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Extra and Alternate Ammunition


Players can always buy extra ammunition, up the limit they can carry. Each extra magazine costs 10% of the real cost of the weapon. This is a kludge, to prevent having to calculate hundreds of different prices based off amounts of ammo, but is actually not far off the accurate cost. Alternate ammunition is calculated as buying an ultra slot in a multipower and converting the gun itself to a multipower. In some cases it is more expensive than the base ammo, and so the cost includes the price of raising the Multipower reserve. Finally different guns of the same type should have slightly different costs &endash; in this case the cost of more ammo is calculated to cover the most expensive upgrade to simplify things.

Autoguns

The damage listed above is for ordinary slugs. However, autopistols and autoguns can fire alternate ammunition listed below. The extra cost gets a standard magazine with that bullet type loaded. It takes one action to load a new magazine.

Type

Effect

Extra cost

Flechette

1d6 K RP, 1d6-1 Stun Mod, +3 OCV. This is in addition to the normal OCV bonus

2

Dum Dum

1d6K, 1d6 Stun Mod. When firing this ammo type, the gun does not receive any range Mods or OCV bonus, except that pistols take a &endash;1 range mod.

4

Manstopper

1d6K AP, 1d6-1 Stun Mod. When firing this ammo type, the gun does not receive any range Mods or OCV bonus, except that pistols take a &endash;1 range mod.

4

Shotguns

Shotgun damage listed above is for slug shells, which contain a few heavy pellets. However, shotguns can fire alternate ammunition listed below. The extra cost gets a standard magazine with that shell type loaded. It takes one action to load a new magazine.

Type

Effect

Extra cost

Executioner

1d6 K, 1d6-1 Stun Mod, +2 OCV, +2 Range Mod. This is in addition to normal shotgun range mod.s

2

Hellfire

2d6 K, 1d6-1 Stun Mod. Second dice only takes effect if first dice does Bod (&endash;1). When firing this ammo type, the gun does not receive any range Mods or OCV bonus, except that sawnoff shotguns take a &endash;1 range mod.

3

Inferno

1d6 K, 1d6-1 Stun Mod, continous uncontrollable. When firing this ammo type, the gun does not receive any range Mods or OCV bonus, except that sawnoff shotguns take a &endash;1 range mod.

4

Scatter

2d6 K, RP, RR, 1d6-1 Stun Mod

3

Bolters

Bolter damage listed above is for standard bolts. However, bolters can fire alternate ammunition listed below. The extra cost gets a standard magazine with that bolt type loaded. It takes one action to load a new magazine.

Type

Effect

Extra cost

Hellfire shell

2d6+1 K, 1d6-1 Stun Mod. Second dice only takes effect if first d6+1 does Bod (&endash;1).

4

Inferno shell

1d6 K, 1d6-1 Stun Mod, continuous uncontrollable.

4

Kraken Penetrator round

1d6+1K AP, 1d6-1 Stun Mod.

4

Metal Storm shell

1d6+1K Ex, 1d6-1 Stun Mod.

4

Stalker Silenced shell

1d6K, 1d6-1 Stun Mod. Invisible to sight and sound

4

Bolters can also be fitted with larger magazines that take more ammo. They do not cost more, but the larger magazines are prone to jam or misfire

Type

Number of rounds and effect

Extra cost

Drum magazine

40, gun misfire on 8 or less

0

Belt Feed

60, gun misfire on 10 or less

0

Missile Launchers and Grenades

The damage listed above for these weapons is for Krak shells, designed to disable armoured targets. However, they can also fire an explosive shell designed to injure lightly armoured targets. It takes one action to load a new magazine.

Type

Effect

Extra cost

Frag Missile

1+1d6, Ex, 1d6 Stun Mult.

2

Frag Grenade

1+1d6, Ex, 1d6-1 Stun Mult.

2


Small Arms Notes

Afx = Autofire "x shots"

AoE = Area of Effect

AP = Armor-piercing

Ex = Explosive

IN = Indirect

NRM = No range Mod

RP = Reduced penetration

RR = Reduced by range

SE = Side Effect