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.
APDS
DV |
AP |
ACC MOD |
DV MOD |
AP MOD |
AVAIL |
COST |
SOURCE
|
-
|
-
|
-
|
-
|
–4
|
12F
|
120¥
|
Core
|
|
|
|
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
DV |
AP |
ACC MOD |
DV MOD |
AP MOD |
AVAIL |
COST |
SOURCE
|
-
|
-
|
-
|
-
|
-
|
12F
|
400¥
|
Core
|
|
|
|
These are for assault cannons only, and they’re the only thing assault cannons can load.
|
Capsule Rounds
DV |
AP |
ACC MOD |
DV MOD |
AP MOD |
AVAIL |
COST |
SOURCE
|
-
|
|
-
|
-
|
-
|
-
|
¥
|
SR5:R&G
|
|
|
|
|
Explosive Rounds
DV |
AP |
ACC MOD |
DV MOD |
AP MOD |
AVAIL |
COST |
SOURCE
|
-
|
-
|
-
|
+1
|
–1
|
9F
|
80¥
|
Core
|
|
|
|
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
DV |
AP |
ACC MOD |
DV MOD |
AP MOD |
AVAIL |
COST |
SOURCE
|
-
|
|
-
|
-
|
-
|
-
|
¥
|
SR5:R&G
|
|
|
|
|
Flare Rounds
DV |
AP |
ACC MOD |
DV MOD |
AP MOD |
AVAIL |
COST |
SOURCE
|
-
|
|
-
|
-
|
-
|
-
|
¥
|
SR5:R&G
|
|
|
|
|
Flechette Rounds
DV |
AP |
ACC MOD |
DV MOD |
AP MOD |
AVAIL |
COST |
SOURCE
|
-
|
-
|
-
|
+2
|
+5
|
6R
|
65¥
|
Core
|
|
|
|
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
DV |
AP |
ACC MOD |
DV MOD |
AP MOD |
AVAIL |
COST |
SOURCE
|
-
|
|
-
|
-
|
-
|
-
|
¥
|
SR5:R&G
|
|
|
|
|
Gel Rounds
DV |
AP |
ACC MOD |
DV MOD |
AP MOD |
AVAIL |
COST |
SOURCE
|
-
|
-
|
-
|
+0S
|
+1
|
2R
|
25¥
|
Core
|
|
|
|
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
DV |
AP |
ACC MOD |
DV MOD |
AP MOD |
AVAIL |
COST |
SOURCE
|
-
|
-
|
-
|
+1
|
+2
|
4F
|
70¥
|
Core
|
|
|
|
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
DV |
AP |
ACC MOD |
DV MOD |
AP MOD |
AVAIL |
COST |
SOURCE
|
-
|
-
|
-
|
-
|
-
|
4R
|
75¥
|
Core
|
|
|
|
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
DV |
AP |
ACC MOD |
DV MOD |
AP MOD |
AVAIL |
COST |
SOURCE
|
-
|
-
|
-
|
-
|
-
|
2R
|
20¥
|
Core
|
|
|
|
Also called ball or full metal jacket rounds, these solid slugs are useful for numerous applications (mainly killing things).
|
Stick-n-Shock
DV |
AP |
ACC MOD |
DV MOD |
AP MOD |
AVAIL |
COST |
SOURCE
|
-
|
-
|
-
|
–2S(e)
|
–5
|
6R
|
80¥
|
Core
|
|
|
|
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
DV |
AP |
ACC MOD |
DV MOD |
AP MOD |
AVAIL |
COST |
SOURCE
|
-
|
-
|
+1
|
-
|
-
|
6R
|
60¥
|
Core
|
|
|
|
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
DV |
AP |
ACC MOD |
DV MOD |
AP MOD |
AVAIL |
COST |
SOURCE
|
-
|
|
-
|
-
|
-
|
-
|
¥
|
SR5:R&G
|
|
|
|
|
Taser Dart
DV |
AP |
ACC MOD |
DV MOD |
AP MOD |
AVAIL |
COST |
SOURCE
|
-
|
-
|
-
|
-
|
-
|
3
|
50¥
|
Core
|
|
|
|
These darts are designed to be loaded into taser weapons.
|
Net Gun
DV |
AP |
ACC MOD |
DV MOD |
AP MOD |
AVAIL |
COST |
SOURCE
|
-
|
|
-
|
-
|
-
|
-
|
¥
|
SR5:R&G
|
|
|
|
|
Net Gun, XL
DV |
AP |
ACC MOD |
DV MOD |
AP MOD |
AVAIL |
COST |
SOURCE
|
-
|
|
-
|
-
|
-
|
-
|
¥
|
SR5:R&G
|
|
|
|
|
Shocknet
DV |
AP |
ACC MOD |
DV MOD |
AP MOD |
AVAIL |
COST |
SOURCE
|
-
|
|
-
|
-
|
-
|
-
|
¥
|
SR5:R&G
|
|
|
|
|