Ammo

Laser tipped ammo
This ammo is in reality, a static discharge tracer that is coated in ruby in the same manner as dikote. When fired the round temporally electrifies the ruby and produces laser radiation. The laser automatically penetrates armor. The rounds have the following damage codes.

Assault rifle- 15M
HMG- 20S
MMG- 18S
LMG - 15S
Sniper/ Sport rifle- 30S
SMG- 9M
Heavy Pistol- 10S
Light Pistol- 9M


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Tumble rounds
These rounds channel their direction of travel upon striking bone. They have a tendency to ride bones around the body and come out at crazy angles. Increase the damage level by one per one success as opposed to every two successes.


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Hyper Velocity Ammo
Hyper Velocity (HV) ammo is a unique form of ammunition that can transform
a regular gun into a hand-held assault cannon. No one know where HV ammo is
made. Although it will occasionally turn up in the hands of elite strike
teams and the best shadowrunners, it is usually impossible to find. HV ammo
is made made of composite ceramics that are several times harder then
steel. The bullets have a razor sharp tip and are hard enough to punch
through hardened armor like butter. Although each round of hypervelocity
ammo is an engineering masterpiece, the most mysterious part of an HV
bullet it it's propellant. Instead of standard gunpowder, an HV bullet has
a small charge in back that is made up of a rock-solid explosive incased in
a plastic shell. When the bullet is fired the charge detonates and sends
the ceramic bullet shooting out of the gun at incredible speeds. The
effects of an HV bullet impact are spectacular. A single bullet can punch
through military body armor, crack the engine block of a car, or leave fist
sized craters in concrete walls. HV bullets are only available as heavy
pistol ammo. They usually are gray with a red tip.

Although no one knows where HV ammo comes from, no one who tries to find
out ever lives long. Anyone who attempts to trace where HV ammo comes from
is usually found shot dead; usually from a HV bullet. Obtaining HV ammo is
usually an adventure in it's self. The runners will usually never meet the
Fixer, and will often be asked to perform several shadowruns for the fixer
as payment.

When HV ammo is fired it will increase the power for the weapon by 4, and
turn hardened armor into regular armor. Unfortunately, the explosive charge
that propels a HV bullet is extremely damaging to the inside of a gun.
Every time a HV bullet is fired role a D6 and add the number of HV bullets
that have ever been fired from the gun to the result. If the result equals 12 or
more, the gun is destroyed.
Cost: 25,000¥ per clip of 10
Availability 25 / 30 days.

***Because it is often "unhealthy" to look for HV
ammo, a fixer will usually ask for a large amount of money before trying
to track a clip down for a runner. Note that a separate test must be made
to acquire each clip.

By: Mist

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Thermite Ammo
Thermite ammo is made of an aluminum case with a small magnesium capsule in
front of a large thermite (a powder that burns at extremely high
temperatures) charge in the back. The magnesium is incased in a thin shell
made of plastic, powered aluminum, and water. When the ammo hits it's
target the plastic shell is crushed, mixing the powered aluminum and water.
This causes the magnesium to ignite, which in turn ignites the thermite.
The thermite burns at extremely high temperatures, hot enough to melt
through armor and cause sever burns. When a target is hit by the thermite
ammo they must resist 8L per turn for each bullet that hits. There is also
a thermite shotgun round, which does 8M. Combat pool cannot be used to
resist the damage. Every 2 points of impact armor (round down) will buy the
target 1 turn before the thermite reaches their body. The thermite will
burn for D6 turns. It tends to destroy armor, and is very useful for
starting fires.

For example: Samurai Bob is hit by a three round burst of thermite ammo. He
must now role a D6 for each bullet. He roles a 2, 4, and 6. The first
bullet will burn for 2 turns, the second for 4 turns, and the last bullet
for 6 turns. Bob has an armor jacket, which has 3 points of impact armor.
It give him 1 turn before the thermite melts through his jacket. Bob tries
to get his jacket off, but is not fast enough. One the second turn he must
resist 8L damage 3 times. On the third turn the first bullet will burn out,
so he only resists 8L twice. By the fifth turn the second bullet will have
burnt out, so Bob only resists 8L once. On turn seven all the thermite will
have burnt out.

Unfortunately, thermite ammo is not entirely stable. Use the rules for
explosive ammo to determine what happens when thermite is subjected to
extreme heat, shock, ect. Shotgun rounds are especially sensitive. If
thermite shotgun rounds are fired in a three round burst role a D6. On a
role of 6 the gun will misfire. If the shotgun rounds are fired on full
auto the gun will misfire on a role of 5 or 6. If thermite bullets misfire
they will all detonate, fusing the gun into a useless chunk of metal. The
person holding the gun must make a reaction test with a target number of 6
or take automatic burns to his hands. The burns make holding anything
extremely painful, and add + 4 to all target numbers involving griping
things (like shooting).

Example: After his burns heal. samurai Bob decides to get himself some
thermite ammo. He decides to buy it in shotgun form. While Bob is walking
down the street, he gets jumped by a ganger. Bob fires a shotgun round at
him. Bob hits and roles a 4 to see how long it will burn. Because the
ganger does not have any armor, he takes damage immediately. The ganger
must resist 8M for the next 4 combat turns.

Later that day, Bob is attacked by a Lonestar officer. Bob fires a three
round burst of thermite shells at the officer with his trusty Ares Combat
Shotgun. He hits, and roles a 5 for all three shells (lucky Bob). The cop
has 2 points of impact armor, so he has one turn before the thermite will
burn through. The officer will have to resist 8M three times every turn for
the next 4 turns. Bob roles a 6 on the D6. All the thermite in his shotgun
detonates. The Lonestar officer calls for a trauma team, and Bob drops his
shotgun as it turns red hot. His wired reflexes don't help him, and he
fails his test to drop the gun in time. Bob watches his shotgun melt into a
pile of slag, then goes off to buy some more thermite shells and get his
hand bandaged.

Cost: 2,000¥ per clip of 10, or 4000¥ per box of 10 shells
Availability 6/5 days

By: Mist

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Tracking Ammo
Tracker bullets are high-tech tracking devices that are fitted inside a
stainless steel shell so they can be fired from a heavy pistol. The bullet
will stick to anything from glass to skin. They are often used to track
cars or aircraft, but will also bury themselves in body armor. Some
corporate security guards will fire a tracker bullet into a runner's body
armor or getaway vehicle. This allows them to track the runner's location
from a helicopter, or follow them to retaliate against their Mr. Johnson.
Because tracking ammo travels at a much lower velocity and is much lighter
then a regular bullet, it can be blown off course by heavy winds or rain.
Apply a +2 target number modifier in these situations. Tracker bullets
cause 6L stun damage. If found, they can be easily removed.

By: Mist

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DeathFire Ammo
Basically this looks like a bullet but is really just a bullet shaped shell
filled with explosives. When someone tries to shoot a DeathFire bullet it
will destroy the inside of the gun, making it impossible to use. If
DeathFire ammo is used in an automatic weapon like an assault rifle or
sub-machine gun the results are spectacular. If someone tries to fire a
three-round burst or more the gun will disintegrate in their hands and
probably take off a few fingers (it costs 7,500¥ to have a new finger
grown, 15,000¥ for a new hand).

By: Mist
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