The Modern Armory ยท Chapter 16

Ammunition

Changing what a gun fires changes what the gun does. This chapter lists twenty-five loads, and none of them adds to a weapon's damage.

The Three Rules

1. A load is one purchase. A load is enough ammunition of one kind to last a scene. Nobody counts cartridges. A load of ordinary ammunition is included in the price of the weapon and costs the following to replace:

Weapon Price of a load
Handgun, submachine gun 20
Shotgun 25
Rifle, carbine 40
Machine gun, .50 rifle 100

A special load costs that figure times the multiplier in its entry.

2. One load at a time. A weapon holds one kind of ammunition. Mixed magazines are not modelled.

3. Switching loads is a maneuver. A character carrying armour-piercing in one pouch and hollow point in another chooses between them with the maneuver they would have spent moving.

When a weapon runs dry (Chapter 2), the load in it is used up. A weapon with Limited Ammo may be reloaded with any load its owner carries.

Bullets

Ball

No change. This is what every stat line assumes. x1 load

Every firearm.

Full metal jacket, lead round-nose, or whatever the armoury issues. It feeds reliably and behaves as printed.

Hollow Point

Vicious +1. The target's armour counts as 1 higher against the hit. x1.5 load

Handguns, submachine guns, rifles.

A bullet built to expand. It does more harm to an unprotected body and less to a protected one.

This is the ordinary police and self-defence load, and it is Common. It is the right choice whenever the opposition is not wearing armour.

Armour-Piercing

Pierce +2 against armour and cover only. Crit rating worsens by 1. x3 load

Service pistols and larger, all rifles, machine guns.

A hardened steel or tungsten core. Military.

The added Pierce applies only to Resistance that comes from worn armour, cover, or vehicle Armor. It never reduces the Resistance a target has from Might. Against an unarmoured target this load is worse than ball: it adds nothing, and the weapon's Crit rating is 1 higher.

Subsonic

Damage -1. Range one band shorter, to a minimum of Short. A Suppressed weapon firing it counts as Silent. x1.5 load

Handguns, submachine guns, rifles.

A heavy bullet loaded below the speed of sound, so that it makes no crack in flight. Restricted.

Without a suppressor it is only a weak load. With one, the weapon is Silent.

Match

After an aim maneuver, the next shot gains Accurate +1. x3 load

Rifles.

Ammunition made to tighter tolerances for target shooting. Common.

The bonus applies only to a shot that follows an aim maneuver in the same turn.

Tracer

Allies attacking the same target this round add 1 Boon Die. The shooter's position is revealed. x1.5 load

Weapons with Auto-Fire.

Every fifth round burns in flight. Military.

It shows the shooter where the burst is going. It shows everyone else where it came from: no check is needed to locate a character firing tracer, and Suppressed and Silent do not apply.

Incendiary

The weapon gains Burn 1. x4 load

Rifles, machine guns, the Anti-Materiel Rifle.

A bullet with an ignition compound in the tip, made for fuel tanks and aircraft. Military.

Frangible

The target's armour counts as 2 higher. Cannot damage cover, walls, hulls, or vehicle Armor. x2 load

Handguns, submachine guns.

A bullet of compressed powder that breaks up on anything hard. Restricted.

It is loaded where a miss must not go through a wall: aboard an aircraft, inside a ship, in a crowded building.

Shotgun Shells

A shotgun's profile changes more with the shell than with the gun. The Light Shotgun applies each adjustment to its own lower numbers.

Buckshot

No change. This is what every shotgun stat line assumes. x1 load

Every shotgun.

Nine to fifteen lead balls.

Slug

Range becomes Medium. Loses Blast. Gains Pierce 1. x1 load

Every shotgun.

One heavy projectile. It turns a shotgun into a short-range rifle.

Birdshot

Damage -3. Add 1 Boon Die against small or flying targets. x0.5 load

Every shotgun.

Hundreds of small pellets. It is the cheapest load and the least dangerous to a person in a coat.

Beanbag

Stun Damage. Loses Blast and Vicious. Gains Disorient 2. x2 load

Every shotgun.

A fabric bag of lead shot. Restricted. At Engaged range it deals its damage to Wounds as normal: it is less lethal, not harmless.

Breaching

Destroys a lock or hinge at Engaged range with no check. Damage 4 against people. x3 load

Every shotgun.

Compressed metal powder that spends itself in a door. Restricted.

Flechette

Gains Pierce 2. Loses Knockdown. x3 load

12 gauge shotguns.

Small steel darts in place of shot. Military.

Dragon's Breath

Damage 5. Loses Knockdown and Vicious. Gains Burn 2. x5 load

12 gauge shotguns. Not semi-automatic or automatic actions.

A magnesium load that throws a jet of sparks. Rare. It will not cycle a self-loading shotgun, and it sets fire to dry ground.

40mm Grenades

Both grenade launchers in Chapter 11 fire these. Each is bought singly and loaded singly.

High Explosive

No change: damage 8, Blast 6. 50 each

Both grenade launchers.

The standard 40mm round. Military.

Dual-Purpose

Blast 4. Gains Pierce 4. 80 each

Both grenade launchers.

A shaped charge inside a fragmenting case. Military. It is the round for a light vehicle or a wall.

Buckshot Canister

Damage 8, Range Short, Blast 4, Vicious 2. Knockdown for 2 Boons. 40 each

Both grenade launchers.

The launcher becomes a very large shotgun. Military.

Sponge

Damage 6, Stun Damage. Knockdown for 2 Boons. No Blast. 40 each

Both grenade launchers.

A foam-nosed impact round for crowd control. Restricted.

Smoke, Tear Gas, or Stun

As the hand grenade of the same name, delivered at the launcher's range. as grenade each

Both grenade launchers.

Each is the grenade from Chapter 12 in a cartridge case.

Illumination

No damage. Lights everything within Long range of the burst for three rounds. 30 each

Both grenade launchers.

A parachute flare. Military.

Rockets

Anti-Armour

No change. This is what every rocket launcher stat line assumes. 200 each

Disposable and Reloadable Rocket Launchers.

A shaped charge that burns a hole through plate. Military. A disposable launcher is bought with its rocket inside it.

High Explosive

Damage -2. Blast 8. Pierce becomes 1. 150 each

Reloadable Rocket Launcher.

A fragmenting warhead for people and soft cover. Military.

Thermobaric

Blast 10. Gains Burn 1. Pierce becomes 1. Indoors, its Blast ignores cover. 600 each

Reloadable Rocket Launcher.

A fuel-air warhead. Rare. From 1980.

Smoke

No damage. As a smoke grenade, covering Short range around the point of impact. 100 each

Reloadable Rocket Launcher.

Military.

Ammunition This Book Does Not Cover

Poisons and sedatives are delivered by the Dart Projector and the Tranquilizer Gun in Chapter 14. Use The Apothecary, or your Universe's own poison rules, for what the dart carries.

Silver, iron, blessed, and other supernatural loads belong to the Universe that needs them. They are applied on top of a weapon from this book, in the same way as any load here.