Variant Ammunition Types

Adhesive: This ammunition counts as an adhesive grenade that only affects the target it is shot at.
Cost: 100 Credits

Anti-Shield: The non-eucilidian properties of the material known as ‘Rigarium,’ have been known since 2019, when it was first incorporated as part of the negative matter storage tank integral to the operation of the Higgs Drive. This alloy, which is comprised of numerous rare elements, laughs in the face of Minkowski spacetime (when supplied with the appropriate reagents) with it’s ability to isolate things behind what is effectively a wall existing in four spatial dimensions, cutting off the contents from the outside world and preventing forces – such as gravity – from escaping the interior. It wasn’t until the appearance of the Dweller Commanders and their shield technology that someone decided to revisit the old idea of attempting to use Rigarium ammunition to penetrate defenses. While earlier investigations into seeing if Rigarium could penetrate shield defenses of a magical nature met with failure, experiments with the shielding device seized from the defeated commander of the Dweller forces that assaulted Pluto determined that Rigarium would penetrate these new, technological, shields. Anti-shield rounds come in 4 varieties, each one with different degree of capability at penetrating shields. Due to the complex nature of manufacturing these rounds, they are extremely expensive, and considered Illegal equipment (and consequently are +40% more expensive when buying them). Other species beyond humanity know of Rigarium, and have used the material for similar purposes. Anti-Shield rounds come in 4 different varieties, defined by how much of the round is made of Rigarium:

  • 0.25 Rounds (“Oh Two Five”)
    • 0.25 rounds ignore technology-based autoshields, but only deal 25% of their damage to the target.
    • Cost: 10x standard clip cost
  • 0.50 Rounds (“Oh Five Oh”)
    • 0.50 rounds ignore technology-based autoshields, but only deal 50% of their damage to the target.
    • Cost: 20x standard clip cost
  • 0.75 Rounds (“Oh Seven Five”)
    • 0.75 rounds ignore technology-based autoshields, but only deal 75% of their damage to the target.
    • Cost: 30x standard clip cost
  • 0.90 Rounds (“Oh Nine Oh”)
    • 0.90 rounds ignore technology-based autoshields, but only deal 90% of their damage to the target. Making a round out of 100% pure Rigarium is impossible due to the need for the reagents that give Rigarium it’s properties)
    • Cost: 40x standard clip cost

Armor Piercing: Armor piercing rounds ignore 3 points of Damage Reduction and 3 points of the target’s armor bonus to Reflex Defense.
Cost: 5x standard clip cost

Armor Piercing Discarding Sabot (APDS): APDS rounds have a maximum range of medium and take a -2 penalty to attack, but they ignore 5 points of Damage Reduction or hardness, along with 5 points of armor or natural armor bonus to Reflex Defense. Against targets with Damage Reduction, hardness, or a combined armor and natural armor bonus to Reflex Defense of 5 or less, this bullet does half damage.
Cost: 3x standard clip cost

Armor Piercing Fin Stabilized Discarding Sabot (APFS-DS): APFS-DS rounds take a -1 penalty to attack, but they ignore 5 points of Damage Reduction or hardness, along with 5 points of armor or natural armor bonus to Reflex Defense. Against targets with Damage Reduction, hardness, or a combined armor and natural armor bonus to Reflex Defense of 5 or less, this bullet does half damage.
Cost: x5 standard clip cost

Boat Tail: Boat tail bullets do -2 damage but increase the size of their range categories by 25%.
Cost: x2 standard clip cost

Cold-Loaded: Cold-loaded rounds are loaded with less propellant than a normal round. This allows them to be used effectively with a flash suppressor or a silencer. They do damage as if one size smaller (2d10->2d8->2d6->2d4->2d3).
Cost: 2x standard clip cost

Explosive: Explosive rounds do an extra die of damage. On an attack roll that is a natural 1, the round misfires and the weapon becomes broken, rendering it inoperable until you spend an hour replacing the barrel and repairing the weapon (at a cost of 30% of the cost of the weapon). Bows and crossbows that misfire instead only take 10 minutes to repair.
Cost: 5x standard clip cost

Flechette: Flechette rounds replace the bullet in a cartridge with a small metal dart, capable of dealing grievous wounds, but they have trouble penetrating armor. Flechette rounds deal an additional +4 damage, but they treat an armored target’s Reflex Defense as 5 higher than it actually is.
Cost: 3x standard clip cost

Frangible: Will not ricochet or over-penetrate a target, raises the damage of the weapon to 2d8 (if it dealt 2d4 or 2d6), 2d10 (if it dealt 2d8) or 2d12 (if it dealt 2d10). Weapons that already do 2d12 damage instead gain a flat +2 bonus to damage. However, you take a -2 to attack rolls against armored targets when using frangible rounds.
Cost: 5x standard clip cost

Gel: Gel rounds are designed to take down a target without seriously damaging it. They are usually semi-rigid slugs that flatten on impact, disbursing their kinetic energy over a larger-than-normal area. Gel rounds deal nonlethal bludgeoning damage to their target.
Cost: Standard clip cost

Grenade: Grenade arrows deal the normal damage of an arrow plus the effect of a grenade of your choice. The area of effect of the grenade is halved (minimum 1 square with no burst or blast), and any direct damage it does is halved. All other effects of the grenade remain normal.
Cost: Standard arrow cost plus the cost of the grenade

Hollow Point: If your target is wearing armor, you take a -1 to attack rolls against it. Hollow-point rounds add +1 to damage.
Cost: 3x standard clip cost

Incendiary: If your attack hits and the attack roll exceeds the target’s Fortitude Defense, the target catches on fire. This does not work in a vacuum, and should not be used in flammable atmospheres.
Cost: 3x standard clip cost

Shock Rounds: These shotgun shells are fired at a low velocity, and embed metal prongs into a target. Instead of a shotgun’s normal damage, they instead deal 3d6 stun/ion damage. These hit a single target only, and do not fire in a cone like standard shotgun shotshells do.
Cost: 5x standard clip cost

Signal: Signal arrows do nonlethal damage but make a loud whistling noise that can be heard up to two kilometers away in quiet situations.
Cost: Standard cost

Talon: This is a conventional hollow point round with a twist — when it expands, its jacket peels back to form six sharp claws. These claws curl outward beyond the smooth outer edges of the mushroom-shaped shoulder, lacerating surrounding flesh as the bullet speeds through its target. Talon rounds cause serious, bloody wounds. A target hit by a talon bullet suffers the base damage dice (2d4, 2d6, 2d8, etc) of the bullet as bleed damage every round on the beginning of their turn. Additional hits with talon bullets add a flat +1 bonus to this bleed damage. The bleeding can be stopped with a DC 20 Treat Injury check requiring a full-round action to perform, or with the application of any form of hit point healing.
Cost: 5x standard clip cost

Epic Space Adventures Abound!