Difference between revisions of "SR5:Ammo:Ammunition"
(→AV Rounds) |
m |
||
Line 130: | Line 130: | ||
|AP=|AP=|Cost=350 | |AP=|AP=|Cost=350 | ||
|Source=SR5:R&G | |Source=SR5:R&G | ||
− | |Description=Used with '''[[SR5:Weapons:Exotic#Net Gun, Basic|Netgun]]''' | + | |Description=Used with '''[[SR5:Weapons:Exotic Ranged Weapons#Net Gun, Basic|Netgun]]''' |
|Special= | |Special= | ||
}} | }} | ||
Line 138: | Line 138: | ||
|AP=|AP=|Cost=400 | |AP=|AP=|Cost=400 | ||
|Source=SR5:R&G | |Source=SR5:R&G | ||
− | |Description=Used with '''[[SR5:Weapons:Exotic#Net Gun, XL|Netgun XL]]''' | + | |Description=Used with '''[[SR5:Weapons:Exotic Ranged Weapons#Net Gun, XL|Netgun XL]]''' |
|Special= | |Special= | ||
}} | }} | ||
Line 146: | Line 146: | ||
|AP=|AP=|Cost=+250 | |AP=|AP=|Cost=+250 | ||
|Source=SR5:R&G | |Source=SR5:R&G | ||
− | |Description=Used with '''[[SR5:Weapons:Exotic#Net Gun, Basic|Netguns]]''', adds to cost of original net. | + | |Description=Used with '''[[SR5:Weapons:Exotic Ranged Weapons#Net Gun, Basic|Netguns]]''', adds to cost of original net. |
|Special= | |Special= | ||
}} | }} |
Latest revision as of 17:28, 25 March 2019
5th Edition Lists |
---|
Gear // Magic // Hacking // Skills // Qualities // Packs // Creatures |
Armor/Clothing // Cyberware // Magical // Vehicles/Drones // Vehicle Mods // Weapons // Electronics // Security // Medical // Others |
Ammunition is defined by type (regular, gel, APDS, etc.), class of firearm (light pistol, heavy pistol, assault rifle, etc.) and as cased or caseless. Unless indicated otherwise in its description, a gun can fire cased or caseless ammo, but not both. For simplicity, each kind of gun can trade ammo with another of its class: for example, all heavy pistols can share ammo. An ammunition type’s Damage Modifier and AP Modifier are added to the weapon’s usual DV and AP. For example, an Ares Predator V (DV 8P, AP –1) loaded with explosive rounds (DV +1, AP –1) has a DV of 9P and Armor Penetration of –2.
Contents
- 1 APDS
- 2 Assault Cannon
- 3 Capsule Rounds
- 4 Explosive Rounds
- 5 EX-Explosive Rounds
- 6 Flare Rounds
- 7 Flechette Rounds
- 8 Frangible Rounds
- 9 Gel Rounds
- 10 Hollow Points
- 11 Injection Darts
- 12 Regular Ammo
- 13 Stick-n-Shock
- 14 Tracer
- 15 Tracker Rounds
- 16 Taser Dart
- 17 Net Gun
- 18 Net Gun, XL
- 19 Shocknet
- 20 Fuel Cannister
- 21 AV Rounds
- 22 Gyrojet ammo
- 23 Gauss
APDS
| ||||||||||||||||||
These are military-grade armor piercing rounds—their full name is armor piercing discarding sabot. They are designed to travel at high velocities and punch through personal body armor. |
Assault Cannon
| ||||||||||||||||||
These are for assault cannons only, and they’re the only thing assault cannons can load. |
Capsule Rounds
| ||||||||||||||||||
|
||||||||||||||||||
So once there were rounds designed for marking trees and cows and stuff, and some people thought it would be fun to fire them at each other. Then militaries figured out how to use them in training—and also realized things besides paint could be loaded in them. That led to our modern-day capsule rounds. They’re lighter than standard rounds and therefore lack much of a punch, but it’s not the bullet but the payload that really matters. |
Explosive Rounds
| ||||||||||||||||||
These slugs carry a shaped-charge explosive, designed to explode and fragment on impact. Explosive rounds misfire whenever you roll a critical glitch. When this happens, you must resist one “attack” with a Damage Value equal to the normal damage done by the weapon (and don’t forget the modifier for the explosive rounds). The attack misses its intended target, and the weapon firing the bullets is destroyed. |
EX-Explosive Rounds
| ||||||||||||||||||
What is better than something blowing up? Something blowing up bigger of course. These little darlings pack a punch and always seem to get the job done. My hats off to the chummer who decided he needed a better boom in his life. |
Flare Rounds
| ||||||||||||||||||
|
||||||||||||||||||
Originally designed just for shotguns, these rounds now come for your heavy pistol, SMG, and assault rifle as well. A convenient little signal to keep on hand in case of emergency. |
Flechette Rounds
| ||||||||||||||||||
The payload of a flechette round is made up of tiny, tightly packed metal slivers. The round breaks up and shatters on impact, becoming a tumbling hail of shrapnel. Flechette rounds are devastating against unprotected targets, but not as effective against hardened armor. |
Frangible Rounds
| ||||||||||||||||||
|
||||||||||||||||||
Sometimes you want a bullet that can shoot through walls, other times you want something that will hurt the soft targets in range but leave the hardware alone. Frangible bullets can put some hurt on a metahuman target, 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. |
Gel Rounds
| ||||||||||||||||||
These less-lethal rounds use a hard, jelly-like substance that is a safer alternative to rubber bullets. They are often employed for riot control. Their usually semi-rigid slugs flatten on impact, disbursing their kinetic energy over a larger-than-normal area. Gel rounds inflict Stun damage (AP +1). Gel rounds reduce the target’s Physical limit by 2 when checking for knockdown (Knockdown, p. 194). |
Hollow Points
| ||||||||||||||||||
Hollow point or dum dum rounds have their tips indented, so they are designed to “mushroom” or expand on impact, becoming a hail of deadly fragments not unlike flechettes, although hollow points are a much older technology. Like flechettes, hollow points work better on unarmored targets and tend to flatten against armor. |
Injection Darts
| ||||||||||||||||||
For use with dart guns of various types, like the Parashield pistol and rifle. Each injection dart carries a single dose of a drug or toxin (sold separately). The effect of the dart depends on the drug payload, but to successfully deliver that payload, the attack with the dart must get at least one net hit against an unarmored target or three net hits against a target with armor. This is an injection vector toxin attack. |
Regular Ammo
| ||||||||||||||||||
Also called ball or full metal jacket rounds, these solid slugs are useful for numerous applications (mainly killing things). |
Stick-n-Shock
| ||||||||||||||||||
Stick-n-Shock rounds deal electrical Stun damage of equal to the damage of the base weapon –2. They have a flat AP of –5 that replaces the weapon’s AP instead of stacking with it. |
Tracer
| ||||||||||||||||||
Tracer ammo burns along the line of flight, making it easier for the shooter to home in on the target. This type of ammunition can only be used in Full Auto weapons and, being loaded as every third round in a clip, is an exception to the restriction of one type of ammunition per clip. They improve the Accuracy of your gun by 1 when you fire more than one round in an Action Phase (cumulative with a laser sight but not a smartgun). |
Tracker Rounds
| ||||||||||||||||||
|
||||||||||||||||||
As if catching a bullet wasn’t bad enough, these babies make you worry about getting tracked like a wild animal afterwards. |
Taser Dart
| ||||||||||||||||||
These darts are designed to be loaded into taser weapons. |
Net Gun
| ||||||||||||||||||
Used with Netgun |
Net Gun, XL
| ||||||||||||||||||
Used with Netgun XL |
Shocknet
| ||||||||||||||||||
Used with Netguns, adds to cost of original net. |
Fuel Cannister
| ||||||||||||||||||
AV Rounds
| ||||||||||||||||||
These rounds are specially designed to puncture the thick armor plating of vehicles and drones, but have a lesser effect on personal armor. Against personal armor, the AP is -1. Against vehicles armor, the AP is -5 |
Gyrojet ammo
| ||||||||||||||||||
Gauss
| ||||||||||||||||||
. |