“Ammunition” includes both the projectile launched from a firearm, air gun, or rocket launcher and the means to propel it – be that a charge of black or smokeless powder or a reservoir of compressed air.
Caliber designations are an arcane lore. Two systems are most popular today:
• The older Imperial system gives caliber as a fraction of an inch; e.g., the .45 ACP cartridge has a caliber of 0.45” (11.43mm).
• The metric system – more widely used nowadays, especially in the military – specifies caliber and case length in millimeters; e.g., the 9x19mm Parabellum round has a 9mm (0.355”) caliber and a cartridge case 19mm long.
Imperial designations are often converted to metric; e.g., the .50 Browning is also called the 12.7x99mm. The Ammunition Tables (pp. 175-177) list both Imperial and metric, where applicable. Specific weapon descriptions and the weapon tables note only the more common designation.
In either system, the caliber is often a “notional” caliber, meaning that it doesn’t correspond exactly to its name. Many metric designations for rifled guns give the barrel’s smallest diameter (“measured from the lands”) as caliber, but actually fire projectiles as wide as the barrel’s largest diameter (“measured from the grooves”); e.g., the 7.62x51mm NATO (nominally 0.30”) fires a 7.82mm (0.308”) projectile. Most Imperial designations are rounded or otherwise inaccurate; e.g., the .38 Special (0.38” equaling 9.65mm) actually fires a 9.06mm (0.357”) projectile – as does the .357 Magnum.
Two older caliber designations are sometimes used:
• Pounder refers to the nominal projectile weight in pounds of a cast-iron ball; e.g., a 12-pounder fires a ball weighing 12 lbs., nominally of 115mm caliber.
• Gauge refers to the number of lead balls of bore diameter that would make one pound; e.g., 12-gauge means that 12 perfect lead balls exactly fitting the caliber (nominally 18.5mm or 0.73”) are “gauged” (determined) to weigh 1 lb. Thus, the higher the gauge, the smaller the caliber – a 12- gauge has a larger caliber than a 20-gauge (15.6mm or 0.61”).
In practice, these older systems were rarely so precise. Different nations had their own standards; e.g., a Prussian inch was 1.03”, a French inch was 1.07”, and a French pound was 1.08 lbs. Neither lead nor cast iron had a firmly standardized density. For muzzleloaders, there had to be an allowance for “windage” – that is, balls had to be smaller than the bore in order to load. Finally, some militaries measured projectile diameter while others used internal barrel diameter. Thus, cannonballs for historical 12-pounders could easily weigh more or less than 12 lbs. and have calibers ranging from 70mm to 120mm. The M1857 “Napoleon” (p. 138) actually fired a 12.3-lb. ball of 112mm.
The greater a bullet’s actual diameter (not its nominal caliber!), the more tissue damage it does. Diameter therefore determines damage type. As usual, this affects wounding, not penetration – see Damage (p. B268) and Damage and Injury (p. B377).
Under 4mm (under .16 caliber): Damage type is small piercing (pi-).
4mm to 7.99mm (.16 to .31 caliber): At low velocities (pistol cartridges or black-powder weapons), damage type is small piercing (pi-); this models the behavior of rounds like the .32 ACP (which fires a 7.95mm bullet), .25 ACP, and .22 LR. For bullets of this caliber fired from high-velocity weapons (such as most centerfire rifles), damage type is piercing (pi).
8mm to 9.99mm (.32 to .39 caliber): Damage type is piercing (pi). This is the default – there’s no size modifier for bullet damage.
10mm to 14.99mm (.40 to .59 caliber): Damage type is large piercing (pi+).
15mm and over (.60 caliber and over): Damage type is huge piercing (pi++).
A big advantage of powder and shot is that it’s easily produced. Black powder is relatively cheap – and a small amount goes a long way! It can even be made at home (see Home-Cooked Explosives, p. 186). Shot is normally made of soft lead, with blackpowder muskets getting 10-20 balls to the pound, depending on caliber. Buying lead ingots rather than prepared shot lets you cast bullets as needed.
Alternatively, you can scrounge – lead is easily recognized and often locally available. At TL3-5, sources include dinnerware, roof gutters, clock weights, toy soldiers, plumbing, and window leading. In urban areas up to TL6, an hour and a successful Scrounging roll will turn up a pound of lead plus pounds equal to the margin of success. At TL7-8, pure lead is less common outside of such things as car wheel weights, vehicle batteries (see Dirty Tech: Batteries, p. 13), and fishing sinkers; Scrounging rolls are at -2.
Lead melts at 621°F – a campfire will suffice – and few special tools are needed to cast it. A simple set of bullet-molding equipment, like that often carried by TL4-5 frontiersmen, is $25 and 1 lb; it includes a small iron ladle for melting and pouring lead, and a one-bullet brass mold. Even a singlecavity mold like this lets one make bullets quickly – a bullet per minute is a leisurely pace. It’s an easy job, too; a black-powder bullet is either good or it isn’t, and anybody can tell the difference. Producing a shotload or buck-and-ball is also straightforward, but requires an IQ-based Guns or Armoury (Small Arms) roll.
If you must resort to field-expedient projectiles like stones or coins, apply -1 to Acc and halve damage and range. Such ammo gives -2 to Malf., too – it’s likely to damage the barrel!
Those seeking brutal realism in the aftermath of gunplay may find these optional injury rules useful. See GURPS Martial Arts for related options.
People shot in the torso don’t usually die instantly – they pass out and gradually bleed to death, unless they receive medical assistance. However, the “torso” hit location encompasses the entire torso, including the “vitals” contained within . . . things like the heart, lungs, kidneys, and several major blood vessels. Occasionally, then, a torso hit could mean instant or near-instant death.
Whenever an attack that inflicts impaling, piercing, or tight-beam burning damage hits the torso, roll 1d. On a 1, it actually strikes the vitals, with the effects stated on p. B399. On a 2-6, the results depend on whether you use Bleeding (p. B420) – which is optional – in your game.
If you don’t use Bleeding, injury can’t exceed twice the target’s HP. Any excess is lost.
If you do use Bleeding, injury can’t exceed the target’s HP. Any excess is lost but still counts when determining the HT penalty for bleeding rolls.
Do the same for a groin wound – but don’t bother checking for a vitals hit!
Overpenetration (p. B408) is unaffected. A body used as cover blocks as much damage as it has HP.
Example: Assassin Luís “El Chacal” Morales has no clear shot at El Presidente, so he opts to shoot through the bodyguard who’s shielding his target. Luís hits the torso and does 23 points of damage to the bodyguard, who has HT 11 and 11 HP. He rolls 1d for a vitals hit but doesn’t get a 1.
Using the first option, the bodyguard suffers 11 x 2 = 22 HP of injury and goes to -11 HP. This is potentially lethal, so he must roll against HT 11: 3-11 means a nonlethal hit; 12-13, a mortal wound (p. B423); and 14-18, instant death. On a nonlethal hit, he must make another HT roll to remain conscious, at -1 for -HP.
Using the second option, the bodyguard suffers 11 HP of injury and goes to 0 HP. He must roll against HT 11 to stay conscious. After a minute, he starts making HT rolls at -4 to avoid further HP loss to bleeding. The entire penetrating damage of 23 points determines the penalty, not just his 11-HP wound.
In either case, the bullet exits his body with enough energy to inflict 23 - 11 = 12 points of damage to El Presidente, behind him.
While an attack that’s neither cutting nor explosive can dismember (p. B421), the injury threshold is realistically much higher. Notably, bullets are more likely to pass through a limb or an extremity than to blow it off. Optionally, a body part is automatically permanently crippled (p. B422) if it suffers at least twice the injury needed to cripple it – but impaling, piercing, and tight-beam burning attacks must inflict twice that amount to sever the body part.
Severe bleeding can be difficult to stop. Make bleeding rolls for skull, eye, neck, or vitals injuries every 30 seconds. The usual -1 per 5 HP of injury applies, but add a further -2 for the neck or -4 for the vitals. Apply the same total penalty – for wound size and wound location – to First Aid rolls for bandaging (p. B424). If the bleeding is from the skull, eye, neck, or vitals, make a Surgery roll at the same penalties; First Aid won’t suffice.
Getting wounded is a traumatic experience for body and mind! The GM might require those who receive a serious wound (any torso or head injury of 4+ HP) to roll a Fright Check (p. B360) on the following turn. Loss of a limb, or a wound that breaks a bone, spurts lots of blood, etc., should give -4 or worse. Combat Reflexes helps, as always. The GM may give a bonus to PCs with experience around severe injuries – emergency medical personnel, veteran soldiers, etc. – if their skills match their background.
“Propellant” is so named because it propels the projectile out of the firearm, usually through a chemical reaction. At TL5, the only propellant available is some variety of black powder (pp. 183-184); grades include serpentine black powder, corned black powder, improved black powder, and semismokeless powder. At TL6-8, most firearms use smokeless powder (p. 185), a generic name for any of several chemicals that are neither entirely smokeless nor powders . . .
There are several basic classes of ammunition. Except where specifically noted, these aren’t interchangeable – a gun designed to fire one class can’t use the others, regardless of caliber.
With multi-part ammo, one loads projectile, propellant, and sometimes primer (which ignites the propellant) individually. Such ammunition is slow to load but lightweight – and the ability to vary the charge is useful (see Extra-Powerful, p. 165). Most early TL5 rounds are multi-part. At late TL5 and beyond, multi-part ammo is used mainly in artillery, as it makes optimizing indirect-fire range easier. Powder and Shot (TL3) Until the self-contained metallic cartridge emerges at late TL5, ammo is stored and shipped loose as three separate components: charge (the powder), shot, and wadding.
The charge is loose gunpowder – usually some form of black powder (pp. 183-184) – carried in a watertight metal flask or a hollowed-out horn. A typical powder horn holds 1 lb. of powder, enough for 40 musket firings, and costs $15. A TL5 self-measuring powder flask has a nozzle that accepts one charge of powder and then shuts off the rest of the flask. It holds 0.75 lb., enough for 30 musket firings, and costs $30. With flintlocks, a small quantity of gunpowder – the priming – is sprinkled into the priming pan where the sparks from the flint drop, to ignite the charge. Some late-TL5 weapons are self-priming: the lock includes a small propellant container from which the correct amount of priming is automatically dispensed when the striker is cocked. For more on locks, see Black-Powder Locks (p. 164). The shot is a projectile or multiple projectiles. The wadding is cloth, paper, or leather. Wadding goes over the charge to provide a gas seal and over the shot to hold it in the barrel.
At TL5, soldiers usually carry powder and shot in the form of paper cartridges (first introduced in the late 16th century): shot and charge wrapped in paper. These aren’t cartridges in the modern sense, but merely a convenient way to prepackage a shot’s worth of propellant and ball. Throughout the 18th and 19th centuries, church hymnals were a favorite source of cartridge paper. The troops invariably spent the evening before a battle around the fire, preparing cartridges for the next day and placing them in their cartridge pouches (see Load-Bearing Equipment, p. 34). To use a paper cartridge, the shooter simply bites off one end, primes the pan, pours the charge down the barrel, and then rams the shot and paper wrapping home with a ramrod. This halves the time required for reloading (see Reloading Your Gun, p. 86).
Not considered ammunition, but nevertheless vital, are igniters . . . the devices that bring the fire to the powder. Flintlocks require flint or pyrites to produce the sparks that ignite the priming; each such igniter is good for at least 20 shots. Caplocks require percussion caps (introduced in 1814), which are single-use items. Individually, igniters have negligible weight; they’re often transported by the thousands in wooden barrels or crates. Their cost is subsumed under ammunition cost.
A black-powder weapon’s lock is the device that ignites the powder. At TL5, the most common designs are:
Cannon Lock (TL3). A burning match (time fuse, p. 187) or a heated wire through a touchhole ignites the propellant, firing the gun.
Flintlock (TL4). Flintlocks have a flint (piece of flint stone) set into the spring-loaded cock (whence “cocking” the gun), which is released by the trigger. When the flint strikes the frizzen (a hinged steel component), the frizzen is thrown back – uncovering the pan holding the primer (a small amount of fine gunpowder) – and a shower of sparks is generated. The sparks ignite the primer in the pan, sending a flash of fire down the vent hole into the propellant charge in the firing chamber, thus firing the gun.
Caplock (TL5). Caplocks (also called “cap-and-ball”) use a percussion cap to ignite the propellant. The cap fits over a nipple on the breech of the gun. The cap explodes when the hammer strikes it, sending a flash through a vent in the hollow nipple to the propellant charge, thereby firing the gun.
By the 1860s, the metallic cartridge was rapidly rendering cap-and-ball weapons obsolete. It was cheaper to convert these old guns to fire the new cartridges than to replace them. Some conversions were done “officially,” at factories and government arsenals; others were the work of gunsmiths or frontier blacksmiths. Conversions were popular in the 1870s and 1880s, the most common examples being nearly every revolver of the American Civil War era (pp. 92-94) and the British Snider Pattern I rifle (see Enfield P/1853, pp. 108-109).
Note that on a revolver, only the cylinder is modified. The new cartridge can’t exceed the cylinder’s length. As well, the bullet must fit the bore: .44-caliber caplocks can be converted to fire .44 or .45 cartridges, .36-caliber caplocks to take .38 cartridges, and .31-caliber caplocks to accept .32 cartridges. Converted black-powder weapons can’t fire Magnum rounds, however!
A cartridge conversion requires an Armoury (Small Arms) roll at -4 and three days’ work.
Fixed ammo merges propellant, primer, and projectile into a unit. This speeds up reloading (see Reloading Your Gun, p. 86), enhances reliability, and ensures consistent performance, shot after shot.
In 1835, Nicolas Flobert of France developed the metallic cartridge from the percussion cap. This evolved via the pinfire cartridge and the rimfire cartridge into the centerfire cartridge, patented by French gunsmith Pottet in 1857. The centerfire design supplanted its predecessors for military and big-game rounds, as it was better-suited to highpressure loads. Metallic cartridge cases entered widespread use in the 1860s.
The majority of TL5-8 fixed ammunition uses a metallic cartridge case. This is typically made of brass or lacquered steel. Such a case is required for most really powerful rounds due to the problems of obturation (sealing the breech effectively against pressure loss).
Consumable-cased rounds have a paper or polymer case that’s completely or partially consumed upon firing, and must be fired from weapons specifically designed for them. They’re actually an old invention – in the early 19th century, such breechloading rifles as the Hall (p. 108) and the Dreyse (p. 108) fired rounds with combustible paper cases. However, they were abandoned due to problems with sealing the breech, and saw little use for high-pressure loads until late TL7.
Semi-Consumable Cased (TL7). In the 1960s, consumable-cased rounds for tank guns often had a metal base cap to seal the breech. This “semiconsumable cased” ammo offered considerable weight savings nevertheless.
Some cased rounds use light materials to reduce cartridge weight. Shotgun shells with composite cardboard/metal cases of the Lefaucheux pinfire type were developed in 1835. Centerfire cardboard/ metal shotshells replaced these in about 1870. Aluminum cases date to the 1930s for grenade rounds (p. 143) and to the late 1970s for aircraft autocannon (where any weight reduction is significant). Working plastic-cased ammunition – usually with a metal base – appeared in high-powered rifle calibers in the 1970s but wasn’t introduced commercially until 2003.
Light cased rounds are popular for shotshells by late TL5 but uncommon for high-pressure loads before TL8. At mid-TL8, most cased small-arms cartridges can be made light cased; multiply WPS by 0.7 and CPS by 2.
Example: The Ammunition Tables (p. 176) give a 5.56x45mm NATO cartridge WPS 0.027 lb. and CPS $0.5. Plastic-cased ammo has WPS 0.027 x 0.7 = 0.019 lb. and CPS 0.5 x 2 = $1.
Caseless ammo lacks a case, and can only be fired from weapons specifically designed for it. It has been worked on almost continuously since the 1940s, but the first practical designs only emerged in the 1990s. In theory, caseless ammo offers many advantages. It reduces ammo weight and saves materials. Guns built for it need no mechanism to extract and eject spent cartridges, improving reliability and rate of fire. And there are no cases to collect on the range, while hunting, or on a covert operation.
In practice, the absence of a case also poses several problems. Cases facilitate handling outside and inside the gun, act as a gas seal in the chamber, and protect the propellant from the elements and heat during firing. At TL7, prototype ammo is brittle and susceptible to moisture. Worse, it can “cook off” in automatic weapons: after a few bursts, the chamber gets hot enough that unfired rounds self-ignite! At TL8, military weapons prevent this by using high-temperature explosive instead of conventional propellant.
These modifications improve the complete round of ammunition. Use Projectile Options (pp. 166-172) to modify just the projectile.
Many ammunition upgrades and projectile options require a recalculation of weapon statistics. Unless instructed otherwise, always round toward the nearest whole number. Damage is a special case. For damage dice without adds (e.g., 3d), apply the multiplier, retain fractions, and skip to the bulleted results below. For damage dice with adds (e.g., 3d-1), follow this three-step process first:
1. Multiply damage dice by 3.5, retaining fractions, and add the damage bonus or penalty.
2. Apply the multiplier for the chosen option to the result. If using more than one option, apply their multipliers in succession (e.g., x1.1 and x1.3 would multiply damage by 1.1 x 1.3 = 1.43) – don’t add them together as you would enhancements and limitations (p. B101).
3. Divide the result by 3.5, retaining fractions.
• Result less than 1.0. Convert as follows: 0.01-0.32 = 1d-5; 0.33-0.42 = 1d-4; 0.43-0.56 = 1d-3; 0.57-0.75 = 1d-2; 0.76-0.95 = 1d-1; and 0.96+ = 1d.
• Result between 1.0 and 12.0. Take the whole number as the dice of damage and then add a bonus based on the fractional remainder: up to 0.14 gives no bonus; 0.15- 0.42 gives +1; 0.43-0.64 gives +2; 0.65-0.85 gives +1d-1 (that is, round up to the next full die and apply a -1 penalty); and 0.86 or greater rounds up to the next full die.
• Result greater than 12.0. Divide the result by 6 and round to the nearest whole number, n. List damage as 6dxn. Multiples of 6d give the most statistically pleasing results, but you can also use multiples of 4d to 8d.
Example: El Chacal plans to assassinate the local presidente. Since the target always travels in an armored limo, he designs and handloads APDSDU rounds (p. 169) for his Mexican-made G3A4 rifle (see H&K G3A3, p. 116). These multiply damage by 1.5, add an armor divisor, and change damage type. Basic damage is 6d+2 pi; 6 x 3.5 = 21, and adding the +2 gives a total of 23. The new damage is 23 x 1.5 = 34.5; 34.5/3.5 = 9.86, which converts to 10d(2) pi- inc. For ease of use, this can be written as 5dx2(2) pi- inc.
Most multi-part or fixed ammunition can be given an extra-powerful propellant charge to eke out higher damage and better range. Such “hot” ammo mainly sees use in sidearms – typically with solid, hollow-point, AP, or APHC projectiles – but other rounds can be handloaded (p. 174) to similar effect with the Armoury (Small Arms) skill. Powder-and-shot weapons can be loaded as the shooter sees fit, but he must make an Armoury (Small Arms) roll or an IQ-based Guns roll at -2 to stay within his weapon’s safe limits.
Most TL5-6 firearms – and cheap-quality TL7-8 guns – aren’t designed to withstand such increased pressure in prolonged service: -1 to Malf. Automatic weapons are often sensitive to changes in propellant; they, too, may suffer Malf. penalties, and RoF is likely to increase. Multiply Dmg, Range, and ST by 1.1. Multiply CPS by 1.5.
Example: A “Kentucky rifle” (p. 107) does 4d-1 pi+. By increasing the powder charge, it could do 13 x 1.1 = 14.3, divided by 3.5 = 4.09 or 4d pi+ (see Adjusting Damage, p. 166). ST would increase to 9† x 1.1 = 9.9 or 10†.
Carefully matching projectile and propellant can increase a round’s accuracy – especially when done for a specific model of gun. While such ammunition can sometimes be bought in small lots, it must usually be handloaded (p. 174). This option can’t be combined with Extra- Powerful (above), and the projectiles must be solid, hollowpoint, AP, or APHC. Match-grade ammo is used in sniper rifles and target-shooting firearms – not in automatic weapons.
Multiply Acc by 1.25 and drop fractions; maximum Acc bonus is +1. Double CPS.
Example: A Glock 23 pistol (p. 101) with Acc 2 wouldn’t benefit from match-grade ammo, since 2 x 1.25 = 2.5, which rounds to 2. An Accuracy International AWM sniper rifle (p. 118) with Acc 6 would benefit, as 6 x 1.25 = 7.5, which rounds to 7.
Subsonic ammunition has a muzzle velocity below the speed of sound (1,086 feet per second at sea level), resulting in a lower sound signature and increasing the effectiveness of sound suppressors (pp. 158-159). Some pistol and SMG rounds, such as the .32 ACP, .380 ACP, 9x18mm Makarov, and .45 ACP – and a few rifle chamberings, like the 9x39mm – are already subsonic and don’t need this option. Others, including the .22 LR, the 9x19mm Parabellum, all PDW rounds, and most rifle rounds, are supersonic, and will benefit from subsonic ammunition. This option is only available for fixed ammo – most powder-and-shot ammo is subsonic anyway.
For pistol rounds, subsonic ammunition gives -1 to Hearing; multiply Range by 0.8. For PDW and rifle rounds, subsonic ammunition gives -2 to Hearing; multiply Dmg and Range by 0.6. In all cases, multiply CPS by 1.3.
Exotic “silent” rounds trap the propellant gases inside the case and launch the projectile with a piston, eliminating muzzle flash and smoke, and reducing noise. Most require a specially designed weapon to fire them; a few pistols have been chambered for such ammunition since the 1960s. Silent rounds interchangeable with normal ammo were developed for conventional shotguns (see Exotic Shotgun Ammo, p. 103) and grenade launchers (see Grenade Launcher Ammo, p. 143) in the 1960s, too, but neither caught on. “Silent” grenades are only truly silent if they’re not explosive, of course! This option is only possible for cased ammo.
In all cases, use the 16-yard line on the Hearing Distance Table (p. 158). Multiply CPS by 10. LC1.
The projectile is the most important part of the ammunition – the cartridge and even the gun ultimately exist only to get the projectile to the target. Many options appear below; read carefully to learn which are available for what types of rounds. All cost (CPS) multipliers assume largescale production. Limited-production and experimental ammo might be anywhere from five to 10 times more expensive, at the GM’s discretion.
These rounds work by propelling projectiles that rely on their speed, mass, and density to penetrate and damage the target. The default kinetic-energy projectile is solid – and this is what the Dmg, Acc, and Range listed for most firearms assume. Choosing a different option will modify some or all of these baseline stats, affect ammunition cost per shot (CPS), alter legality class (LC), and/or add special rules effects.
A solid bullet is the baseline projectile for most small arms and early artillery. At TL3-5, it’s a ball of soft lead for small arms, while artillery fires cast-iron or stone balls. At late TL5, it’s a lengthened and streamlined projectile of hard lead. At TL6-8, it is a streamlined lead or steel projectile, enclosed in a sheath of metal such as copper alloy; this is known as “full metal jacketed” (FMJ).
Rifled Slug (TL6). This solid subtype is used in shotguns. Germany’s Brenneke company introduced it in 1898, but it was uncommon in America before the 1950s. Multiply buckshot damage by four. Change damage type to pi++ for shotguns of 20-gauge and larger, or to pi+ for shotguns smaller than 20-gauge (and remember that the higher the gauge, the smaller the bore – see Calibers, pp. 161-163). Add +1 Acc. Multiply buckshot 1/2D by 2.5, Max by 1.5. Remove any multiplier after RoF. A slug can be further modified by other projectile options (e.g., Frangible, p. 167, and Baton, p. 168).
Example: A 12-gauge 2.75” buckshot load does 1d+1 pi per pellet. A rifled slug would do 1d+1 x 4 = 4d+4 pi++, or 5d pi++. A shotgun with RoF 3×9 would fire slugs at RoF 3.
“Hollow-point” is a generic term for any number of expanding projectiles. These include so-called “dum-dum” bullets, as well as commercial “jacketed soft-point” (JSP) and “jacketed hollow-point” (JHP) types. Most have a cavity in the tip that causes the projectile to mushroom on penetration. Expanding bullets have been widely available for rifles since the 1890s. Similar bullets in pistol calibers appeared around that time as well, but weren’t common before about 1960 – and not until the 1970s for SMGs and semiautomatic pistols. In 1899, the Hague Convention declared expanding bullets illegal for war use; subsequently, they became very rare for military weapons. However, they’ve been popular with hunters since the turn of the 20th century (being more likely to stop an animal with one shot), and with police agencies and antiterror units as of the 1980s (being more effective, and less likely to ricochet or overpenetrate and hit bystanders).
Add an armor divisor of (0.5); objects without DR get DR 1. Change damage type: pi- becomes pi, pi becomes pi+, and pi+ becomes pi++ (no effect on pi++). Lower-velocity hollow-points (in technical terms, with a muzzle velocity below 1,400 fps), such as those fired from handguns or SMGs, may fail to expand. At the GM’s option, the round only expands and gets its improved damage type on a roll of TL-3 or less on 1d. At TL5-7, hollow-points give -1 Malf. in semiautomatic or full-automatic weapons. CPS is unchanged. LC3.
Poison ammo fires a bullet with a cavity designed to introduce a blood or contact agent into the target’s body. It was used at least as early as the 1860s, in the American Civil War, but the Hague Convention banned it for war use in 1899. A number of patterns were in service with secret agencies during WWII and the Cold War – including some intended for air guns (pp. 88-89).
Treat as a hollow-point bullet (above) that has the effects of one dose of poison as a follow-up attack. Suitable poisons include botulin toxin (p. 227), cyanide (p. B439), and ricin (p. 227). Silver shavings, holy water, concentrated garlic, and other exotic fillers might be effective against supernatural foes! Poison ammo must be handloaded (p. 174). Add the cost of one dose of poison to CPS. LC1.
Armor-piercing bullets are designed to penetrate more effectively than standard solid rounds. They employ a hardened tip or core, typically made of steel. Those used in TL6-7 tank and naval guns often add a tip or “cap” made of softer metal, which prevents deflection and shattering of the hardened core; thus, this ammo is sometimes known as “armorpiercing, capped” (APC) or “armor-piercing, capped, ballistic cap” (APCBC). AP ammunition became available for small arms and autocannon in the 1880s.
Add an armor divisor of (2). Multiply damage by 0.7. If caliber is below 20mm (0.80”), reduce damage type: pi++ becomes pi+, pi+ becomes pi, and pi becomes pi- (no effect on pi-). Multiply CPS by 1.5. LC2.
This ammo has a hard core of heavy metal (such as tungsten alloy) inside a lighter projectile body to increase penetration. Rounds for TL6-8 small arms typically have steel or lead projectiles, while those fired by TL6-7 tank guns and TL6-8 autocannon use light alloy projectiles – the latter sometimes being called “armor-piercing composite rigid” (APCR). APHC ammunition is available from 1916 for small arms, but is initially less common than AP owing to its cost.
Add an armor divisor of (2). If caliber is below 20mm (0.80”), reduce damage type: pi++ becomes pi+, pi+ becomes pi, and pi becomes pi- (no effect on pi-). Double CPS. LC2.
Frangible rounds are designed to shatter against hard surfaces, including thick glass and aluminum, thereby minimizing the danger of overpenetration. Originally intended for training purposes, at TL8 they see use in combat situations where a miss would be dangerous – whether because a ricochet might endanger bystanders or because the surroundings are fragile (for instance, in aircraft, museums, and industrial facilities). Shotgun shells loaded with frangible slugs are employed as “breaching rounds” to destroy locks, door hinges, etc.
Frangible rounds are typically made of a mix of powdered metal and plastics or clay, or contain tiny pellets that spread on impact (like Glaser Safety Slugs, introduced in 1974). The process of breaking up against the target reduces penetration but transfers most of the energy. Due to their lighter weight, frangible rounds have less range.
Add an armor divisor of (0.5); objects without DR get DR 1, while against targets with DR, overpenetration (p. B408) won’t occur. Change damage type: pi- becomes pi, pi becomes pi+, and pi+ becomes pi++ (no effect on pi++). Multiply Range by 0.9. Multiply CPS by 1.5. LC3.
Example: A 12-gauge 2.75” shotgun fires a 5d(0.5) pi++ frangible slug point-blank at a standard door lock (DR 6, HP 3, and Unliving). The damage roll is 18. Against DR 6 x 2 = 12, that means 6 points of penetrating damage. On an Unliving target, a huge piercing attack gets only a x1 wounding modifier (see p. B380). The lock suffers 6 HP of injury, goes to -HP, and fails (see p. B484).
This ammunition fires a sub-caliber (50% to 75% of base caliber) projectile in a lightweight sleeve called a “sabot,” which falls away when the bullet leaves the barrel. The result is a faster projectile with a higher cross-sectional density. This improves both range and armor penetration.
APDS was introduced in 1944 for tank guns, and was one of the standard tank-gun loads through TL7. It continues to see service in autocannon at TL8. In small-arms use, APDS is sometimes known as “saboted light armor-piercing” (SLAP); it’s available in rifle and MG chamberings, but not in pistol calibers. The smallest practical rounds are 7.62x51mm NATO and 7.62x54mmR Mosin-Nagant (both introduced in the 1990s), although there have been experiments with .221 Fireball and 5.56x45mm NATO.
Add an armor divisor of (2). Multiply damage by 1.3. If caliber is below 30mm (1.2”), reduce damage type: pi++ becomes pi+, pi+ becomes pi, and pi becomes pi- (no effect on pi-). Multiply Range by 1.5. Triple CPS. LC1.
This ammo is similar to APDS (above), but uses a longer, finned projectile with a smaller diameter (less than 30% of caliber) to achieve even greater penetration. APFSDS was introduced in the 1970s for tank guns, and was the standard tankgun load of late TL7. At TL8, it also sees use in autocannon and anti-materiel rifles. The smallest experimental chambering is .50 Browning – but it’s theoretically possible to make APFSDS in smaller rifle calibers as well.
Add an armor divisor of (2). Multiply damage by 1.5. If caliber is below 40mm (1.6”), reduce damage type: pi++ becomes pi, and pi+ or pi becomes pi- (no effect on pi-). Double Range. Quadruple CPS. LC1.
Baton rounds use reduced loads to launch large-caliber projectiles made of solid wood, plastic, or rubber at low speeds (in technical terms, with muzzle velocities around 300 fps). They’re designed to stun rioters, but a close-range hit can still kill. Baton ammo was introduced for grenade launchers in 1967, and is also available for shotguns. Minimum caliber is 10mm. For a shotgun, start with the damage and range of a rifled slug (p. 166). Add an armor divisor of (0.5). Divide damage by five. Damage is crushing, and does double knockback (pp. B104, B378) if caliber is over 35mm. Apply -1 to Acc. Divide Range by five. Double CPS. LC3.
Example: A 12-gauge 2.75” shotgun slug does 5d pi++. Firing baton, it would do 1d(0.5) cr.
Beanbag rounds launch a fabric sack filled with metal or plastic pellets (the “beans”). This is folded up in the cartridge but expands after leaving the barrel, spreading the impact over a larger area to prevent serious damage. Such ammo became available in 1970 but wasn’t popular until the 1990s. While typically fired from shotguns or grenade launchers, it’s also available in some revolver chamberings. Minimum caliber is 9mm. For a shotgun, start with the damage and range of a rifled slug (p. 166). Add an armor divisor of (0.2). Divide damage by five. Damage is crushing, and does double knockback (pp. B104, B378) if caliber is 15mm or larger. Reduce Acc to 0. Divide Range by eight. Triple CPS. LC3.
Example: A .38 Special revolver does 2d pi. Firing beanbag, it would do 1d-4(0.2) cr. A 12-gauge 2.75” shotgun with slug damage 5d pi++ would do 1d(0.2) cr dkb.
With its long, finned projectile, SAPFSDS is similar to APFSDS (p. 167) but intended for small arms only. The arrow-shaped dart – often called a flechette (from the French fléchette, “little arrow”) – is of small diameter (2mm or less) and made of steel or titanium. It has good penetration and range, but is expensive to make and of dubious stopping power. Such ammo has been used in experiments with assault rifles since the 1960s (see Flechette Rifle, p. 116), but has yet to enter service.
Maximum caliber is 10mm. Add an armor divisor of (2). Reduce damage type to pi-. Multiply Range by 1.5. Double CPS. LC2.
The proverbial silver bullet is legend, but it’s possible to make bullets out of almost any metal or other reasonably hard substance (stone, hardwood, etc.). Possible doesn’t guarantee optimal, though! Many materials are expensive, difficult to work, and/or poorly suited for use in some firearms. In general, the more complex the weapon, the more complicated the exotic ammunition needs to be in order to withstand firing stresses and ensure the gun’s reliable operation. Thus, it’s prudent to reserve such projectiles for targets that are either immune to normal bullets or especially vulnerable to specific materials (see Vulnerability, p. B161).
For an example of the potential difficulties, consider silver. It has a high melting point (1,763°F); you need a blowtorch or a really hot flame to melt down ingots or jewelry, and a specially made mold that can withstand the molten metal (for more on making bullets for muskets and shotguns, see Home-Made Powder and Shot, p. 163). Silver is also soft, and will foul the barrel – and possibly the action – of rifled firearms, giving -1 or worse to Acc and Malf. (GM’s discretion). Jacketed hollow-points (see Hollow-Point, pp. 166-167) avoid this problem: the jacket protects the barrel and the projectile mushrooms on impact, exposing the target to the silver. Manufacturing jacketed silver bullets gives -3 to Armoury (Small Arms) rolls, however (see Handloading and Reloading, p. 174).
Bullets made from medium- to high-density metals, such as silver or gold, do normal damage. For lighter materials, such as stone or jacketed wood, halve damage and range. For very light projectiles, such as pure hardwood or plastic, multiply damage and range by 0.1.
Example: After his first encounter with the supernatural, Special Agent Lafayette decides he needs something special for his Glock 23 (p. 101): silver hollow-points filled with garlic. Damage is the same as for a normal hollow-point – but depending on how vulnerable vampires actually are to silver and/or garlic, penetrating hits may get a special wounding modifier or do further follow-up damage. To handload such rounds, he must make an Armoury (Small Arms) roll at -3 for each batch. The Ammunition Tables list a CPS of $0.3 for .40 S&W. Hollowpoints cost the same; making them silver multiplies CPS by 50 (see Silver Weapons, p. B275), for $15. The poison option increases CPS by the cost of a dose of poison, but the cost of garlic is negligible. Total CPS is $15.
Some smoothbore small arms specially designed for underwater use – notably the H&K P11 and the TsNIITochMash APS (p. 117) – fire long, cavitation-stabilized projectiles. Such “underwater darts” were introduced in the 1970s.
Change damage type to impaling. Multiply distance to the target by 25 – not by 1,000 – underwater (see Firing Underwater, p. 85). Double CPS. LC2.
These rounds are similar to APHC (p. 167) but have a depleted uranium (DU) penetrator. DU isn’t significantly radioactive, but it is pyrophoric. APDU ammo dates to the late 1970s and is used mainly in TL8 autocannon.
Add an armor divisor of (2). Multiply damage by 1.2. If caliber is below 20mm (0.80”), reduce damage type: pi++ becomes pi+, pi+ becomes pi, and pi becomes pi- (no effect on pi-). Treat as an incendiary attack (p. B433) if it penetrates non-flexible armor with DR 10+. Triple CPS. LC1.
This ammo resembles APDS (p. 167) but has a depleted uranium penetrator. A 1980s development, it sees use primarily in TL8 autocannon.
Add an armor divisor of (2). Multiply damage by 1.5. If caliber is below 30mm (1.2”), reduce damage type: pi++ becomes pi+, pi+ becomes pi, and pi becomes pi- (no effect on pi-). Treat as an incendiary attack (p. B433) if it penetrates non-flexible armor with DR 10+. Multiply Range by 1.5. Quadruple CPS. LC1.
This is APFSDS (p. 167) with a depleted uranium penetrator. Introduced in the 1980s, APFSDSDU rounds are fired from TL8 tank guns and autocannon.
Minimum caliber is 10mm. Add an armor divisor of (2). Multiply damage by 1.7. If caliber is below 40mm (1.6”), reduce damage type: pi++ becomes pi+ and pi+ becomes pi. Treat as an incendiary attack (p. B433) if it penetrates nonflexible armor with DR 10+. Double Range. Multiply CPS by five. LC1.
The most important element of these rounds (also known as “chemical-energy rounds”) is an explosive charge – usually one tailored to deliver particular effects. No formulas are given for calculating explosive damage for all possible projectiles; such detailed rules are beyond the scope of this text. Many examples of explosive ammo appear in the weapon descriptions, however. For details on explosive damage, see Explosions (p. B414). Explosive-energy projectiles are also considered incendiary attacks (p. B433).
This is an exploding shell filled with a low-energy explosive, typically black powder. The explosive makes up 15% or more of the projectile weight. LE rounds were invented in Italy in the late 15th century but not commonly used until the early 19th century.
LE adds a (0.5) armor divisor and a linked crushing explosion with cutting fragmentation. Double CPS. LC1.
Semi-Armor-Piercing Low Explosive (SAPLE) (TL5)
A solid projectile with a modest explosive charge (less than 10% of projectile weight) can be given a time or base fuse so that it will penetrate flesh or a thin-skinned vehicle before it explodes, increasing effect; treat as an internal explosion (see Explosions in Other Environments, p. B415). SAPLE was introduced for small arms in 1822, but declared illegal for war service against humans in 1868. Use continued in hunting weapons. Military use resumed in WWI.
SAPLE adds a follow-up crushing explosion with cutting fragmentation. Early SAPLE rounds are unreliable; at TL5-6, the round explodes only on a roll of TL-2 or less on 1d. Double CPS. LC1.
This is an AP projectile (p. 167) with a small high-explosive charge (less than 5% of projectile weight) in the base to enhance behind-armor results; see p. B415 for rules covering internal explosions. APEX is sometimes known as “armor-piercing, secondary effect” (APSE) or “armorpiercing, capped, ballistic cap, high explosive” (APCBC/HE). Introduced in the late 19th century, it saw use mostly in large calibers and in autocannon, and was the main anti-ship – and later, antitank – round until WWII.
Add an armor divisor of (2). Multiply damage by 0.7. If caliber is below 20mm (0.80”), reduce damage type: pi++ becomes pi+, pi+ becomes pi, and pi becomes pi- (no effect on pi-). Add a follow-up crushing explosion with cutting fragmentation. Triple CPS. LC1.
Similar to LE (see left), this ammo uses more powerful high explosive as filler; see Conventional Explosives (pp. 183-187) for possibilities. Rounds for naval guns are often called “common shell.”
HE adds a (0.5) armor divisor and a linked crushing explosion with cutting fragmentation. Double CPS. LC1.
These projectiles are similar to SAPLE, but benefit from more powerful explosives and better fuse reliability. They were introduced for autocannon in the 1910s (for employment against aircraft), and for rifles and MGs in the 1930s (for target observation). Use in small-caliber weapons other than spotting rifles ceased almost completely after WWII, but gimmicky civilian rounds in calibers down to .22 LR occasionally show up even today.
SAPHE adds a follow-up crushing explosion with cutting fragmentation. Double CPS. LC1.
This ammo is essentially SAPHE (above) with thinner projectile walls. The result is a larger explosive payload (around 20% of projectile weight) but limited fragmentation. SAPHEC rounds were developed to give maximum effect inside vehicles, first ships and then aircraft; see p. B415 for rules addressing internal explosions.
SAPHEC adds a follow-up crushing explosion. Double CPS. LC1.
This combines the enhanced armor penetration of APHC (p. 167) with follow-up explosive and incendiary effects; see p. B415 for details on internal explosions. APHEX sees use mainly in HMGs and autocannon, and is sometimes known as “multi-purpose” (MP).
Add an armor divisor of (2). If caliber is below 20mm (0.80”), reduce damage type: pi++ becomes pi+, pi+ becomes pi, and pi becomes pi- (no effect on pi-). Add a follow-up crushing explosion with cutting fragmentation. Quadruple CPS. LC1.
Also known as a “self-forging projectile” (SEFOP), this is a shaped-charge munition. However, instead of producing a jet (like a HEAT round, below), it exploits the “Misznay- Schardin effect”: the explosive forms the liner into a highvelocity projectile that penetrates armor like a kineticenergy round. Penetration is inferior to HEAT, but an EFP isn’t disrupted by reactive armor. It also has a better standoff range; while HEAT is only effective if it explodes a few inches or feet in front of armor, an EFP can trigger up to 200 yards away and still penetrate. It’s ideal for top-attack munitions, including artillery shells and overflight antitank missiles. EFP technology was employed in land mines in the 1940s but not used for missile and grenade warheads until the 1990s.
Minimum caliber is 50mm. Change damage type to pi++. Add a (2) armor divisor and a linked crushing explosion. Multiply CPS by eight. LC1.
A HEAT round launches a shaped charge (pp. 182-183) that has a heavy metal liner (usually made of copper) in the shape of an inverted cone. Upon detonation, this forms a high-pressure, extremely high-velocity gas jet tipped by the molten metal of the liner. The super-hot jet punches through the armor, and both it and armor fragments damage whatever is on the other side. Penetration in armor steel is deep – typically 2x to 6x caliber, depending on sophistication and materials – but very narrow (around 10% of caliber). At TL8, penetration increases to 5x to 10x caliber due to more carefully designed and manufactured warheads (“precision shaped charges”), and/or liners made of such high-density metals as tungsten and depleted uranium; this as much as doubles damage. HEAT warheads were introduced in 1939. Since the early 1940s, they’ve been widely used in all manner of weapons, from grenades to antitank missiles.
Minimum caliber is 20mm. Has a (10) armor divisor and a linked crushing explosion. Triple CPS. LC1.
This is a HEAT warhead (above) with enhanced fragmentation, serving as an antitank and antipersonnel round. HEDP is used in grenade launchers, and replaces standard HE in certain applications. It’s common for tank guns, too, and is sometimes known as “high-explosive antitank, multipurpose” (HEAT-MP) in this role. HEDP warheads were introduced in the early 1970s.
Minimum caliber is 20mm. Has a (10) armor divisor and a linked crushing explosion with cutting fragmentation. Quadruple CPS. LC1.
Also called “high-explosive plastic” (HEP), this is a large plastic-explosive charge inside a thin casing that flattens (“squashes”) against armor to cover a larger surface. The delayed explosion sends shockwaves through the armor (usually without actually penetrating it), causing pieces of armor to break off on the inside and fly around. This “spall” can damage crew and components. HESH shells were introduced in the 1940s. They’re only used in tank guns and recoilless rifles.
Minimum caliber is 50mm. Add a (0.5) armor divisor and a linked crushing explosion. If both kinetic and explosive damage fail to penetrate DR, the blast may produce spall on the opposite side of the surface struck. This works just like a flat charge (p. 183): it inflicts cutting damage equal to 1/10 the maximum explosive damage (as for any contact explosion; see p. B415) resisted by 1/100 the target’s DR, rounding up in both cases. These special rules don’t apply against laminated armor (p. 229). Triple CPS. LC1.
Example: A Watervliet M40 recoilless rifle (p. 141) hits the turret front of a T-55 tank (DR 560) with a HESH shell. The kinetic impact inflicts 6dx7(0.5) pi++, but the damage roll of 147 points fail to penetrate DR 560 x 2 = DR 1,120. The linked explosion does 8dx5 cr ex, but as even its maximum damage of 240 points is less than DR 560, it, too, fails to penetrate. However, the explosion produces 240/10 = 24 points of spall damage. This is resisted by DR 560/100 = 5.6, which rounds up to DR 6. Crew and components in the turret receive 24 - 6 = 18 points of cutting damage.
Sometimes known as “tandem” warheads, MS-HEAT rounds consist of two (or even three!) HEAT charges in a row. The first charge is intended to blow a path through explosive reactive armor, if present, allowing the main charge to attack the armor behind. The diameter of the precursor charge is typically 50-60% that of the main charge. MS-HEAT warheads first appeared in the 1980s. They’re widely used in TL8 antitank weapons, including tank cannon, missiles, and rocket launchers.
Minimum caliber is 50mm. Has a (10) armor divisor and a linked crushing explosion. If no explosive reactive armor is present, the charges work as one: add damage together. Multiply CPS by eight. LC1.
Thermobaric warheads detonate aerosol clouds of volumetric slurry explosives (similar to fuel-air explosives, pp. 186-187), such as powdered aluminum. This results in powerful concussion and incendiary effects. Thermobaric ammo became available for man-portable rockets in the late 1970s, for small-arms grenades in the 1990s.
Minimum caliber is 20mm. Add a (0.5) armor divisor and a linked crushing explosion. Blast radius is increased (see Explosion, p. B104): divide damage by only (2 x distance in yards from center of blast). Multiply CPS by eight. LC1.
These are hollow warheads filled with a “cargo” that’s expelled by a harmless ejection charge, by burning, or simply by breaking apart on impact.
Also known as “star shell,” this projectile – fired at a high trajectory – releases one or more burning flares to provide illumination at night. The flares usually have parachutes to let them stay airborne for longer, and burn with a bright, sharp-edged white light. Within the affected radius, the Vision penalty due to darkness is -3 or the actual penalty, whichever is better. Illumination rounds have been around since the 17th century. At TL8, IR-illumination versions appear that emit infrared light only visible to Infravision, Night Vision, and Hyperspectral Vision.
Signal flares are an important subtype. They come in many different colors, and prearranged color codes allow (limited) long-distance communication – they’re visible for miles. However, they usually lack parachutes to keep them airborne, and are less useful for illumination: the Vision penalty due to darkness is -5 or the actual penalty, whichever is better.
Minimum caliber is 10mm. All flares get hot, inflicting 1d burn per second for 10 seconds on contact (but won’t remain in contact if fired at someone). Multiply CPS by five. LC4.
Smoke shells – introduced in 1915 – are intended either to obscure or to mark something. Screening smoke is white, gray, black, or sand-colored, and typically gives -10 to sighting and visually aimed attacks through it (compare Obscure, p. B72). It’s also a mild irritant; see Poison Examples (p. B439). The cloud takes one second to develop per five yards of burst radius, and typically lingers for 1-4 minutes, depending on weather conditions. Variants include:
Colored Smoke (TL6). Used mainly to mark targets or landing zones, this is still difficult to see through (-7).
Hot Smoke (TL8). Available since 1985, this has the effects of normal smoke and also penalizes Infravision and Hyperspectral Vision.
Prism Smoke (TL8). Introduced in 1988, this acts as hot smoke and also blocks lasers.
Electromagnetic Smoke (TL8). Available from 1994, this works like hot smoke and also affects Radar and Imaging Radar.
Minimum caliber is 10mm. For a cannon round, add an armor divisor of (0.5). For a lower-velocity round (grenade launcher, shotgun, etc.), add an armor divisor of (0.5) and change damage to crushing, with double knockback (pp. B104, B378) if caliber is over 35mm. Add the effects of smoke. Multiply CPS by three. LC3.
Tear gas shells – available from 1915 – release a cloud of one of several irritant chemicals, including such compounds as BA, BZ, CN, CS, and pepper extracts like OC. All are subsumed under the generic term “tear gas.” Those exposed must make two HT-2 rolls: one to resist coughing (see Afflictions, p. B428) and another to resist blindness (p. B124). Effects endure for the time spent in the gas plus minutes equal to the margin of failure. Tear gas is also opaque: Vision rolls suffer -3 per affected yard (to at worst -10, like smoke). See also Poison Examples (p. B439).
Tear gas is sometimes mixed with a vomiting agent such as DM or PS. This both incapacitates the target and forces him to remove any gas mask he might have donned after exposure. Those exposed must make a HT-2 roll to resist retching (p. B429). Effects endure for the time spent in the cloud plus five minutes times the margin of failure. These agents are usually ignited inside the shell. The cloud takes one second to develop per five yards of burst radius, and typically lingers for 1-4 minutes, depending on weather.
Minimum caliber is 10mm. For a cannon round, add an armor divisor of (0.5). For a lower-velocity round (grenade launcher, shotgun, etc.), add an armor divisor of (0.5) and change damage to crushing, with double knockback (pp. B104, B378) if caliber is over 35mm. Add the effects of tear gas. Multiply CPS by three. LC3.
This is a light plastic or gelatin projectile that ruptures and spills its liquid filler where it hits. It’s typically shot from air-powered paintball guns. One paint hit will blind somebody wearing goggles (aim for the eyes) or a visor (face); half a dozen will completely cover a car’s windshield – or a tank’s main gun sight. Paint is LC4.
Liquid rounds are sometimes used to mark rioters with insoluble, high-visibility paint and/or malodorous fluid. Anyone hit with a scent marker reeks: -4 to reaction rolls and +4 to Smell rolls to detect him made by those within four yards. Effects endure for at least an hour – or until after a very thorough shower! Such agents are LC2.
Other possibilities include holy water, distilled garlic, alcohol, and contact agents. Corrosives aren’t an option – they would dissolve the projectile material! LC varies. Only smoothbores can fire liquid rounds. In addition, such ammo works only in low-powered weapons (in technical terms, those with a muzzle velocity under 500 fps). In a high-powered gun, the projectile would burst under the stress of firing.
Add an armor divisor of (0.2). Halve damage. Damage becomes crushing. Add linked effects based on filler. Divide Range by four. CPS is unchanged. LC depends on filler.
These are hollow warheads filled with an area-effect “cargo” that’s expelled by a bursting charge. The charge is large enough to do explosive damage (p. B414) and be considered an incendiary attack (p. B433), and ensures that the payload is spread over its effective radius almost instantaneously.
These bursting rounds spread poison gas over their burst radius. Typical fillers are choking agents, such as phosgene (CG) and chlorine (CL); blister agents, such as mustard gas (common examples are HD and HN) and lewisite (L); and nerve agents, such as tabun (GA), sarin (GB), and VX. See Poison Examples (p. B439) for representative effects. Choking agents were first synthesized in 1812; blister agents, in 1917; and nerve agents, in 1936. The earliest poison-gas warheads date to 1915.
Minimum caliber is 20mm. Add a (0.5) armor divisor and a follow-up crushing explosion with linked gas effects. CPS depends on filler. LC0.
On bursting, this round spreads pieces of white phosphorus (WP) over its burst radius (red phosphorus and triethylaluminum are sometimes used instead). The hot fragments ignite instantly on contact with air and burn anyone they hit. The burning WP also creates a cloud of thick, white smoke almost instantly, but this disperses quickly after the WP stops burning (a minute). Water won’t extinguish WP, but if a WP warhead bursts underwater, the fragments won’t disperse properly and there will be no smoke. WP munitions became available in 1916.
Minimum caliber is 20mm. Add a (0.5) armor divisor and a follow-up burning explosion with burning fragmentation. Hot fragments (p. B415) do 1d(0.2) burn every 10 seconds for a minute; the victim or an ally must make a successful DX roll to brush away a fragment. Add the effects of smoke. Double CPS. LC1.
Any smoothbore gun – and many rifled firearms – can fire multiple-projectile loads. Use Shotguns and Multiple Projectiles (p. B409) to determine the number of hits. Treat all weapons as having Rcl 1 when firing multiple projectiles. For very large numbers of shots, an extended version of the rapid-fire table (p. B373) can be helpful:
Shots Bonus to Hit 2-4 +0 5-8 +1 9-12 +2 13-16 +3 17-24 +4 25-49 +5 50-99 +6 100-199 +7 200-399 +8 400-799 +9 800-1,599 +10 1,600-3,199 +11 3,200-6,399 +12
Loads with high numbers of projectiles will usually score proportionally fewer hits. Realistically, one might expect more hits. However, since each non-crushing hit inflicts a minimum 1 point of damage (see Damage Roll, p. B378), these rules ensure that many low-damage projectiles don’t hurt more than a few high-damage ones – which wouldn’t be realistic. Multiple-Projectile Loads (TL4) To calculate damage and range for these options, you must know the number of projectiles (NP) the round contains. If you can’t find this from real-world sources, estimate: choose a projectile diameter that’s no greater than the weapon’s caliber; NP typically can’t exceed (weapon’s caliber/projectile diameter) cubed, or 1/40 of this for multiflechette loads. Then use NP to find the NS modifier on this table:
NP NS 4 x0.50 7 x0.38 9 x0.33 12 x0.29 16 x0.25 20 x0.22 25 x0.20 NP NS 50 x0.14 75 x0.12 100 x0.10 150 x0.082 200 x0.071 300 x0.058 500 x0.045 NP NS 700 x0.038 1,000 x0.032 1,500 x0.026 2,000 x0.022 3,000 x0.018 5,000 x0.014
If NP falls between two values, use the higher. For greater precision, use NS = 1/(square root of NP). Example: A 12-gauge (18.5mm) 2.75” shell loaded with 6 Bird shot (pellet diameter 2.79mm) has a maximum NP of (18.5/2.79) cubed, or 291. A typical one-ounce load consists of 223 pellets. Either use NS = 0.058 from the table or calculate it as 1/(square root of 223) = 0.067.
Also known as “langrage” or “grapeshot,” a canister load consists of multiple bullets – traditionally, musket balls – held in a basket, canvas bag, or can. It works like a giant shotgun blast (see p. B409) fired from artillery. Bullets for canister are larger than those for small-arms shotshells – typically around 12.7mm, but as large as 51mm (and not, as sometimes claimed, miscellaneous scrap, which tends to jam or even burst barrels and breeches). Canister is a late- 16th-century innovation. At TL4-5, it’s used against close ranks of infantry or sailors; at TL6-8, it’s typically intended for tank close-defense. Canister is fired mainly from smoothbore guns, as it eventually ruins rifling.
Minimum caliber is 20mm. Multiply damage by NS. Damage becomes pi+ or pi++, depending on bullet size (see Bullet Size and Damage, pp. 162-163). 1/2D is (diameter of bullets in mm) x 5. Max is (diameter of bullets in mm) x 50. Multiply RoF by NP. Rcl becomes 1. CPS is unchanged. LC3.
At one time, all projectiles – including arrows and sling stones – were called “shot.” The term has been reserved for firearms usage since the early 19th century, however, and refers to bullets smaller than bore size, typically loaded in multiples. A shotshell contains a number of small pellets that spread upon leaving the barrel (see p. B409). A smoothbore gun that’s normally loaded this way is a “shotgun.” Shotloads for rifles are scarce, but smallshot rounds are reasonably common for handguns of 9mm (0.355”) and larger, especially revolvers; they’re mainly used by civilians for pest control. Non-shotgun chamberings include .38 Special, .44 Russian, .45 ACP, .44-40 Winchester, .56-50 Spencer, and 40x46mmSR (see Grenade Launcher Ammo, p. 143).
Minimum caliber is 5mm. Multiply damage by NS. Change damage type and armor divisor as indicated in Shot Sizes (see box). 1/2D is (diameter of pellets in mm) x 5. Max is (diameter of pellets in mm) x 100. Put xNP after RoF. Rcl becomes 1. CPS is unchanged. LC3.
Example: A .45 Colt M1911A1 pistol (see Colt Government, pp. 98-99) does 2d pi+. Firing a 105-pellet load of 2.41mm birdshot, as issued in WWII-era survival kits, it would have Dmg 1d-5(0.5) pi-, Range 12/240, RoF 3×105, Rcl 1.
Used primarily in muskets and shotguns, buck-and-ball consists of a full-caliber ball plus two or three smaller buckshot pellets. It’s a cheap way to increase power and hit probability in a smoothbore. Common in the muzzleloading era, it’s rarely seen in modern cartridge firearms.
Minimum caliber is 10mm (0.40”). The ball does normal damage; the buckshot pellets inflict 1d+1 pi each. Treat as a shotload (see p. B409); the first hit scored is always with the full-caliber ball, while any further hits are with buckshot. Multiply Range by 0.9 for the full-bore bullet. 1/2D for the buckshot pellets is (diameter in mm) x 5; Max is (diameter in mm) x 100. Put xNP after RoF. Rcl becomes 1. CPS is unchanged. LC3.
Also known as “case shot,” this thin-cased shell is filled with large-caliber musket balls (typically around 12.7mm) and has a small bursting charge in the tail. It scatters the balls in a directional spray forward and downwards – ideal for attacking entrenched troops. See also Airburst (pp. 174- 175). Named after Henry Shrapnel in 1784, it was first issued for service with the British in 1804, and was a standard artillery round from 1815 until WWI, when HE (p. 169) replaced it.
See the weapon descriptions for specifications. Shrapnel has a Maximum Range at which it explodes, but no 1/2D. Double CPS. LC1.
Multi-ball rounds increase the chance of a hit by throwing more bullets at the target – similar to a shotshell, but with only a few full-caliber projectiles. A duplex round contains two slugs, stacked head-to-tail; a triplex round has three. These are lighter than the weapon’s usual bullets, with reduced damage and range. Multi-ball rounds see occasional use in revolvers and bolt-action rifles starting at TL6, and in automatic rifles and machine guns as of TL7. Multiply damage by 0.85 for a duplex load, by 0.7 for a triplex load. Divide Range by two for a duplex load, by three for a triplex load. Put x2 after RoF for a duplex load, x3 for a triplex load. Rcl becomes 1. Multiply CPS by 1.5. LC3.
Example: A .38 Special revolver does 2d pi and has Range 110/1,200. Firing a triplex load, it would have Dmg 1d+1 pi, Range 35/400, RoF 3×3, Rcl 1.
Beehive is similar to shrapnel (see left), but filled with thousands of finned steel darts called flechettes. It can be set to burst at the muzzle or in steps of 100 yards out to its maximum range. The explosion propels the flechettes forward in a cone, like a shotload. See also Airburst (pp. 174- 175). The stress of the explosion and impact causes the darts to bend and/or hit sideways, resulting in cutting damage – not small piercing damage, as one might expect. Introduced in 1965 for tank guns, recoilless rifles, and light artillery, beehive replaced canister (pp. 172-173) in the close-defense role.
See the weapon descriptions for specifications. Beehive has a Maximum Range at which it explodes, but no 1/2D. Multiply CPS by five. LC1.
A multi-flechette round is similar to a shotshell (p. 173), but replaces the pellets with finned flechettes around 2-3mm in diameter. MF ammo is available only for low-powered, large-bore weapons. Experiments involving shotguns and grenade launchers go back to the 1950s, but the sole large-scale small-arms application to date is the 40x53mmSR automatic grenade-launcher round the U.S. Army adopted in 2001 (see Saco MK 19 MOD 3, p. 143).
Minimum caliber is 10mm. Multiply damage by NS. Change damage type to pi-. 1/2D is (flechette diameter in mm) x 50. Max is (flechette diameter in mm) x 600. Put xNP after RoF. Rcl becomes 1. Multiply CPS by four. LC3.
This round replaces the metal pellets of a shotshell (p. 173) with large rubber balls, for use against rioters.
Minimum caliber is 10mm. Multiply damage by NS. Change damage type to crushing. Add an armor divisor of (0.2). 1/2D is (diameter of balls in mm) x 2, Max is (diameter of balls in mm) x 10. Put xNP after RoF. Rcl becomes 1. Double CPS. LC3.
This projectile follows the basic layout of shrapnel (p. 173): a high-explosive charge in the tail and a load of heavy metal pellets or rods in the tip. The fuse detonates the shell about 10 yards from the target (usually by means of a tiny radar or laser), propelling the projectiles forward in a cone. See also Airburst (see below). ABF rounds were designed to destroy such aerial targets as aircraft, drones, and missiles, but can also be used like shrapnel, to attack infantry from above. The main applications are missile warheads and autocannon rounds.
See the weapon descriptions for specifications. Multiply CPS by five. LC1.
In game terms, the typical shot sizes used in shotshells fall into three categories:
Buckshot: A handful of pellets, for combat and big game. Pellet size varies from 8.13mm (0 Buck) to 9.5mm (0000 Buck). The most popular load is 00 Buck, using 8.38mm pellets; shotguns described in GURPS fire 00 Buck unless noted otherwise. Buckshot does piercing (pi) damage.
Birdshot: Dozens or even hundreds of small pellets, for hunting birds and small game. Pellet size varies from 2.03mm (9 Bird) to 7.62mm (1 Buck). Fowl hunters often use 3.3mm (4 Bird); some combat loads use 6.1mm (4 Buck). Birdshot does small piercing (pi-) damage and has a (0.5) armor divisor. Treat DR 0 as DR 1 (see p. B379).
Smallshot: Many hundreds of tiny pellets, for target shooting, pest control, and less-than-lethal riot loads. Size varies between 1.02mm (Dust) and 1.78mm (10 Bird). Smallshot does small piercing (pi-) damage and has a (0.2) armor divisor. Treat DR 0 as DR 1.
Handloading (mating bullet and filled cartridge case by hand) ensures that the ammunition is to the shooter’s exact specifications – useful when producing match-grade (p. 165) or extra-powerful (p. 165) ammo, or when designing a new round (a so-called “wildcat” round). Reloading cuts ammo costs by refilling fired cartridge cases. These procedures are specifically for cased ammunition, and require the Armoury (Small Arms) skill and suitable tools:
• At TL5+, a reloading press with dies, powder scale, gauges, etc., can load up to 20 rounds an hour. Roll vs. Armoury hourly. $100, 2 lbs. LC4.
• At TL6+, a progressive reloading machine allows speeds of up to 1,000 rounds an hour. Roll vs. Armoury every 30 minutes. $500, 10 lbs. LC4.
• At TL7+, power-operated machines increase this to 5,000+ rounds an hour. Roll vs. Armoury every 30 minutes. $1,000, 20 lbs., external power. LC4.
Tools come with dies for one specific caliber. Dies for additional calibers cost $30 per set.
Developing a handloaded match-grade round requires these tools plus suitable raw materials: cartridge cases, precision bullets, primers, loose propellant, etc. Matching the load to a specific gun involves a day’s work, an Armoury roll, and an IQ-based Guns roll. Success on both rolls finds the specifications of a perfect match: multiply Acc by 1.5 (not by 1.25, as for a factory-made match-grade round) and drop fractions; maximum Acc bonus is +2 (not +1). Failure on either roll wastes time and materials. On a critical failure on either roll, see Explosion (p. B407)! Actually loading the rounds works as described above, but the maximum rate is 20 rounds per hour. Raw materials cost equals the round’s usual CPS; see Ammunition Tables (pp. 175-177). Example: An Accuracy International AWM sniper rifle (p. 118) has Acc 6. For perfectly matched handloads, Acc 6 x 1.5 = 9 – but since this is +3 Acc while the limit is +2, final Acc is 8.
Reloading requires the same tools, the cleaned and resized cases, and the round’s other components. Materials cost is only half the usual CPS. The periodic Armoury rolls are at +2. Critical success reduces loading time for that batch by 25%. Critical failure lowers the batch’s Malf. (at the GM’s discretion, a round could explode during the loading process!).
Some reloaders cast their own bullets from lead alloys and other easily worked metals (for unusual materials, see Exotic Bullets, p. 168). Those with suitable tools and knowledge can even make such complex projectiles as hollowpoint, AP, APHC, frangible, and multi-ball at home. This requires an Armoury roll, modified as the GM sees fit; e.g., a batch of jacketed bullets might require a roll at -1 (or at -3 if using silver), while APHC might call for a roll at -2. Flechettes for SAPFSDS or MF loads require precision machining and aren’t easily manufactured outside of an ammunition factory.
These add-ons allow certain types of projectiles to benefit from various special effects.
An “airburst” warhead is fused to detonate in the air over an area of ground or close to a flying target. It follows the rules under Attacking an Area (p. B414). At TL5-6, this upgrade typically means a complicated time fuse that gives +3 (not +4) to the attack roll – or only +1 if the target is flying. At TL7-8, proximity fuses with tiny radars (TL7) or lasers (TL8) enjoy the full +4. In all cases, use the square of the margin of failure to determine scatter distance on a miss; see Scatter (p. B414).
This upgrade is most common for HE, leading to “HE-AB.” Such rounds inflict only fragmentation damage – typically in a cone in the direction of the shot. When used for indirect fire, apply the rules for airbursts (see p. B415): the fragments rain down from above, negating penalties to hit crouching, kneeling, sitting, and prone targets, and bypassing any cover that isn’t overhead.
Multiply CPS by 1.5. Shrapnel, beehive, and ABF already include this option at no extra cost.
A solid bullet can have a small amount of incendiary material (such as saltpeter or white phosphorus) inside. Such a projectile is likely to ignite fuel, ammo, and volatile gases – and even flammable vehicles. Incendiary rounds were invented in 1834 (TL5), and quickly adapted for rifles and muskets in Europe; they weren’t normally available for handguns, however. In the 1930s (late TL6), full-caliber AP and APHC rounds were sometimes given an incendiary element, resulting in “API” and “APHCI.” Such combination munitions replace basic incendiary ammo at TL7. Add the incendiary (inc) damage modifier (pp. B105, B433). Multiply CPS by 1.5.
Any explosive projectile or warhead from late TL6 on can have a fuse that destroys it after it reaches a certain distance – usually 1/2D range. The intent is to avoid endangering friendly forces. This upgrade appears mainly on autocannon rounds, especially those employed for air-to-air combat and antiaircraft fire. Multiply CPS by 1.5.
Tracer rounds, introduced in 1917, contain a flammable element in the base of the projectile. This ignites upon firing, making the bullet’s path visible as a bright streak. In poor lighting conditions, squad leaders often use tracers to indicate to their troops where to fire. Almost any projectile can have a tracer element, leading to such ammo types as “APDS-T” and “SAPHE-T.” There are even multiple-projectile loads that include a tracing element.
Tracers burn out at 1/2D range. Within that range, they function as incendiary attacks, and make it easier to observe and correct automatic weapons fire (on any turn immediately after a long burst of automatic fire, the shooter may add a non-cumulative +1 to skill). Firing tracers also gives away the firer’s position, however. At TL7-8, it’s possible to avoid this by using dark-ignition tracers, which travel 100+ yards before they ignite, or dim tracers, which emit infrared light that’s only visible to Infravision, Night Vision, and Hyperspectral Vision. Add the incendiary (inc) damage modifier (pp. B105, B433). Multiply CPS by 1.5.
Ammunition for the firearms in High-Tech is spread across several tables, one per closely related class of weapons. Rounds appear in ascending order by (metric) caliber, with the following information: Name: The round’s common name(s).
WPS: Weight per shot for a cased round with a solid projectile, unless noted otherwise. Modern small-arms ammo is typically packed in cartons of 50 pistol rounds, 20 rifle rounds, 25 shotgun shells, or 2-5 large-bore hunting rounds. Larger quantities come in metal cans; e.g., a 31-lb. can with 840 rounds of 5.56x45mm.
Weights for loaded magazines, belts, etc., appear in the weapon tables. Weights of empty magazines vary widely.
Some general guidelines:
• SMG and rifle magazines (steel): about 0.5 lb.
• Pistol magazines (steel): about 0.25 lb.
• Charger clips: about 0.01 lb.
• Non-disintegrating MG belts: 0.5-1 lb. per 100 rounds for typical rifle calibers.
• Disintegrating belt links: 1 lb. per 100 rounds for rifle calibers; 3-5 lbs. per 100 for heavy MGs.
Powder and shot are heavy in bulk. Gunpowder usually comes in 100-lb. kegs. A 70-lb. keg holds about 10,000 flints, while 10,000 percussion caps in a wooden box weigh 12.5 lbs.
CPS: Cost per shot for a cased round with a solid projectile, except as noted. See Projectile Options (pp. 166-167) for cost multipliers for other projectiles, and Ammunition Upgrades (p. 165) and Projectile Upgrades (pp. 174-175) for additional cost multipliers. CPS assumes good-quality ammo in small lots. Reduce total cost by 5% if buying 500 or more rounds at once, by 15% if buying 5,000 or more rounds. An Area Knowledge roll for the region where you’re shopping – Area Knowledge (Net), for purchases made over the Internet – will find somebody selling ammo at a 5% discount; critical success finds a 15% discount. Militarysurplus ammo can often be had at considerable savings.
Notes: Footnotes on deviations from the above assumptions.
Handguns, Submachine Guns, and Personal Defense Weapons Name WPS CPS Notes 4.6x30mm Royal Ordnance 0.013 $0.4 .22 Short (5.6x11mmR) 0.0054 $0.05 5.7x28mm Fabrique Nationale 0.013 $0.4 .25 ACP (6.35x16mmSR Browning) 0.012 $0.1 .28 Caplock (Colt Number 1) 0.006 $0.1 [1] 7.62x25mm Tokarev 0.024 $0.2 7.62x39mmR Nagant 0.028 $0.2 7.62x42mm 0.053 $0.5 7.63x25mm Mauser 0.023 $0.2 .32 ACP (7.65x17mmSR Browning) 0.018 $0.1 7.65x21mm Parabellum 0.023 $0.2 .31 Caplock (Allen) 0.007 $0.1 [1] 8x21mm Nambu 0.025 $0.2 .380 ACP (9x17mm) 0.021 $0.2 9x18mm Makarov 0.022 $0.2 9x19mm Parabellum 0.026 $0.3 .38 S&W (9x20mmR) 0.035 $0.2 9x21mm Gyurza 0.024 $0.4 .357 SIG (9x22mm) 0.029 $0.4 9x23mm Bergmann-Bayard 0.027 $0.3 .38 ACP (9x23mmSR) 0.029 $0.2 .38 Super Auto (9x23mmSR) 0.029 $0.3 9x25mm Mauser 0.029 $0.4 .38 Long Colt (9x26mmR) 0.033 $0.2 .38 Special (9x29mmR) 0.033 $0.3 .357 Magnum (9x33mmR) 0.035 $0.4 .36 Caplock (Colt Number 5) 0.014 $0.1 [1] .36 Caplock (M1851 Navy) 0.023 $0.1 [1] .41 Short Remington (10x12mmR) 0.025 $0.2 .40 S&W (10x21mm) 0.035 $0.3 10x25mm Auto 0.042 $0.6 .41 Long Colt (10x29mmR) 0.04 $0.2 .42 Caplock (LeMat) 0.018 $0.2 [1] .44 Special (10.9x29mmR) 0.047 $0.4 .44 Magnum (10.9x33mmR) 0.054 $0.7 .44 American (11x23mmR) 0.043 $0.4 .44 Russian (11x25mmR) 0.049 $0.4 .44 Caplock (Deringer) 0.022 $0.2 [1] .44 Caplock (M1860 Army) 0.023 $0.2 [1] .44 Caplock (M1848 Dragoon) 0.028 $0.3 [1] .44 Caplock (M1847 Walker) 0.03 $0.3 [1] .442 Caplock (Adams) 0.019 $0.2 [1] .442 RIC (11.2x17mmR) 0.043 $0.4 .44 Colt (11.25x28mmR) 0.045 $0.4 .45 Flintlock (Wogdon) 0.023 $0.2 [1] .45 GAP (11.43x19mm) 0.045 $0.5 .45 ACP (11.43x23mm) 0.047 $0.5 .45 S&W (11.43x28mmR) 0.045 $0.5 .45 Long Colt (11.43x33mmR) 0.05 $0.5 .454 Casull (11.43x35mmR) 0.066 $1 .455 Webley (11.5x19mmR) 0.05 $0.5 12x16mm Lefaucheux 0.05 $0.5 .450 Adams (12.05x17mmR) 0.045 $0.3 .476 Enfield (12.05x22mmR) 0.055 $0.5 .50 Flintlock (Collier) 0.026 $0.3 [1] .50 Action Express (12.7x33mm) 0.067 $1 13x36mm Gyrojet 0.03 $7.50 .54 Caplock (Elgin Cutlass) 0.05 $0.4 [1] .56 Flintlock (Tower Sea Service) 0.05 $0.4 [1] 17.1mm Flintlock (AN IX) 0.076 $0.4 [1] .68 Paintball 0.0068 $0.05 [2] .75 Flintlock (Rigby) 0.075 $0.5 [1] Shotguns Name WPS CPS Notes .410 2.5” (10.4x63mmR) 0.04 $0.4 [3, 4] .410 3” (10.4x76mmR) 0.05 $0.4 [3, 4] 32-gauge 2.75” (12.5x70mmR) 0.06 $0.4 [3, 4] 20-gauge Caplock 0.075 $0.4 [1, 4] 20-gauge 2.5” (15.6x63mmR) 0.07 $0.4 [3, 4] 20-gauge 2.75” (15.6x70mmR) 0.08 $0.4 [3, 4] 16-gauge Flintlock 0.085 $0.5 [1, 4] 16-gauge 2.75” (16.8x70mmR) 0.09 $0.4 [3, 4] 12-gauge 2.5” (18.5x63mmR) 0.1 $0.5 [3, 4] 12-gauge 2.75” (18.5x70mmR) 0.11 $0.5 [3, 4] 12-gauge 2.75” (18.5x70mmR) 0.13 $0.7 [4] 12-gauge 3” (18.5x76mmR) 0.18 $0.7 [3, 4] 11-gauge Flintlock 0.12 $0.5 [1, 4] 10-gauge 2.875” (19.7x73mmR) 0.15 $1.3 [3, 4] Muskets, Rifles, and Machine Guns Name WPS CPS Notes .175 BB 0.0008 $0.003 [2] 4.73x33mm Dynamit-Nobel 0.011 $0.5 [5] 5.45x39mm 0.023 $0.4 .223 Remington 0.026 $0.5 5.56x45mm NATO 0.027 $0.5 .220 Swift (5.56x56mmR) 0.033 $1 5.6x57mmB 0.016 $1 [6] 5.66x39mm 0.062 $2 [7] .22 Long Rifle (5.7x16mmR) 0.0077 $0.1 5.7x26mm Usel 0.011 $0.4 [5] 5.8x42mm 0.028 $0.5 6x60mm Lee (.236 Navy) 0.044 $0.8 6.5x50mmSR Arisaka 0.046 $0.8 6.5x52mm Mannlicher-Carcano 0.049 $0.8 6.5x53mmR Dutch Mannlicher 0.049 $0.8 6.5x55mm Mauser 0.053 $0.8 7x57mm Mauser 0.054 $0.8 7x64mmB Remington Magnum 0.062 $1.5 .280 Remington (7x65mm Express) 0.054 $1 7.5x54mm MAS 0.053 $0.8 .30 M1 Carbine (7.62x33mm) 0.029 $0.4 7.62x39mm 0.036 $0.6 .30-30 Winchester (7.62x51mmR) 0.047 $0.8 7.62x51mm NATO (.308 Winchester) 0.056 $0.8 .30 Remington (7.62x52mm) 0.044 $0.8 7.62x54mmR Mosin-Nagant 0.05 $0.8 .30-40 Krag (7.62x59mmR) 0.059 $0.8 .30-06 Springfield (7.62x63mm) 0.056 $0.8 .300 Winchester Magnum 0.068 $1.5 (7.62x66mmB) .300 Remington Ultra Magnum 0.075 $2 (7.62x72mmRB) 7.65x53mm Mauser 0.053 $0.8 .303 British (7.7x56mmR) 0.055 $0.8 7.7x58mm Arisaka 0.049 $0.8 7.7x58mmSR Arisaka 0.061 $0.8 .32 Long Rifle (7.92x24mmR) 0.022 $0.2 .32-20 Winchester (7.92x33mmR) 0.027 $0.4 7.92x33mm Kurz 0.037 $0.6 7.92x57mm Mauser 0.059 $0.8 8x50mmR Lebel 0.061 $0.8 8x50mmR Mannlicher 0.062 $0.8 8x58mmR Krag 0.064 $0.8 8x60mm Mauser 0.055 $0.8 Muskets, Rifles, and Machine Guns (Continued) Name WPS CPS Notes 8x63mm Bofors 0.064 $1 .338 Lapua Magnum (8.6x70mm) 0.096 $3.50 .35 Remington (8.9x49mm) 0.052 $0.8 9x39mm 0.051 $0.5 9.3x74mmR 0.074 $2 .375 H&H Magnum (9.35x72mmB) 0.086 $2.50 .38 Volcanic 0.015 $0.25 .38-40 Winchester (10x33mmR) 0.04 $0.8 .40-90 Sharps (10.2x67mmR) 0.09 $1.5 .44 Henry (10.7x22mmR) 0.045 $0.4 10.75x58mmR Berdan 0.088 $1 10.75x68mm Mauser 0.088 $1.5 .44-40 Winchester (10.8x33mmR) 0.043 $0.6 .444 Marlin (10.9x57mmR) 0.052 $1.5 11mm Syringe 0.02 $15 [2] 11.15x58mmR 0.092 $1 (.43 Spanish Remington) .44-90 Remington Special 0.11 $2.8 (11.2x62mmR) .44-90 Sharps (11.3x61mmR) 0.11 $2.8 11.4x50mmR 0.094 $1 (.43 Egyptian Remington) .45 Flintlock (Kentucky) 0.025 $0.3 [1] .45-75 Winchester (11.43x48mmR) 0.085 $1 .45-55 Springfield (11.43x53mmR) 0.08 $0.9 .45-70 Springfield (11.43x53mmR) 0.086 $1 .450 Martini-Henry (11.43x59mmR) 0.11 $1 .450 Gardner-Gatling (11.43x63mmR) 0.12 $1.2 .45-110 Sharps (11.43x73mmR) 0.12 $1.8 .458 Winchester Magnum 0.11 $4 (11.63x64mmB) .460 Weatherby Magnum 0.14 $7.50 (11.63x74mmB) 11.75mm Girandoni 0.021 $0.2 [2] .470 Nitro Express (12x83mmR) 0.12 $10 .50 Flintlock (North West) 0.035 $0.4 [1] .50-95 Winchester Express 0.06 $1.3 (12.7x49mmR) 12.7x77mm 0.25 $1.6 .50 Browning (12.7x99mm) 0.25 $4 12.7x108mm 0.31 $5 .50-90 Sharps (12.9x64mmR) 0.11 $1.3 .50-140 Sharps (12.9x83mmR) 0.15 $1.5 .56-50 Spencer (13x29mmR) 0.062 $0.6 .50-70 Government (13x44mmR) 0.086 $1 13x92mmSR Mauser 0.26 $4.4 .54 Flintlock (Hall M1819) 0.044 $0.3 [1] .56-56 Spencer (14x22mmR) 0.073 $0.6 14.5x114mm 0.44 $6.7 .577 Caplock (Enfield) 0.086 $0.4 [1] .577 Snider (14.6x51mmR) 0.1 $0.8 .58 Berdan (15x44mmR) 0.12 $0.7 .600 Nitro Express (15.2x76mmR) 0.2 $20 15.43x54mm Dreyse 0.085 $0.4 [8] .625 Flintlock (Baker) 0.062 $0.4 [1] .68 FN 0.019 $1.5 [2] 17.5mm Flintlock (Mle 1777) 0.087 $0.4 [1] .700 Nitro Express (17.8x89mmR) 0.25 $75 .75 Flintlock (Brown Bess) 0.09 $0.4 [1] 8-bore (21.2x70mmR) 0.26 $4 Autocannon and Cannon Name WPS CPS Notes 20x82mm Mauser 0.45 $8 20x102mm 0.57 $10 20x110mmRB Oerlikon 0.54 $10 20x138mmB Solothurn 0.74 $10 25x137mm Oerlikon 1.1 $15 1” Gatling (25.5x97mmR) 0.82 $10 37x94mmR Hotchkiss 1.4 $16.5 37x249mmR 2.9 $20 1.5” Caplock (Greener) 5 $10 [1] 2.5” Caplock (Screw-Gun) 7.4 $11 [1] 75x350mmR 20 $55 75x495mmR 23 $60 76.2x539mmR (3”) 24 $60 105x371mmR 40 $75 106x607mmR 38 $185 12-pounder Cannonlock 15 $25 [1] 125x408mmR 73 $255 [9] Grenade Launchers Name WPS CPS Notes 20x28mm 0.21 $6 [3] 25x59mmB 0.37 $7.50 [3] 1” Flare (25.4x107mmR) 0.2 $1 [3] 26.5x103mmR 0.22 $1 [3] 30x28mmB 0.77 $7 [3] 37x122mmR 0.37 $5 [3] 40mm VOG-25 0.55 $5 [10] 40x46mmSR 0.5 $5 [3] 40x53mmSR 0.75 $7.50 [3] Mortars Name WPS CPS Notes 2”2.25 $15 [10] 52mm 1.7 $15 [10] 60mm 3.2 $20 [10] 3”10 $35 [10] 81mm 11.7 $35 [10] 82mm 7.4 $25 [10] 120mm 35.2 $60 [10] Light Antitank Weapons Name WPS CPS Notes 57x305mmR 5.5 $70 [3] 84x250mmR 5.7 $75 [3]
Notes:
[1] Powder and shot (p. 163). [2] Air-gun projectile (pp. 88-89). [3] Light cased (p. 164). [4] Shotshell (p. 173). [5] Caseless (pp. 164-165). [6] SAPFSDS (p. 168). [7] Underwater dart (p. 169). [8] Consumable cased (p. 164). [9] Semi-consumable cased (p. 164). [10] Mortar shell.
Most firearms can only fire ammunition of one specific caliber. Some substitutions are possible, though. For example, any revolver (but not a semiautomatic pistol!) chambered for the .44 Magnum round can also fire the shorter .44 Special and .44 Russian – but not vice versa. Similarly, pump-action shotguns chambered for 12- gauge 3” shells can also fire 12-gauge 2.75” shells – but not the other way around.
On the table below, a weapon designed for a particular cartridge can fire the calibers to the right of that round on the same line. It can’t fire those to the left unless the rounds are separated by an equal sign (, indicating true interchangeability.
7.63x25mm Mauser = 7.62x25mm Tokarev .357 Magnum > .38 Special .44 Magnum > .44 Special > .44 Russian = .44 American .454 Casull > .45 Long Colt > .45 S&W .476 Enfield > .455 Webley = .450 Adams > .442 RIC .22 LR > .22 Short 20G 2.75” > 20G 2.5” 12G 3” > 12G 2.75” > 12G 2.5”
The longer round usually won’t even fit in a gun intended for the shorter one. If it does, it might fire – but the results of attempting to fire it are likely to be a malfunction at best, a catastrophic explosion at worst.
Misloading Table
Roll 3d on an attempt to fire an incompatible round.
3 – Round fires! Use its standard damage and range. Treat Acc as 0. The weapon doesn’t jam, but regardless of its type, removing the casing and loading another round takes as long as reloading a breakopen weapon (see Reloading Your Gun, p. 86).
4 – As 3, but the weapon jams after firing. Treat as Stoppage (p. B407).
5-10 – Round doesn’t fire and the weapon jams. Treat as Stoppage.
11-16 – Round simply doesn’t fire. Treat as Misfire (p. B407).
17 – Round discharges incorrectly, damaging the gun. Treat as Mechanical or Electrical Problem (p. B407), but repairs take at least a day and require 1dx10% of the weapon’s price in parts.
18 – Round discharges incorrectly, bursting the weapon! Treat as Explosion (p. B407), regardless of TL.
The default warhead for guns and missiles is an inert metal projectile, such as a jacketed lead slug. However, most ultra-tech weapons routinely fire more sophisticated (and deadly) rounds. The warheads described below are additional options.
For mines and hand grenades, there is no default warhead; each grenade or mine must be given one of the options described below.
Some types of warheads are only available for certain size classes – for example, swarm warheads must be at least 25mm.
The warhead sizes are notional. Feel free to rename a 25mm warhead “20mm” or “30mm” if that better fits a particular weapon description.
Conventional rounds are ordinary kinetic-energy, chemical, or explosive warheads.
These bullets or darts have a dense, armor-piercing core. Add a (2) armor divisor for most guns or missiles; this is not available for Gauss and rail guns, which already use similar ammunition. If the gun caliber is below 20mm, damage type degrades: pi++ drops to pi+, pi+ to pi, and pi to pi-. There is no effect on pi-. Unavailable for hand grenades or mines. Double normal cost. LC2.
A sub-caliber tungsten dart encased in a plastic sheath that falls away when the round leaves the barrel. APDS works like APHC, but has a higher velocity: add 50% to range and +1 damage per die. This option is unavailable for railguns (which already use saboted ammunition), hand grenades, or mines. Five times normal cost. LC1.
An APDS round with a core made of tungsten-reinforced bulk amorphous metal (at TL9). This provides equivalent or superior performance to depleted uranium without toxic residue. Double range and give a (3) armor divisor to most guns and missiles; this is not available for Gauss and rail guns, which already use similar ammunition. Reduce the class of piercing damage by one step (to a minimum of pi-) unless the gun is 20mm caliber or larger. Unavailable for hand grenades or mines. Ten times normal cost. LC1.
A warhead with a high-density penetrator and a small charge fused to explode after penetrating. APHEX inflicts normal piercing damage with a (2) armor divisor, along with the damage shown below as a follow-up attack:
Warhead | Damage |
---|---|
10mm | 1d-4 cr ex [1d-2] |
15mm | 1d-2 cr ex [1d-1] |
18.5mm | 1d-1 cr ex [1d] |
25mm | 1d cr ex [1d+1] |
40mm | 2d cr ex [2d] |
64mm | 4d cr ex [3d] |
100mm | 8d cr ex [5d] |
Add +1 per die to the crushing explosive damage at TL10-12. Damage in brackets is cutting fragmentation damage.
This warhead is only available for 10mm or larger rounds; it is unavailable for hand grenades or mines. The normal armor divisor of Gauss guns and electromagnetic guns is downgraded to (2) when using APHEX ammunition. APHEX warheads have four times normal cost. LC1.
This releases an airborne chemical agent. The cloud fills the indicated area, usually lasting for about five minutes if there’s no wind. The effect depends on the agent.
Biochemical aerosol is available for any 10mm or larger round. A 10mm round will only affect a target if he’s struck in the face; it carries too little gas to affect a significant area. Grenades and satchel charges inflict the damage shown below. Guns and launchers replace their normal piercing damage with the damage shown below. The table also shows the number of doses required to fill a typical warhead – for example, filling a hand grenade (64mm) will require 150 doses of the chemical.
Warhead | Damage | Doses |
---|---|---|
10mm | spec. (face) | 1 |
15mm | spec. (1 yard) | 3 |
18.5mm | spec. (1.5 yard) | 5 |
25mm | spec. (2 yards) | 10 |
40mm | spec. (4 yards) | 40 |
64mm | spec. (7 yards) | 150 |
100mm | spec. (10 yards) | 300 |
They are normal cost plus the cost of filler times the number of doses. See Gases and Clouds (pp. 159-160) for the cost of various fillers, their effects, and their LC.
This is designed to release a ground-covering heavier-than-air liquid or foam. The effects are the same as biochemical aerosol, but with a different burst radius. Most liquids are persistent, remaining until cleaned up or evaporated. Biochemical liquid is available for any 15mm or larger round.
Warhead | Damage | Doses |
---|---|---|
15mm | spec. (1 yard) | 1 |
18.5mm | spec. (1.5 yards) | 2 |
25mm | spec. (2 yards) | 4 |
40mm | spec. (4 yards) | 16 |
64mm | spec. (9 yards) | 65 |
100mm | spec. (18 yards) | 250 |
They are normal cost plus the cost of filler times the number of doses. See Foams and Liquids (pp. 160-161) for the cost of various fillers, their effects, and their LC.
These release a pillar of smoke and burn brightly, removing all combat penalties for darkness over their illumination radius. They may start fires if in contact with flammable material, and will do 1d burning damage to anyone directly struck. They work normally underwater. When a flare is set off, anyone within 1% of the illumination radius who is looking in that direction must succeed at a HT roll or be blinded for seconds equal to the margin of failure; this is a vision-based affliction effect. Roll at HT- 3 if the flare is set off in darkness.
Flares burn for five minutes. They are visible to the horizon if fired at ground level and for up to 20 miles if fired in the air (weather and intervening terrain permitting). Flares are usually equipped with a small parachute or contragrav generator to allow them to stay in the air for the duration of the burn. Flares are available for any 15mm or larger round. The radius shown under damage is the illumination radius.
Warhead | Damage |
---|---|
15mm | spec. (150 yards) |
18.5mm | spec. (185 yards) |
25mm | spec. (250 yards) |
40mm | spec. (400 yards) |
64mm | spec. (600 yards) |
100mm | spec. (1,000 yards) |
Flares are double normal cost. LC4.
A warhead with a large explosive charge and a fragmenting case. This is the basic warhead for fragmentation hand grenades, and is also commonly used by grenade launchers and light artillery. It is available for any 10mm or larger round.
HE projectiles (except hand grenades) that are built at TL9 incorporate a programmable fuse that can be set for either impact or, if the target is at least 40 yards distant, for proximity detonation – see below.
Grenades and satchel charges with HE warheads inflict the damage shown below. When set for impact detonation, guns and launchers with HE warheads inflict their normal piercing damage with a (0.5) armor divisor, plus a followup attack causing the damage shown below.
Warhead | Damage |
---|---|
10mm | 1d cr ex [1d-2] |
15mm | 2d cr ex [1d-1] |
18.5mm | 2d+2 cr ex [1d] |
25mm | 4d cr ex [1d+1] |
40mm | 8d cr ex [2d] |
64mm | 8dx2 cr ex [3d] |
100mm | 6dx5 cr ex [5d] |
Add +1 per die to the crushing explosive damage at TL10-12. Damage in brackets is cutting fragmentation damage. HE warheads are normal cost. LC2.
If the warhead is fused for proximity detonation, a sensor will detonate it when it is in the air, close to the intended target. Use the Attacking an Area (p. B414) rules: roll to hit at +4, and the square of the margin of failure is the distance missed by. Proximity-fuse airbursts can attack areas in space or the air as well as an area of ground.
A proximity detonation round inflicts only fragmentation damage, typically in a cone in the direction of the shot. If used for indirect fire, apply the rules for Airbursts (p. B415): the fragments rain down from above, bypassing any cover that is not overhead and negating attack penalties to hit crouching, kneeling, sitting, or prone targets. Most HE rounds use laser proximity fuses, which are immune to radio-frequency jamming.
This has a light body to minimize fragmentation. It is available for any 10mm or larger round. Grenades and satchel charges with HEC warheads inflict the damage shown below. Guns and launchers with HEC warheads inflict their normal piercing damage with a (0.5) armor divisor (no armor divisor for electromagnetic guns), along with a linked attack causing the damage shown below:
Warhead | Damage |
---|---|
10mm | 1d cr ex |
15mm | 2d cr ex |
18.5mm | 2d+2 cr ex |
25mm | 4d cr ex |
40mm | 8d cr ex |
64mm | 8dx2 cr ex |
100mm | 6dx5 cr ex |
Add +1 per die at TL10-12. Concussion warheads are normal cost. LC2.
These bullets expand in flesh, causing bigger wounds. This improves damage type: pi- becomes pi, pi becomes pi+, and pi+ becomes pi++. However, HP ammo has trouble penetrating barriers or armor; add an armor divisor of (0.5). Unlike lower-TL hollow-point ammo, ultra-tech hollow-points never have problems expanding. They’re unavailable for grenades, mines, or weapons of 15mm+ caliber. Normal cost. LC4.
This is a precision shaped charge with secondary explosive and fragmentation effects. The explosion forges the warhead into a high-velocity, high-temperature metal jet which can punch a small hole through most types of armor. These warheads are available for any 25mm or larger round. Grenades and satchel charges use the damage listed below. Guns and launchers replace their normal piercing damage with the damage shown below.
Warhead | Damage |
---|---|
25mm | 5dx3(10) cr inc + linked 2d cr ex [1d+1] |
40mm | 6dx4(10) cr inc + linked 4d cr ex [2d] |
64mm | 6dx7(10) cr inc + linked 8d cr ex [3d] |
100mm | 6dx10(10) cr inc + linked 8d¥2 cr ex [5d] |
Add +1 per die to the crushing incendiary damage at TL10-12. Damage in brackets is cutting fragmentation damage. Shaped charge warheads are double normal cost. LC1.
These expanding memory-plastic slugs are available for all weapons of 15mm or larger caliber. Change damage to crushing, add a (0.25) armor divisor and double knockback modifier, and reduce range to 1/5 range. They’re unavailable for grenades or mines. Five times normal cost. LC4.
This duplex-type round consists of two slugs with a footlong strand of monowire slung between them. They spread apart after leaving the barrel, creating a high-speed flying garrote that slices anything in its path. Monochain has half the damage and range of an ordinary solid round, but gets +1 to hit. If it hits a neck, face, skull, extremity, or limb (or anywhere on a foe who has SM -2 or less) it does cutting damage with a (10) armor divisor. Unavailable for mines or hand grenades. Five times normal cost. LC2.
Multiple-projectile rounds are available for grenade launchers, shotguns (including Gauss shotguns), and gyrocs. Divide the damage by 4, reduce the damage type from Pi++ to Pi, halve Range, add a ¥9 multiplier to RoF, and reduce Rcl to 1. Normal cost. LC4.
This is a multi-purpose sensor-fused round capable of top attack. The round will detonate several feet away and usually above the target, forging the warhead into a high-density slug that attacks from overhead. SEFOP warheads are only available for homing projectiles. If fired to overfly the target, they may choose to attack the side they are facing or the top. If the warhead attacks from the top, it ignores penalties due to posture and cover that does not protect from above.
SEFOP warhead damage replaces the piercing damage of the weapon. TL10+ SEFOP warheads can also be programmed before firing to function as APHEX warheads. Decide which mode to use before the weapon is fired.
Warhead | Damage |
---|---|
15mm | 4d (2) imp inc |
18.5mm | 5d (2) imp inc |
25mm | 5dx3 (3) cr inc |
40mm | 6dx4 (3) cr inc |
64mm | 6dx7 (3) cr inc |
100mm | 6dx10 (3) cr inc |
Add +1 per die at TL10-12. SEFOP warheads are five times normal cost. LC2.
A tangler warhead releases a mass of sticky weblike polymers. Anyone struck is grappled and rooted in place. The victim cannot select the Move or Change Posture maneuvers or change facing, and is at -4 to DX. The ST of this effect depends on the warhead size; see the table below. Additional hits layer over a victim; each extra layer further increases ST.
To break free, the victim must win a Quick Contest of ST or Escape skill against the ST of the attack. Each attempt takes one second. If the victim fails to break free, he loses 1 FP but may try again. Alternatively, he may try to destroy the tangle-strands. Innate Attacks hit automatically; other attacks are at -4. External attacks take no penalty, but risk hitting the victim on a miss (see Striking Into a Close Combat, p. B392). The tangle-strands have DR = ST/3 (round down). Each point of damage reduces ST by 1. At ST 0, it is destroyed and the victim is freed.
The 64mm and 100mm tangler warheads fill a one-yard radius: anyone standing next to the target struck will also be affected, as an area-effect attack. Hand grenades and mines use the warhead damage. Guns and launchers replace their piercing damage with the damage shown below.
Warhead | Damage |
---|---|
25mm | ST 15 (+1 per additional layer) |
40mm | ST 24 (+2 per additional layer) |
64mm | ST 36 (+2 per additional layer); 1-yard radius |
100mm | ST 60 (+3 per additional layer); 1-yard radius |
Tangler warheads are double normal cost. LC4.
These volumetric-slurry warheads produce high temperatures and massive overpressures by releasing a flammable explosive mixture and then igniting the cloud. They are used in mortars, missiles, and grenades, and their devastating effectiveness is one reason for the popularity of sealed combat armor.
They are available for 25mm and larger warheads. Hand grenades and mines use the warhead damage. Guns and launchers with thermal warheads replace their normal piercing damage with the warhead damage shown below. Thermobaric warheads rely on combining with air for much of their blast. Divide the damage by 4 in trace or vacuum conditions, and by 2 in very thin atmospheres.
Warhead | Damage |
---|---|
25mm | 8d cr ex inc |
40mm | 8dx2 cr ex inc |
64mm | 6dx5 cr ex inc |
100mm | 6dx10 cr ex inc |
Add +1 per die at TL10-12. Thermal warheads are five times normal cost. LC1.
These needles or bullets flex and change shape once they enter flesh, enlarging the wound channel and burrowing into the body. Burrow darts are only available for guns doing small piercing or piercing damage (i.e., under 10mm). They have a (0.5) armor divisor, plus a special cyclic follow-up attack: if even 1 point of injury was inflicted, the darts will burrow, inflicting 1 HP of injury each turn until the victim is dead, or seconds have passed equal to the caliber in mm. Digging a burrowing projectile out requires a sharp instrument and a First Aid roll (at -1 per second it has burrowed). Success or failure does one 1 HP of injury; success also removes the projectile. If a victim tries to remove a burrowing projectile from his own body, remember to also apply the shock penalty from its damage. Triple normal cost. LC2.
This shaped-charge warhead can be miniaturized to fit into a bullet-sized projectile. HEMP is available for any 10mm or larger round. Guns and launchers replace their normal piercing damage with the damage shown below.
Warhead | Damage |
---|---|
10mm | 8d(5) imp inc + linked 1d-2 cr ex [1d-2] |
15mm | 5dx2(5) imp inc + linked 1d cr ex [1d-1] |
18.5mm | 6dx2(5) imp inc + linked 1d+1 cr ex [1d] |
25mm | 6dx3(10) cr inc + linked 2d cr ex [1d+1] |
40mm | 6dx5(10) cr inc + linked 4d cr ex [2d] |
64mm | 6dx8(10) cr inc + linked 8d cr ex [3d] |
100mm | 6dx12(10) cr inc + linked 8d¥2 cr ex [5d] |
Add +1 per die to the impaling incendiary or crushing incendiary damage at TL11-12. Damage in brackets is cutting fragmentation damage. HEMP warheads are double normal cost. LC1.
A stingray round is a charged capacitor sheathed in an insulator which is burned off in flight. This warhead is only available for 10mm or larger rounds, and not for hand grenades or mines. A stingray round inflicts half normal piercing damage with a (0.25) armor divisor, then discharges a linked attack that inflicts the lethal electrical damage (p. B432) shown below:
Warhead | Damage |
---|---|
10mm | 1d-3 burn sur |
15mm | 1d-1 burn sur |
18.5mm | 1d burn sur |
25mm | 1d+1 burn sur |
40mm | 2d burn sur |
64mm | 3d burn sur |
100mm | 5d burn sur |
Stingray rounds are five times normal cost. LC2.
This is a padded container designed to release swarmbots (pp. 35-37). They are available for 40mm or larger warheads. The number of one-square-yard swarms carried by the warhead is shown below. Hand grenades and mines use the warhead effect. Guns and launchers replace their normal piercing damage with the warhead damage shown below.
Warhead | Damage |
---|---|
40mm | spec. (1-square-yard swarm) |
64mm | spec. (4-square-yard swarm) |
100mm | spec. (16-square-yard swarm) |
They are five times normal cost plus the cost of the swarm. See Swarmbots (pp. 35-37) for the cost of various swarms, their effects, and their LC.
“Hypercore” is a long fin-stabilized dart with a hyperdense metal penetrator. It has armor divisor (5) and double range. Reduce the class of piercing damage by one step (to a minimum of pi-) unless the gun is of 20mm or larger caliber. Unavailable for hand grenades and mines. Ten times normal cost. LC1.
In most societies, these weapons are strictly controlled. Their deployment is a matter for the highest levels of government, or the goal of a mastermind’s sinister plot. An entire adventure may hinge on a single nuclear warhead, or the repercussions of its use. However, that doesn’t always have to be the case. Tactical nuclear warfare is common in some military science fiction, with every platoon, squad, or even infantryman issued one or more mininukes . . . usually in conjunction with a battlesuit to give them some chance of survival.
A mininuke uses a small laser diode, nuclear isomer, metallic hydrogen explosive, or microscopic pellet of antimatter to trigger a nuclear fusion; similar technology is also used to create the fuel pellets for nuclear pulse drive spacecraft. This results in a “clean” nuclear fusion explosion with limited or no radioactive fallout (although there is still radiation from the blast itself).
Nuclear weapons are rated for their yield in kilotons of TNT. They inflict crushing damage with the explosion damage modifier, plus additional linked burning damage with the explosion, radiation, and surge damage modifiers. About half the energy is in the blast wave, and the rest is in the heat and radiation pulse. (Mininukes produce more radiation and less concussion than larger bombs.)
A mininuke has a dial-a-yield setting that can be set from 0.01 kilotons to one kiloton of explosive force. This takes a Ready maneuver. The minimum size of the mininuke depends on TL: 100mm at TL9, 64mm at TL10, 40mm at TL11, and 25mm at TL12.
Warhead | Damage |
---|---|
0.01 kiloton | 6dx200 cr ex |
linked 4dX200 burn ex* rad sur | |
0.1 kiloton | 6dx600 cr ex |
linked 6dx400 burn ex* rad sur | |
1 kiloton | 6dx2,000 cr ex |
linked 4d¥2,000 burn ex* rad sur |
* Divided by distance from the blast center, rather than by 3 ¥ distance.
Cost is 1,000 times normal. LC0.
These warheads contain small amount of antimatter in a shielded magnetic or force field “bottle.” When the warhead is detonated, it reacts with ordinary matter and is annihilated, converting 100% of its own mass, and the same mass of ordinary matter, to energy. This inflicts burning damage with the explosion and surge damage modifiers, plus linked toxic radiation damage.
Unlike mininukes, antimatter warheads are not dial-a-yield weapons. They create an intermediate explosion greater than conventional munitions but smaller than a nuke, with a high gamma radiation output but no significant nuclear fallout. The minimum size of the microantimatter warhead depends on TL: 100mm at TL10, 40mm at TL11, and 10mm at TL12… at which point large-caliber TL12 pistols and rifles can fire antimatter bullets.
There are three typical sizes of antimatter warhead: 0.1 micrograms, 1 microgram, and 10 micrograms:
Warhead | Damage |
---|---|
0.1 micrograms | 6dx4 burn ex sur* |
linked 6dx10,000 tox rad† | |
1 microgram | 6dx12 burn ex sur* |
linked 6dx100,000 tox rad† | |
10 micrograms | 6dx40 burn ex sur* |
linked 6dx1,000,000 tox rad† |
* Divided by distance from the blast center, rather than by 3 x distance.
† Divided by square of the distance. The cost is 10 times that of a normal round, plus the cost of the antimatter (see Demolitions, pp. 88-89). LC0.
Energy warheads contain a disposable power cell or explosive power cartridge and some form of energy emitter. Some energy warheads destroy themselves while emitting energy. Others activate for several seconds, and can be picked up or attacked.
This uses an explosive power cartridge to energize a non-nuclear electromagnetic pulse. Anything electrical (or anyone with the Electrical disadvantage) in the radius of the special effect (below) must make a HT-8 (2) resistance roll or be knocked out of action for seconds equal to the margin of failure. Robots become unconscious, while total cyborgs suffer the Seizure incapacitating condition (p. 429), ignoring FP loss if they have the Machine metatrait.
EMP warheads are available for any 15mm or larger round. Grenades and satchel charges inflict the damage shown below. Guns and launchers replace their normal piercing damage with the damage shown below.
Warhead | Damage |
---|---|
15mm | spec. (1 yard) + 1d-4 cr ex |
18.5mm | spec. (1 yard) + 1d-3 cr ex |
25mm | spec. (2 yard) + 1d-2 cr ex |
40mm | spec. (4 yard) + 1d cr ex |
64mm | spec. (8 yard) + 2d cr ex |
100mm | spec. (16 yard) + 4d cr ex |
EMP warheads are 10 times normal cost. LC2.
These neutralize all enemy radio equipment within a certain radius, swamping it with static. They are available for any 10mm or larger round.
When a jammer goes off, it gives a -10 penalty to all Electronics Operation (Comm) rolls made to operate radio and radar equipment in the radius of effect. The enemy will know immediately that a jammer is operating, but not where it is. Duration is 30 minutes.
Warhead | Radius |
---|---|
10mm | 10-yard radius |
15mm | 15-yard radius |
18.5mm | 20-yard radius |
40mm | 40-yard radius |
64mm | 60-yard radius |
100mm | 100-yard radius |
Jammers include a digital timer that can trigger at any time desired. This feature is often used as a diversion. They are five times normal cost. LC3.
Strobe warheads emit intense light, pulsing at frequencies that can induce seizures in many individuals. Anyone within the area of effect who is facing the strobe warhead when it goes off suffers a vision-based affliction attack. Failing the HT roll results in stunning and Blindness for seconds equal to the margin of failure. Failing by 5 or more (or any failure by someone with the Epilepsy disadvantage) results in an incapacitating seizure for minutes equal to the margin of failure. The effects dissipate with distance: add +1 to HT to resist for every yard away from the center of the effect.
The strobe option is available for any 25mm or larger warhead. Strobe grenades and satchel charges inflict the damage shown below, and guns and launchers replace their normal piercing damage with this damage.
Warhead | Damage |
---|---|
25mm | HT-3 aff (3-yard radius) |
40mm | HT-4 aff (4-yard radius) |
64mm | HT-6 aff (6-yard radius) |
100mm | HT-10 aff (10-yard radius) |
Strobe warheads are four times normal cost. LC3.
Warblers are sonic area denial warheads that produce an ear-splitting shriek. This hearing-based affliction area effect dissipates with distance: add +1 to resist for every yard from the center of the effect. A failed HT roll results in both Deafness and moderate pain (p. B428) for minutes equal to the margin of failure. A failure by 5 or more causes lingering hearing loss (recover as per a crippling injury).
The warbler continues to function for up to 10 seconds. Repeated resistance rolls will be required if someone fails to succumb but remains in the zone – most people without hearing protection leave! Anyone within the area of effect is also at -10 on any Hearing rolls; anyone within twice the radius is at -5, and anyone within five times the radius is at -2.
The warbler option is available for any 25mm or larger warhead. Hand grenades and mines use the warhead damage. Guns and launchers replace their normal piercing damage with the warhead damage shown below.
Warhead | Damage |
---|---|
25mm | HT-3 aff (3-yard radius) |
40mm | HT-4 aff (4-yard radius) |
64mm | HT-6 aff (6-yard radius) |
100mm | HT-10 aff (10-yard radius) |
Warbler warheads are four times normal cost. LC3.
These warheads emit an omni-directional gravity pulse. They are related to pressor beam (p. 88) technology. A force warhead inflicts crushing damage with the explosive and double knockback damage modifiers. Force warheads are often preferred for fighting in vehicles or buildings, since they are not incendiary and produce no fragmentation.
The force option is available for any 15mm or larger warhead. Grenades and satchel charges inflict the damage shown below. Guns and launchers inflict the damage shown instead of their normal piercing damage.
Warhead | Damage |
---|---|
15mm | 2d cr dkb ex |
18.5mm | 2d+2 cr dkb ex |
25mm | 4d cr dkb ex |
40mm | 8d cr dkb ex |
64mm | 8dx2 cr dkb ex |
100mm | 6dx5 cr dkb ex |
They are five times normal cost. LC2.
Plasma warheads are essentially one-shot power cartridges. When armed, the warhead’s internal plasma generator compresses a pellet of hydrogen fuel, then releases it as a blast of ionized plasma. Guns that fire small-caliber plasma warheads are often confused with energy weapons. Plasma is available for any 10mm or larger warhead. Plasma warheads inflict burning damage with the explosion and surge damage modifiers. Hand grenades and mines use the warhead damage. Guns and launchers with plasma warheads replace their normal piercing damage with the warhead damage shown below.
Warhead | Damage |
---|---|
10mm | 1d+2 burn ex sur |
15mm | 3d burn ex sur |
18.5mm | 3d+2 burn ex sur |
25mm | 6d burn ex sur |
40mm | 6dx2 burn ex sur |
64mm | 6dx4 burn ex sur |
100mm | 6dx10 burn ex sur |
Plasma warheads are 10 times normal cost. LC1.
These warheads generate a spherical hypergravity tractor-beam effect. The power cell burns out in a microsecond, but not before the bomb creates a powerful implosive force, pulling everything in range toward it before collapsing into a pinhead of matter surrounded by a shell of debris. Implosion warheads inflict linked crushing damage with the double knockback damage modifier, and toxic damage with the explosion and radiation damage modifiers. The knockback effect pulls victims toward the center of the explosion rather than away. The toxic damage is divided by the distance, rather than by three times the distance, from the blast. The implosion option is available for any 40mm or larger warhead. Grenades and satchel charges inflict the damage shown below. Guns and launchers inflict the damage shown instead of their normal piercing damage.
Warhead | Damage |
---|---|
40mm | 6dx25 cr dkb ex + 6dx40 tox rad ex |
64mm | 6dx50 cr dkb ex + 6dx60 tox rad ex |
100mm | 6dx100 cr dkb ex + 6dx100 tox rad ex |
Implosion warheads are five times normal cost. LC0.
A psi-bomb generates a burst of deafening psychic “noise.” Smaller psi-bombs are employed much like present-day stun munitions – shielded special ops teams use them to stun unprotected individuals without causing damage to property or innocent bystanders. Larger psi-bombs can be dropped on unprotected troops prior to an assault, or used in a continuous bombardment to wear down the morale of civilians or soldiers alike.
Psi-bombs are available for 25mm or larger hand grenades, mines, guns, and missiles. They deliver an areaeffect affliction attack. (Guns and missiles with psi-bomb warheads replace their piercing damage with the warhead’s effect.) They have no effect on anyone with a Digital Mind or IQ 0.
Everyone within the radius of effect must make a Will-5 roll to resist a stunning affliction attack; DR has no effect, but a Mind Shield adds its bonus. Anyone who fails is stunned, and must roll at a -5 penalty to recover. Failure by 5 or more results in unconsciousness for minutes equal to the margin of failure. Victims who fail to resist also lose the last two seconds of their short-term memories.
Warhead | Damage |
---|---|
25mm | spec. (2 yard radius) |
40mm | spec. (4 yard radius) |
64mm | spec. (8 yard radius) |
100mm | spec. (16 yard radius) |
Psi bomb warheads are 10 times normal cost. LC2.
As above, but instead of psychic noise, the message psi-bomb generates a pre-recorded psychic “shout.” This may be a single image, a short sentence, or even an emotion. They are easier to resist (roll vs. Will-2 instead of Will-5 ) and do not cause unconsciousness. They are sometimes used for signaling, sometimes for propaganda.
On a failure by 5 or more, the victim hears a psychic “echo” of the message looping through his mind after recovering from being stunned. This lasts minutes equal to the margin of failure, and is an irritating condition. Treat it as moderate pain (p. B428) due to the distraction effect. LC3.
These induce a feeling of fear. As above, but instead of a Will roll to resist an affliction attack, the victim rolls a Fright Check at -5 (Mind Shield still provides the usual bonus). The attack may be accompanied by a fearsome image, or it may simply be an overpowering sense of dread. The usual rules for failed Fright Checks apply.
This warhead generates a spherical stasis web (p. 193), enveloping anything within the area of effect that is not protected by appropriate force fields (p. 190). The result is a stasis bubble, a mirror-surfaced sphere. If the target was at ground level, the sphere will be half buried, but it can be dug up and carried off if desired. The duration of the stasis web must be set before it is used; most military bombs are set for anywhere from an hour to a few months.
Stasis is available for any 40mm or larger warhead. Hand grenades and mines use the warhead damage. Guns and launchers replace their normal piercing damage with the warhead damage shown below.
Warhead | Damage |
---|---|
40mm | spec. (2-yard radius) |
64mm | spec. (3-yard radius) |
100mm | spec. (5-yard radius) |
Stasis warheads are 500 times normal cost. LC0.
These contain tiny wormhole or hyperspace generators designed to detonate within an atmosphere and gravity field.
An activated vortex warhead sucks everything within its listed radius of effect into hyperspace, or through a wormhole to a random location. How easy or difficult it is to return is up to the GM. Objects larger than the radius of effect will not fit through.
Vortex is available for any 40mm or larger warhead. Hand grenades and mines use the warhead damage. Guns and launchers replace their normal piercing damage with the warhead damage shown below.
Warhead | Damage |
---|---|
40mm | spec. (2-yard radius) |
64mm | spec. (3-yard radius) |
100mm | spec. (5-yard radius) |
Vortex warheads are 1,000 times normal cost. LC0.