots. It sucks, but there are just so many times you can hear it before you stop getting excited at shooting a home invader that is ripping up the apartment building you live in. Especially as they usually get shot up by someone that lives below your apartment! Well, we can’t help with that, but Krime can make guns more interesting again! Krime Power Rounds increases the muzzle flare and acoustic report (that means “sound of a gunshot” - we learned something today!) one level higher! Light pistols sound like real pistols! Rifles sound like shotguns! Shotguns sound like cannons! And cannons sound like your mama callin’ you home to rethink your life choices!
Cost Multiplier:
x1.5
Availability:
3 (Legal)
Dice Pool Modifier:
-
Damage Value:
-
Notes:
Krime isn't exactly good at keeping their manufacturing and packaging in order, so if it matters? These are the colors of the muzzle flash that come out of Krime Power Rounds. Roll 2d6 for the effect!
You spoke, Krime listened! Assault cannon rounds are too fragging expensive and hard to get, with some countries disliking exploding ammunition! Well, no more - Krime Punisher Rounds are just steel-jacketed lead (boring, we know), but they’re still being fired from a CANNON! And you can convince the gun range guys to let you bring your cannon there at last! Punisher Rounds bring MAXIMUM PUNISHMENT!
Cost Multiplier:
x0.75
Availability:
4 (Legal)
Dice Pool Modifier:
-2
Damage Value:
-2
Notes:
-
Sure, Krime has a reputation of selling to all sorts of immoral people - a horrible lie, we assure you. Only the highest-quality weapons merchants carry our goods! But when it comes down to a person’s self-defense inside their own home, there are lots of options on the market, all different things to help our customers defend themselves, help the blue crews track down the right villain for once, and so on. But they all are separate from each other. NO LONGER! The Krime Splash Rounds incorporate a trio of options into the same round! The outer coating is a friction-liquefying material that is impossible to wash off and paints the target in whatever color you choose when purchasing the ammo. This splash-color is just the jacket for a good degree of glitter-based micro RFID tags that get into the user’s skin through any non-chemical resistant or waterproof outfit, which sparkles while impregnated into their skin while also transmitting to the Matrix. Finally, the major layer, which protects you while the intruder is still in your face: a basic gel round that slams home like every other gel round on the market and is endorsed by nearly every security force on Earth, and quite a few off of the planet, as well! Drop them where they stand, and let them stand red-handed with a single Splash!
Cost Multiplier:
x2
Availability:
2 (Legal)
Dice Pool Modifier:
-
Damage Value:
-
Notes:
-
These slow, inaccurate rounds are a low-power, non-violent and non-destructive means of disrupting electronic surveillance. Due to its low-power load, in a suppressed weapon these really do make little more than the trideo “plink” sound. Problem is the shooter needs to be close, but at least it’s not spray-can-on-the-lens close.
Cost Multiplier:
x4
Availability:
9 (Illegal)
Dice Pool Modifier:
-2
Damage Value:
-
Notes:
All Looper rounds use Light Pistol ranges.
Looper rounds last for 3 Combat Rounds (10 seconds).
To affect eyeware or earware a Called Shot must be used.
A successful attack - at least 1 Net Hit - on a camera or other recording system sends a touchlink-style pulse of data that puts the camera on a loop, with a duration based on the rating of the round.
Looper rounds come with a maximum of rating of 6.
A perfectly weighted and seated slug and powder that is sifted grain by grain makes this ammo the best you can buy for accuracy over distance. The process tends to cost a little in the penetration department, because hitting the mark is much more important than going through the mark with this ammo.
Cost Multiplier:
x4
Availability:
3 (Legal)
Dice Pool Modifier:
+1/+2/+3/+3/+2
Damage Value:
-1
Notes:
Match-Grade Ammo's bonuses differ depending on the distance they are fired at.
These slugs are made of a ceramic and metal composite designed to fragment and disintegrate upon impact in the complete opposite manner that Frangible rounds do. Shock Lock rounds are intended to shatter a door's lock or hinge, making a breach-and-clear action smooth and fast.
Cost Multiplier:
x3.5
Availability:
7 (Illegal)
Dice Pool Modifier:
-
Damage Value:
+1
Notes:
Against a barrier such as a door or lock, the Shock Lock rounds halve the Structure Rating of such devices.
Silver bullets replace a large portion of the mass of a standard bullet with silver intended to harm critters who are sensitive to the substance. Since many beings inhabiting the Sixth World are allergic to certain substances, Silver Bullets is also a common parlance for those who seek out a bullet made out of a specific alloy, even if most of the time those who buy these or have them made are superstitious idiots who watch one too many werewolf trids.
Cost Multiplier:
x4
Availability:
8 (Legal)
Dice Pool Modifier:
-
Damage Value:
-
Notes:
If the target hit by Silver Bullets is allergic to the alloy they are made of, then they will suffer the immediate effects of their allergy, and will do so with each additional round taken. Visually, this may be burns on the exterior of a vampire or degrees of anaphylactic shock on a manifested spirit - in addition to Stun or Physical damage.
Stick-n-Shock rounds deal electrical damage not unlike that of a taser.
Cost Multiplier:
x2
Availability:
4 (Legal)
Dice Pool Modifier:
-
Damage Value:
-2, Stun
Notes:
Stick-n-Shock ammo deals Stun damage and applies the Zapped status on an affected target.
Subsonic ammunition features a lighter charge and a slightly smaller bullet than regular rounds. This slows the projectile's muzzle velocity below the speed of sound, reducing the sound of the weapon being fired and making it easier to silence.
Cost Multiplier:
x2.5
Availability:
6 (Illegal)
Dice Pool Modifier:
-
Damage Value:
-1
Notes:
Subsonic ammunition applies a -1 Dice Pool Modifier on all Perception tests to notice the weapon's use or locate the firing position.
This Dice Pool Modifier increases to -2 if a suppressor is used.
Increase all Range penalties by 1.
As if catching a bullet wasn't bad enough, these babies make you worried about getting tracked like a wild animal afterwards because tracker rounds include an RFID tag inside the bullet.
Cost Multiplier:
x2
Availability:
6 (Legal)
Dice Pool Modifier:
-
Damage Value:
-2
Notes:
If the target is damaged by a Tracker round, the tracker remains within the body of the target until it is removed.
If all damage is resisted, the round is imbedded in the target's armor.
On a tie, roll the attacking character's Edge attribute. A single hit means the tracker imbeds in the armor.
First developed by the Sylvestrian order, wood pulp rounds are a variety of capsule rounds designed to specifically to fight vampires and other paracritters that are vulnerable to them due to wood allergies.
Cost Multiplier:
-
Availability:
3 (Legal)
Dice Pool Modifier:
-
Damage Value:
-4
Notes:
If the target hit by Wood Pulp Rounds is allergic to wood, then they will suffer the immediate effects of their allergy, and will do so with each additional round taken. Visually, this may be burns on the exterior of a vampire or degrees of anaphylactic shock on a manifested spirit - in addition to Stun or Physical damage.
Zapper rounds cause damage to electronic systems, rather than the electronics themselves. Using a mixture of wireless data burst broadcasting tech and dense IC coding, the round attacks the object in the "Matrix." As long as the targeted device is still capable of accessing the Matrix, even if the receiver is currently shut down, the contact protocols in the rounds do the job.
Cost Multiplier:
x3
Availability:
9 (Illegal)
Dice Pool Modifier:
-
Damage Value:
-
Notes:
Rather than doing normal damage, these rounds do Matrix damage.
Without the use of a Called Shot, the device on the person targeted is random.
Net Hits on the test do the weapon's Damage Value + Net Hits in Matrix damage.
Damage resistance is made by a device's Device Rating + Firewall.
Standard arrows made with composite metal arrowheads filed to a sharp point and attached to a lightweight, sturdy shaft.
Cost:
¥(Rating x 2) for 10
Availability:
(Rating / 3)
Dice Pool Modifier:
-
Damage Value:
-
Notes:
An arrow's rating must equal or exceed that of the bow it is fired from.
Standard crossbow bolts that end in a sharp armor-piercing point.
Cost:
¥5
Availability:
2
Dice Pool Modifier:
-
Damage Value:
-
Notes:
-
An electronic bolt or arrow which is actually two thin ones connected by a simple latch. They're intended to hit multiple close-together targets.
Cost Multiplier:
x5
Availability:
6 (Legal)
Dice Pool Modifier:
-
Damage Value:
-
Notes:
Striking two targets with an Airburst attack requires the user to split their dice pool, each target making separate Defense tests.
Wireless Bonus:
With a Minor Action (or free with a DNI) the user can "detonate" the arrow and strike up to two targets within a 45° angle.
These heads are designed to not only hurt when going in but also when being pulled out. Without someone with a steady hand and some medical skill, pulling out an arrow with one of these on the tip is going to hurt. A lot.
Cost Multiplier:
x2
Availability:
3 (Legal)
Dice Pool Modifier:
-
Damage Value:
+1
Notes:
Removing a barbed tipped projectile without doing further damage to the target requires a Biotech + Logic (3) test. Failure results in an additional number of boxes of Physical damage equal to (3 - Hits) taken unresisted.
What happens when you mount a small shaped charge on the head of a shaft? Hit someone with one and find out! Tip: it's unpleasant.
Cost Multiplier:
x4
Availability:
7 (Illegal)
Dice Pool Modifier:
-1
Damage Value:
+2
Notes:
-
A "glass" projectile is not actually glass at all, but a brittle, thin plastic lined with a non-porous material to prevent gas from escaping. The primary function of the glass projectile is to shatter on impact, delivering a toxin in a small area.
Cost Multiplier:
x3 + 1 dose of toxin
Availability:
4 (Illegal)
Dice Pool Modifier:
-2
Damage Value:
-
Notes:
These heads do no damage, instead delivering 1 dose of an Inhalation-vector toxin to a single target.
Arrowheads, crossbow bolt heads, throwing knives, and shuriken can be constructed using the GMT alloy.
Cost:
¥2,000
Availability:
5 (Legal)
Dice Pool Modifier:
-
Damage Value:
-
Notes:
GMT Alloy Coating grants a +4 Dice Pool Modifier and a +2 Damage Value when used to attack a Disian shell. When used against a Disian Chimera, it does not apply the bonus damage.
When used against critters with the Immunity (Normal Weapons) Critter Power, the hardened armor granted by the immunity is considered normal armor.
These projectiles are fragile in nature. Replace one of the dice for the attack with a wild die. If that wild die rolls a 1, the projectile is destroyed.
A hollow arrow or bolt shaft that contains GMT material may be effective in restricting an Awakened target’s ability to use magic.
Cost:
¥500
Availability:
4 (Legal)
Dice Pool Modifier:
-
Damage Value:
-
Notes:
If an attack using a GMT arrow/bolt shaft deals at least 1 point of physical damage, the projectile is stuck in the target.
An Awakened target with a GMT shaft stuck in them suffers a – 1 Dice Pool Modifier to all tests that use their Magic attribute.
Removing the shaft requires a Major Action and a Biotech + Logic (2) or Agility (2) test.
After an attack using a GMT arrow/bolt shaft, roll 1D6 - if the result is a 5 or 6, it may be reused if recovered.
Hammerhead tips offer an arbalist or archer the same options as a runner with gel rounds in their pistol. Originally favored by hunters of small game who knew that organ punctures can ruin what little meat the beasts had on them, the Hammerhead would knock them out instead of taking risks with sharper arrows.
Cost Multiplier:
x2
Availability:
3
Dice Pool Modifier:
-1
Damage Value:
+1, Stun
Notes:
-
Not the flaming arrows of ancient times, these projectiles contain a small charge and a pocket of white phosphorous that erupts and sticks to the target, lighting them on fire. Unpleasant just beyond the initial hurt, the fire continues to burn until it loses its supply of oxygen.
Cost Multiplier:
x5
Availability:
9 (Illegal)
Dice Pool Modifier:
-1
Damage Value:
-
Notes:
On a successful hit, the arrow erupts in white phosphorous fire and issues the Burning status effect to an affected target.
The incendiary projectile ignites even on a tie, causing a base of Burning 1.
Wireless Bonus:
The head can be detonated before impact and split between two targets within 2 Meters of each other. Both targets roll to avoid the attack separately and neither takes the initial damage of the arrow, instead just suffering the Burning status.
The injection arrow or bolt causes its base damage while also delivering a payload of one dose of drug or toxin.
Cost:
¥50
Availability:
4
Dice Pool Modifier:
-
Damage Value:
-
Notes:
A successful hit must deal at least 1 box of damage after the Damage Resistance test.
Injection arrows come at a base Rating 8, but can be made higher for heavier bows but lower-rating models aren't sturdy enough to deliver a toxin.
Wireless Bonus:
The injection can be delayed until a wireless signal is sent. The injection also doesn't need a box of damage, it just needs at least 1 net hit.
These broadhead projectiles are sharpened to a single molecule of thickness at the edge and excel at punching through modern armor.
Cost Multiplier:
x3
Availability:
5 (Legal)
Dice Pool Modifier:
-
Damage Value:
-
Notes:
Ignores 2 points of damage conversion provided by Armor.
Need to signal the team when you know the local airwaves are full of patrolling deckers? Fire a screamer head. Though some models do in fact scream, most are designed with less awkward sounds. The pitting patterns on the hollow pipe of the head are designed to make a wide variety of sounds for signalling and can even be modified fairly quickly out in the field.
Cost Multiplier:
x1
Availability:
1
Dice Pool Modifier:
-2
Damage Value:
-2
Notes:
Resetting the sound requires a Minor Action and a Logic + Intuition (1) test.
Wireless Bonus:
Resetting the sound is a free action, even while in flight.
These arrows/bolts have basic guidance software and articulated fletching which allow some ability to home in on a target.
Cost Multiplier:
x5
Availability:
10 (Illegal)
Dice Pool Modifier:
+1
Damage Value:
-
Notes:
Requires a bow to have a Smartlink equipped for use.
Using a Take Aim Minor Action grants an additional +1 Dice Pool Modifier to an attack.
Wireless Bonus:
Locking onto a target is a free action.
The Stick-n-Shock head is only a small portion of the bow or crossbow's non-lethal capabilities, but for many these are simply enough.
Cost Multiplier:
x2
Availability:
3 (Legal)
Dice Pool Modifier:
-
Damage Value:
8 Stun
Notes:
Stick-n-Shock arrow/bolts deal Stun damage and apply the Zapped status on an affected target.
Those wanting to get their full potential of Stick-n-Shock heads tend to combine the former with Static Shafts, an Ares invention that fills the shaft with a powder which builds a charge during flight.
Cost:
¥(Rating x 25)
Availability:
3 (Legal)
Dice Pool Modifier:
-
Damage Value:
+4 Stun
Notes:
Static Shafts must be combined with Stick-n-Shock arrows/bolts.
The ArrowLink looks like a standard shaft with a short cord attached to a hook and a dataplug on the end and a broadhead tip made of black rubber. The plug goes into any universal port on a Matrix device, and the microfine datacord that comes out mid-flight just behind the head creates a noise-free connection between the arrow and the connected device.
Cost:
¥75
Availability:
7 (Legal)
Dice Pool Modifier:
-
Damage Value:
-
Notes:
The ArrowLink allows a user to ignore all Noise modifiers across a distance between the user and the hit target, making it able to bypass jammers, local spam, environmental modifiers, and even distance itself.
Hitting and sticking the arrow requires at least 2 Net Hits on the test, and the arrow does no damage.
Removing the arrow requires a Strength (4 + Net Hits) Extended test.
Severing the cord cuts the connection and requires a Strength (2) test or 1 box of Physical damage.
Silver-tipped arrows are meant to agitate a silver allergy - essentially, to hurt paranatural beings. Rarely seen outside of highly Awakened metropolitan zones such as New Orleans.
Cost:
(Rating x 2) + ¥10
Availability:
(Rating / 2)
Dice Pool Modifier:
-
Damage Value:
-
Notes:
If the target hit by Silver Arrows is allergic to the alloy they are made of, then they will suffer the immediate effects of their allergy, and will do so with each additional round taken. Visually, this may be burns on the exterior of a vampire or degrees of anaphylactic shock on a manifested spirit - in addition to Stun or Physical damage.
Silver-tipped crossbow bolts are meant to agitate a silver allergy - essentially, to hurt paranatural beings. Rarely seen outside of highly Awakened metropolitan zones such as New Orleans.
Cost:
¥15
Availability:
4
Dice Pool Modifier:
-
Damage Value:
-
Notes:
If the target hit by Silver Bolts is allergic to the alloy they are made of, then they will suffer the immediate effects of their allergy, and will do so with each additional round taken. Visually, this may be burns on the exterior of a vampire or degrees of anaphylactic shock on a manifested spirit - in addition to Stun or Physical damage.
Cost:
¥200
Availability:
3 (Illegal)
Dice Pool Modifier:
-
Damage Value:
18P
Notes:
This mortar round has a blast radius of 5 Meters.
Cost:
¥250
Availability:
3 (Illegal)
Dice Pool Modifier:
-
Damage Value:
18P
Notes:
This mortar round has a blast radius of 2 Meters.
Cost:
¥175
Availability:
2 (Illegal)
Dice Pool Modifier:
-
Damage Value:
-
Notes:
Acts as a Smoke Grenade on impact.
Cost:
¥350
Availability:
3 (Illegal)
Dice Pool Modifier:
-
Damage Value:
15P
Notes:
This mortar round has a blast radius of 2 Meters.
This mortar round causes Burning.
Burning caused by White Phosphorous takes a Major Action to put out and requires access to water, sand, or other extinguishing substances in large amounts.
Cost:
¥1,200
Availability:
4 (Illegal)
Dice Pool Modifier:
-
Damage Value:
16P
Notes:
This mortar round has a blast radius of 4 Meters.
This mortar round treats the Structure Rating of whatever it lands on as if it were half of it's normal rating.
Anti-Vehicle mortar rounds are smart, fin-stabilized self-adjusting rounds that require a target to be painted before and after firing until impact.