Pistol ammunition:
10 mm Smith & Wesson
.22 Rimfire
.32 Browning
.44 Magnum
.44-40 Colt
.45 ACP
.454 Casull
5.7 mm FN
9 mm Luger
1 D6 + 4
1 D6 + 1
1 D6 +2
1 D6 + 6
1 D3 + 7
1 D6 + 5
2 D6 + 2 D3
(repeatable)
1 D6 + 6
1 D6 + 3
(100 shots full metal jacket/standard)
130 $
60 $
75 $
250 $
80 $
150 $
450 $
300 $
150 $
Rifle ammunition:
2 mm EC
20 mm LAAR
.223 Remington
.308 Winchester
.30-06
.405 Winchester
.45-70 Government
5 mm Soviet
.50 BMG
8 mm Mauser
(Standard)
1 D10 + 1 D6
(repeatable)
1 D10 + 4 D3
2 D6 + 6
3 D6 + 5
3 D6 + 2 D3
3 D6 + 1 D3 +2
3 D6 + 3
2 D6 + 4
4 D6 + 1 D3
3 D6 + 4
(100 shots standard)
1500 $
800 $
300 $
500 $
450 $
400 $
350 $
250 $
1000 $
600 $
Special calibers:
12 Gauge
40 mm Granades
127 mm Granades
60 mm Rockets
Napalm-Tank
Small energy cell
Big energy cell
Microfusion battery
about 1 D10 + 2 D6
varying
3 D10 + 5 explosive damage
varying
2 D10 + 5 fire damage
varying
varying
varying
varying, 100 $ - 2500 $ per 100 shots
varying, 15 $ to 250 $ per shot
300 $ per shot
varying, 40 $ - 70 $ per shot
80 $ (per tank, about 10 shots per tank)
30 $ per piece
50 $ per piece
250 $ per piece
Pistolenmunition:
10 mm Smith & Wesson
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D6 + 4
130 $
No modification.
Standard full metal jacket bullet, propelled by standard gunpowder.
10 mm Smith & Wesson sub sonic
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D6 + 4
180 $
+2 to the target's armor.
Heavier hollow point bullet, propelled by a bit less gunpowder. The projectile flies sub sonic and is therefore more silent. Ideally, this ammunition is used in conjunction with a silencer.
10 mm Smith & Wesson armor piercing
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D6 + 4
220 $
-3 to the target's armor.
The core piece of this cartridge is a so called steel core projectile, that can penetrate a lot of armor.
10 mm Smith & Wesson hollow point
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D6 + 4
150 $
Up to 4 armor points: + 3 Damage
From 5 armor points upwards: - 3 Damage
Hollow point bullets expand as they hit resistance, thereby doing a lot of damage to lightly armored foes – with stronger armor however, they do a lot less damage.
.22 Rimfire
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D6 + 1
60 $
No modification.
Standard full metal jacket bullet, propelled by standard gunpowder.
This ammunition is sub sonic.
.22 Rimfire hollow point
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D6 + 1
80 $
Up to 4 armor points: + 2 Damage
From 5 armor points upwards: - 2 Damage
Hollow point bullets expand as they hit resistance, thereby doing a lot of damage to lightly armored foes – with stronger armor however, they do a lot less damage.
This ammunition is sub sonic.
.32 Browning
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D6 + 2
75 $
No modification.
Standard full metal jacket bullet, propelled by standard gunpowder.
This ammunition is sub sonic.
.32 Browning hollow point
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D6 + 2
85 $
Up to 4 armor points: + 2 Damage
From 5 armor points upwards: - 2 Damage
Hollow point bullets expand as they hit resistance, thereby doing a lot of damage to lightly armored foes – with stronger armor however, they do a lot less damage.
This ammunition is sub sonic.
.44 Magnum
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D6 + 6
250 $
No modification.
Standard full metal jacket bullet, propelled by standard gunpowder.
.44 Magnum armor piercing
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D6 + 6
300 $
-6 to the target's armor.
The core piece of this cartridge is a so called steel core projectile, that can penetrate a lot of armor.
.44 Magnum hollow point
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D6 + 6
300 $
Up to 4 armor points: + 4 Damage
From 5 armor points upwards: - 4 Damage
Hollow point bullets expand as they hit resistance, thereby doing a lot of damage to lightly armored foes – with stronger armor however, they do a lot less damage.
.44-40 Colt
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D3 + 7
80 $
No modification.
Standard full metal jacket bullet, propelled by standard gunpowder.
.44-40 Colt hollow point
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D3 + 7
100 $
Up to 4 armor points: + 3 Damage
From 5 armor points upwards: - 3 Damage
Hollow point bullets expand as they hit resistance, thereby doing a lot of damage to lightly armored foes – with stronger armor however, they do a lot less damage.
.45 ACP
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D6 + 5
150 $
No modification.
Standard full metal jacket bullet, propelled by standard gunpowder.
This ammunition is sub sonic.
.45 ACP armor piercing
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D6 + 5
210 $
-4 to the target's armor.
The core piece of this cartridge is a so called steel core projectile, that can penetrate a lot of armor.
This ammunition is sub sonic.
.45 ACP Hohlspitz
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D6 + 5
200 $
Up to 4 armor points: + 4 Damage
From 5 armor points upwards: - 4 Damage
Hollow point bullets expand as they hit resistance, thereby doing a lot of damage to lightly armored foes – with stronger armor however, they do a lot less damage.
This ammunition is sub sonic.
.454 Casull
Base damage:
Cost for 100 shots:
Armor modification:
Note:
2 D6 + 2 D3 (repeatable)
450 $
No modification.
Standard full metal jacket bullet, propelled by standard gunpowder.
.454 Casull armor piercing
Base damage:
Cost for 100 shots:
Armor modification:
Note:
2 D6 + 2 D3 (repeatable)
650 $
-8 to the target's armor.
Ignores the avarage armoring as if it was paper.
.454 Casull hollow point
Base damage:
Cost for 100 shots:
Armor modification:
Note:
2 D6 + 2 D3 (repeatable)
500 $
Up to 4 armor points: + 5 Damage
From 5 armor points upwards: - 5 Damage
Hollow point bullets expand as they hit resistance, thereby doing a lot of damage to lightly armored foes – with stronger armor however, they do a lot less damage.
5.7 mm FN
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D6 + 6
300 $
No modification.
Standard full metal jacket bullet, propelled by standard gunpowder.
5.7 mm FN sub sonic
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D6 + 6
400 $
+2 to the target's armor.
Heavier hollow point bullet, propelled by a bit less gunpowder. The projectile flies sub sonic and is therefore more silent. Ideally, this ammunition is used in conjunction with a silencer.
5.7 mm FN armor piercing
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D6 + 6
400 $
-4 to the target's armor.
The core piece of this cartridge is a so called steel core projectile, that can penetrate a lot of armor.
5.7 mm FN hollow point
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D6 + 6
380 $
Up to 4 armor points: + 4 Damage
From 5 armor points upwards: - 4 Damage
Hollow point bullets expand as they hit resistance, thereby doing a lot of damage to lightly armored foes – with stronger armor however, they do a lot less damage.
9 mm Luger
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D6 + 3
150 $
No modification.
Standard full metal jacket bullet, propelled by standard gunpowder.
9 mm Luger sub sonic
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D6 + 3
200 $
+2 to the target's armor.
Heavier hollow point bullet, propelled by a bit less gunpowder. The projectile flies sub sonic and is therefore more silent. Ideally, this ammunition is used in conjunction with a silencer.
9 mm Luger armor piercing
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D6 + 3
230 $
-2 to the target's armor.
The core piece of this cartridge is a so called steel core projectile, that can penetrate a lot of armor.
9 mm Luger hollow point
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D6 + 3
220 $
Up to 4 armor points: + 2 Damage
From 5 armor points upwards: - 2 Damage
Hollow point bullets expand as they hit resistance, thereby doing a lot of damage to lightly armored foes – with stronger armor however, they do a lot less damage.
Rifle ammunition:
2 mm EC
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D10 + 1 D6 (repeatable)
1500 $
-15 of the target's armor.
Due to the relativistic speeds with which these projectiles move, they pretty much ignore all but the hardest armor.
Very rare, and since they only were produced before the War – correspondingly costly.
20 mm LAAR
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D10 + 4 D3
800 $
- 11 to the target's armor.
Simple, hard projectile to thresh World War II fighter planes from the ground.
.223 Remington full metal jacket
Base damage:
Cost for 100 shots:
Armor modification:
Note:
2 D6 + 6
300 $
-2 to the target's armor.
Standard full metal jacket bullet, propelled by standard gunpowder.
.223 Remington armor piercing
Base damage:
Cost for 100 shots:
Armor modification:
Note:
2 D6 + 6
600 $
-4 to the target's armor.
The core piece of this cartridge is a so called steel core projectile, that can penetrate a lot of armor.
.308 Winchester full metal jacket
Base damage:
Cost for 100 shots:
Armor modification:
Note:
3 D6 + 5
500 $
-3 to the target's armor.
Standard full metal jacket bullet, propelled by standard gunpowder.
.308 Winchester armor piercing
Base damage:
Cost for 100 shots:
Armor modification:
Note:
3 D6 + 5
580 $
-8 to the target's armor.
The core piece of this cartridge is a so called steel core projectile, that can penetrate a lot of armor.
.30-06 full metal jacket
Base damage:
Cost for 100 shots:
Armor modification:
Note:
3 D6 + 2 D3
450 $
-2 to the target's armor.
Standard full metal jacket bullet, propelled by standard gunpowder.
.30-06 armor piercing
Base damage:
Cost for 100 shots:
Armor modification:
Note:
3 D6 + 2 D3
900 $
-4 to the target's armor.
The core piece of this cartridge is a so called steel core projectile, that can penetrate a lot of armor.
.405 Winchester full metal jacket
Base damage:
Cost for 100 shots:
Armor modification:
Note:
3 D6 + 1 D3 + 2
400 $
-2 to the target's armor.
Standard full metal jacket bullet, propelled by standard gunpowder.
.405 Winchester armor piercing
Base damage:
Cost for 100 shots:
Armor modification:
Note:
3 D6 + 1 D3 + 2
800 $
-5 to the target's armor.
The core piece of this cartridge is a so called steel core projectile, that can penetrate a lot of armor.
.45-70 Government
Base damage:
Cost for 100 shots:
Armor modification:
Note:
3 D6 + 3
400 $
-1 to the target’s armor.
Standard full metal jacket bullet, propelled by standard gunpowder.
5 mm Soviet full metal jacket
Base damage:
Cost for 100 shots:
Armor modification:
Note:
2 D6 + 4
250 $
-1 to the target's armor.
Standard full metal jacket bullet, propelled by standard gunpowder.
5 mm Soviet armor piercing
Base damage:
Cost for 100 shots:
Armor modification:
Note:
2 D6 + 4
500 $
-5 to the target's armor.
The core piece of this cartridge is a so called steel core projectile, that can penetrate a lot of armor.
.50 BMG
Base damage:
Cost for 100 shots:
Armor modification:
Note:
4 D6 + 1 D3
1000 $
-5 to the target's armor.
The core piece of this cartridge is a so called steel core projectile, that can penetrate a lot of armor. This caliber is used in few weapons, since it's just too big … and, depending on the interpretation, it defies the Hague Convention.
8 mm Mauser full metal jacket
Base damage:
Cost for 100 shots:
Armor modification:
Note:
3 D6 + 4
600 $
-2 to the target's armor.
Standard full metal jacket bullet, propelled by standard gunpowder.
8 mm Mauser armor piercing
Base damage:
Cost for 100 shots:
Armor modification:
Note:
3 D6 + 4
900 $
- 5 to the target's armor.
The core piece of this cartridge is a so called steel core projectile, that can penetrate a lot of armor.
12 Gauge (Buckshot and many other fun things):
Buckshot
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D10 + 2 D6
100 $
No modification
9 small 8 mm balls in one cartridge. Perfect to shoot some pigs – no matter whether “pig” is used as an insult or not.
Slugs
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D10 + 2 D6
250 $
-5 to the target's armor.
Specially rifled projectile, that can be fired through a shotgun's smooth bore. Basically an oversized rifle projectile.
Rubber projectiles
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D10
500 $
Ignores all armor but Power Armor.
Does not penetrate the skin, but does inflict horrible pain. A shot to the extremities has a further +50 chance on a critical hit (for example a broken leg or a concussion).
A hit to the torso or an unaimed hit only receives a +30 critical hit chance.
Explosive projectiles
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D10 + 2 D6 Normal damage + 3 D6 Explosive damage
2500 $
- 3 to the target's armor.
Explosive projectiles are actually meant for so called technical targets, for example when SWAT police men don't want to sully their beautiful boots kicking in doors. But they also work extremely well against “soft targets”.
Flechettes
Base damage:
Cost for 100 shots:
Armor modification:
Note:
1 D10 + 2 D6
400 $
-9 to the target's armor.
Flechette, the French word for “arrow-shaped death” are just a load of thin, hard needles.
40 mm Granades:
40 mm fragmentation grenade
Base damage:
Cost for 1 shots:
Armor modification:
Note:
1 D6 explosive damage + 2 D6 + 3 normal damage
75 $
-5 to the target's armor.
A grenadelauncher launched frag grenade. Explodes on impact.
40 mm Beehive Canister
Base damage:
Cost for 1 shots:
Armor modification:
Note:
4 D6 + 7 normal damage
15 $
-3 to the target's armor.
The probably most found ammunition for 40 mm grenade launchers in the Wastes doesn't fire explosives, but turns the grenade launcher into an oversized shotgun. The beehive canister is really filled with normal buckshot.
40 mm Jumping grenade
Base damage:
Cost for 1 shots:
Armor modification:
Note:
1 D6 + 3 explosive damage + 2 D6 + 6 normal damage
150 $
-5 to the target's armor.
A grenade that does not explode with the first contact on the floor, but is only armed. It actually bounces once before exploding in the air. The effect is much greater that way.
40 mm smoke grenade
Base damage:
Cost for 1 shots:
Armor modification:
Note:
No damage, but -4 to all tests on PE in a 10 cm circle around the point of detonation.
60 $
No modification.
Smoke is just a thick, heavy fog through which one can't see. Ideal to cover a retreat – or an attack through open terrain.
40 mm teargas grenade
Base damage:
Cost for 1 shots:
Armor modification:
Note:
No damage, but -4 to all tests on PE in a 10 cm circle around the point of detonation. Furthermore, no sprinting and a body control test that is handicapped by 50 points for all that are afflicted by the tear gas.
Those who fail that test, are unconcious. In closed spaces they remain so for 2 D3 rounds. In open spaces for 1 D3 rounds.
80 $
No modification.
The big difference to the smoke grenade is, that those inside the gas cloud are not invisible. They can be shot at, while they can't see the hand before their eyes.
40 mm poison gas grenade
Base damage:
Cost for 1 shots:
Armor modification:
Note:
Depends on the poison used. The grenade poisons for one dose per round, as long as one is in the detonation area. This happens for 6 rounds in closed spaces and for 3 rounds in open spaces.
200 $
No modification.
Only power armor and gas masks help against that. Poison gas attacks were forbidden by several treaties before the Great War, but are not that uncommon in the wasteland.
40 mm EMP grenade
Base damage:
Cost for 1 shots:
Armor modification:
Note:
None against humans. Total damage against electrical or electronic machines.
250 $
No modification.
The perfect weapon if one wants to disable a combat robot – or stop an electric car.
40 mm acid grenade
Base damage:
Cost for 1 shots:
Armor modification:
Note:
3 D6 + 5
150 $
Ignores all armor but power armor.
The name speaks for itself. There is no proper defense against this attack. A truly devastating weapon.
Special kinds of ammunition:
127 mm grenade
Base damage:
Cost for 1 shots:
Armor modification:
Note:
3 D10 +5 Explosive damage (repeatable) in 9 cm circumference
300 $
-8 to the target's armor.
A simple, explosive shot with great payload for howitzers and tanks.
60 mm high explosive rocket
Base damage:
Cost for 1 shots:
Armor modification:
Note:
2 D10 +3 explosive damage (repeatable) in 7 cm circumference.
40 $
-6 to the target's armor.
Simple, explosive missile with high yield for rocket launchers.
60 mm anti tank rocket
Base damage:
Cost for 1 shots:
Armor modification:
Note:
2 D10 - 6 explosive damage (repeatable) in 7 cm circumference
70 $
-14 to the target's armor.
A rocket meant to obliberate fortified positions or tanks.
Napalm Tank
Base damage:
Cost for 1 shots:
Armor modification:
Note:
2 D10 + 5 fire damage
80 $ (A tank lasts for about 10 “shots”)
No armor modification.
Compatible with the Flambe 450 flame thrower.
Small Energy Cell
Base damage:
Cost for 1 shots:
Armor modification:
Note:
Depends directly on the weapon.
30 $
Depends directly on the weapon.
The small M-18 energy cell (as it has been classified by the US military) is the “ammunition” of all energy based handguns. It was also used as a civilian battery however and is to be found at the most diverse places.
Big Energy Cell
Base damage:
Cost for 1 shots:
Armor modification:
Note:
Depends directly on the weapon.
50 $
Depends directly on the weapon.
The big M-60 energy cell is the “ammunition” of all energy based “rifles” and “big guns”. Like the small energy cell, it was also sold on the civilian market and is still quite common to find.
Micro Fusion Battery
Base damage:
Cost for 1 shots:
Armor modification:
Note:
Depends directly on the weapon.
250 $
Depends directly on the weapon.
Micro Fusion Batteries were everywhere. They powered small bunkers and vehicles, one can even power planes with them in theory – or extremely powerful energy weapons.