COMPENDIUM
OF MODERN ARMAMENTS
Appendix
I: Ammunition
Pistol/SMG
Rifle
Shotgun
Heavy
Weapon
Powercells
Ammunition Types & Descriptions
* Additional text on cartridge below
Caliber | English | Base DM | HP | AP | NL | HV/APDP | LV | Base Cost/ | #/Box | ||
---|---|---|---|---|---|---|---|---|---|---|---|
(mm) | (cal/name) | Unarmored | Armored | Unarmored | Armored | Avail | |||||
4.7x30mmCL* | 5mm Short Caseless | x18 | x22 | x14 | x14 | x22 | x9 | x22 | x16 | 80/5B | 100 |
5.45x18mm* | 5.45USSR | x16 | x19 | x13 | x13 | x19 | x8 | x19 | x13 | 35/3A | 100 |
5.56x23mm | .224 BOZ | x16/x20 | x19 | x17 | x24 | x12 | x8 | x19/x24 | x12/x16 | 50/4B | 100 |
5.7x17mm | .22LR | x10 | x12 | x8 | x8 | x12 | x5 | x12 | x10 | 8/1A | 100 |
5.59x27 | .22WMR | x12 | x14 | x10 | x10 | x14 | x6 | x14 | x10 | 15/2A | 100 |
5.7x28mm* | 5.7mm FN | x18 | x22 | x14 | x14 | x22 | x9 | x22 | x16 | 40/3B | 100 |
6.35x16mm | .25ACP | x9 | x11 | x7 | x7 | x11 | x5 | x11 | x9 | 8/2A | 100 |
7.65x17mm | .32ACP | x11 | x13 | x9 | x9 | x13 | x6 | x13 | x11 | 20/2A | 100 |
9x17mm | .380 | x12 | x14 | x10 | x10 | x14 | x6 | x14 | x12 | 20/2A | 100 |
9x18mm | 9mm Makarov | x13 | x16 | x10 | x10 | x16 | x7 | x16 | x12 | 25/2A | 100 |
9x18mmHI* | Mak Hi-Impulse | x15 | x18 | x12 | x12 | x18 | x8 | x18 | x13 | 40/3A | 100 |
9x29mm | .38 Special | x14 | x17 | x11 | x11 | x17 | x7 | x17 | x11 | 25/2A | 100 |
9x19mm | x15 | x18 | x12 | x12 | x18 | x8 | x18 | x13 | 30/2A | 100 | |
9x21mm | 9mm Largo | x16 | x19 | x13 | x13 | x19 | x8 | x19 | x13 | 32/2A | 100 |
9x22mm | .357 SIG | x17 | x20 | x14 | x14 | x20 | x9 | x20 | x15 | 40/2A | 100 |
9x23mm | .38 Super | x16 | x19 | x13 | x13 | x19 | x8 | x19 | x13 | 32/2A | 100 |
9x33mm | .357 Mag | x20 | x24 | x16 | x16 | x24 | x10 | x24 | x18 | 50/2A | 100 |
9x40mm | .357 Max | x23 | x28 | x18 | x18 | x28 | x12 | x28 | x18 | 70/4A | 100 |
9x55mm | .357 UMX | x30 | x36 | x24 | x24 | x36 | x15 | x36 | x24 | 75/5A | 50 |
10x21mm | .40 S&W | x16 | x19 | x13 | x13 | x19 | x8 | x19 | x13 | 40/2A | 100 |
10x25mm | x17 | x20 | x14 | x14 | x20 | x9 | x20 | x15 | 50/2A | 100 | |
10.41x22mm | .41AE | x17 | x20 | x14 | x14 | x20 | x9 | x20 | x15 | 35/2A | 100 |
10.41x33mm | .41Mag | x19 | x23 | x15 | x15 | x23 | x10 | x23 | x15 | 40/2A | 100 |
10.92x29mm | .44 Special | x16 | x19 | x13 | x13 | x19 | x8 | x19 | x13 | 32/2A | 100 |
10.92x33mm | .44 Mag | x23 | x28 | x18 | x18 | x28 | x12 | x28 | x18 | 70/2A | 100 |
11x28mm | x20 | x24 | x16 | x16 | x24 | x10 | x24 | x18 | 45/2A | 100 | |
11x28mmCL | 11mm Caseless | x20 | x24 | x16 | x16 | x24 | x10 | x24 | x18 | 45/2A | 100 |
11.43x23mm | .45ACP | x18/x12 | x22 | x10 | x12 | x18 | x9 | x22 | x16/x11 | 40/2A | 100 |
11.43x32mm | .45 Long Colt | x20/x14 | x23 | x11 | x14 | x20 | x10 | x23 | x18/x12 | 40/5A | 100 |
11.53x35mm | .454Casull | x27 | x32 | x22 | x22 | x32 | x14 | x32 | x25 | 60/3A | 50 |
12x31mm | x22 | x26 | x18 | x18 | x26 | x11 | x26 | x18 | 60/2A | 100 | |
12.7x33mm | .50AE | x25 | x30 | x20 | x20 | x30 | x13 | x30 | x23 | 40/3A | 50 |
13x34mm | x25 | x30 | x20 | x20 | x30 | x13 | x30 | x23 | 50/3A | 50 | |
13x55mm | 13mmUMX | x40 | x48 | x32 | x32 | x48 | x20 | x48 | x36 | 120/5A | 50 |
When two Damage Multipliers are listed under the same heading, the left DM is used vs. Unarmored Targets, the right DM is used vs. Armored Targets.
Boxes of 50 cost 2/3 listed value, boxes of 20 cost 1/4. Bulk-purchased ammunition (in 500rd lots) costs 3x the listed value for a 100rd box.
4.7x30mm Caseless: Derivative of HK's 4.92x33mm caseless cartridge for the G11 program. Utilized in HK's next-generation Caseless Personal Weapon program ca. 2000. The cartridge consists of a copper-jacketed lead projectile seated within a block of stabilized propellant with a square cross section. The entire cartridge length ("case" plus bullet) is 30mm. For its power and compactness (especially compared to similar cartridges such as FN's SS190 5.7x28), it was determined to be an ideal (if expensive) loading for a compact defensive weapon. Conversion notes: Listed KE is ~470J, which comes out to x15. Listed armor penetration and presumed tumbling effects raise DM to x18.
5.45x18mm: This cartridge was developed by the Soviet Union in 1979, and was initially severely underestimated in capability. On later reflection, it appears the 5.45 cartridge fills a similar niche to the FN SS190 (5.7x28mm) cartridge, with a low-weight, high-velocity bullet for armor penetration. If this is in fact the case, the USSR appears to have had this particular clever idea first... The 5.45 cartidge was first used in the PSM pistol, and is currently in service in the Drotik special-operations pistol. The cartridge is 25mm long with a 7.55mm diameter base, and masses 4.8g, of which .15g are an undisclosed propellant. Though the bullet mass is fairly small (2.6g), and energy is a mere 130J, the 5.45 has very impressive armor-penetration characteristics, penetrating 55 layers of Kevlar at 40m. Additionally, the flat-point bullet is comprised of a gilded copper jacket around core with a mild steel tip and a lead tail. This construction draws the center of gravity towards the end of the bullet, causing it to tumble on penetration, yielding substantial wounding results. This round disobeys the "normal" cartridge conversion rules, as its energy is so low (130J, yielding a x10 DM). However, with its listed armor penetration, and tumbling effects, I felt justified in raising the DM to x16, and it could perhaps be as high as x18.
5.7x28mm: The FN 5.7x28mm cartridge was initially designed because of a belief that the useful life of the 9x19mm as a military cartridge was coming to an end. The FN 5.7 used top-of-the line ballistics-knowhow to produce a cartridge with excellent combat characteristics. The standard ball cartridge (designated SS190) has exceptional armor penetrating characteristics, coupled with an extremely low recoil force, about 1/2 that of a 5.56x45mm cartridge, and 2/3 that of a 9mm Parabellum.
9x18mm High Impulse: The 9x18mm Makarov High Impulse cartridge was developed in post-Soviet Russia as a replacement for the relatively underpowered 9x18mm Makarov cartridge. In general, the HI (high-impulse) cartridge is essentially a +P+ version of the standard Makarov cartridge. The Mak HI could be considered to be a less-efficient 9x18mm HiVel cartridge, but it does not require nearly the amount of weapon retooling as a true HV cartridge would need for safety. The majority of 203X-era Russian/CIS firearms chambered in 9x18mm Makarov can be assumed to be compatible with the High Impulse cartridge as well.
Caliber | English | Base DM | HP | AP | NL | HV/APDP | LV** | Base Cost/ | #/Box | ||
---|---|---|---|---|---|---|---|---|---|---|---|
Unarmored | Armored | Unarmored | Armored | Avail | |||||||
4.92x33mmCL | 5mm CL | x20 | x24 | x16 | x16 | x24 | x10 | x24 | x16 | 40/5B | 50 |
5.45x39mm | 5.45mm USSR | x20 | x24 | x16 | x16 | x24 | x10 | x24 | x16 | 18/2A | 50 |
5.56x45mm | .223 | x20 | x24 | x16 | x16 | x24 | x10 | x24 | x16 | 20/2A | 50 |
5.7x17mm | .22LR | x10 | x12 | x8 | x8 | x12 | x5 | x12 | x10 | 8/1A | 100 |
5.7x30mm | .22MAX | x18 | x22 | x14 | x14 | x22 | x9 | x22 | x14 | 15/2A | 50 |
6x42mm | 6mm | x20 | x24 | x16 | x16 | x24 | x10 | x24 | x16 | 40/2A | 50 |
6.5x50mm | x22 | x26 | x18 | x18 | x26 | x11 | x26 | x18 | 30/2A | 50 | |
7x48mm | x22 | x26 | x18 | x18 | x26 | x11 | x26 | x18 | 30/2A | 50 | |
7x56mm | 7mm Mauser | x30 | x36 | x24 | x24 | x36 | x15 | x36 | n/a | 40/2A | 50 |
7.62x39mm | x22 | x26 | x18 | x18 | x26 | x11 | x26 | x18 | 36/2A | 50 | |
7.62x51mm | .308 | x30 | x36 | x24 | x24 | x36 | x15 | x36 | n/a | 30/2A | 50 |
7.62x54mm | USSR Type 54R | x30 | x36 | x24 | x24 | x36 | x15 | x36 | n/a | 20/3A | 50 |
7.62x63mm | .30-06 | x30 | x36 | x24 | x24 | x36 | x15 | x36 | n/a | 40/2A | 50 |
7.62x66mm | .300 Winchester | x33 | x40 | x26 | x26 | x40 | n/a | x40 | n/a | 75/2A | 50 |
7.62x72mm | .300 Weatherby | x35 | x42 | x28 | x28 | x42 | n/a | x42 | n/a | 125/2A | 50 |
8.6x70mm | .338 Lapua | x40 | x48 | x32 | x32 | x48 | n/a | x48 | n/a | 150/3A | 50 |
15.24x76mm* | .600 Nitro Express | x45 | x54 | x36 | x36 | x54 | n/a | n/a | n/a | 200/3A | 50 |
* Additional text on cartridge below
** Equivalent to Silenced rounds
Boxes of 20 cost 2/3, Bulk-purchased ammunition (in 500rd lots) cost 5x
Belted ammunition increases cost by 10%.
.600 Nitro Express: The .600 Nitro Express is a purpose-designed Dangerous Game cartridge, originally used for felling the kind of Big Game that could easily take a lighter round and keep on charging. The sheer mass and size of the .600 limit its use to bolt-action rifles, and it is definitely not recommended to fire without being braced. The "AP" bullets were actually fairly commonly available by special order to civilians, as the tungsten-carbide cores would often be needed to punch through the thick hide, bone, and gristle of the target and cause a wound. The standard bullet was still a soft-lead flat-tip, however.
Caliber | English | Slug | Shot* ** | Flechette** | NL | APFSDS | Base Cost | #/Box |
---|---|---|---|---|---|---|---|---|
10.41x63mm | .410 | x18 | x9 (AD1) | x11 | x18 | x18AP | 12/2A | 12 |
15.6x70mm | 20ga | x22 | x11 (AD1) | x13 | x22 | x22AP | 15/2A | 12 |
18.5x70mm | 12ga | x28 | x14 (AD2) | x17 | x28 | x28AP | 18/1A | 12 |
19.7x73mm | 10ga | x32 | x16 (AD2) | x20 | x32 | x32AP | 25/2A | 12 |
Base cost applies for both Slugs and Shot ammunition.
* When using shot ammunition, consider the weapon to have the Attenuating Damage characteristic (reduce base damage by listed value after each range band past Short)
** All listed shotgun stats assume the use of shotshells, rather than slugs, and the +1 accuracy for Shot has been included. Additionally, Flechette ammunition also grants a +1 accuracy (essentially AP buckshot).
Example: Shotgun Billy fires at his foe with his 12-ga with 00-buckshot loads (+1Acc, x14, BR10, AD2). The target is 25 meters away (Long Range), and thus the damage is (14-2-2) = 10). If the victim were in Medium or Extreme range, the damage would be 12 ( = 14-2), or 8 ( = 14-2-2-2).
Caliber | English | Base DM | AP | API | HEAP | NL | Base Cost/Avail | #/Belt | |
---|---|---|---|---|---|---|---|---|---|
Unarmored | Armored | ||||||||
9x85mm | 9mm AMG | x40 | x32 | x48 | Int 6/1m | x48 | x13 | 150/6A | 100 |
11x95mm | 11mmAMG | x50 | x40 | x60 | Int 6/1m | x60 | x17 | 200/6A | 100 |
12.7x99mm | .50BMG | x50 | x40 | x60 | Int 6/1m | x60 | x17 | 200/6A | 100 |
15x105mm | 15mm | x60 | x48 | x72 | Int 6/1m | x70 | x20 | 1250/4B | 100 |
20x102mm | 20mm | x80 | x64 | x90 | Int 6/1m | x90 | x25 | 2500/5B | 100 |
Bulk-purchased ammunition (in 1000rd belts) costs 5x the listed value
MISSILES/ROCKETS
Type | Base DM | AoE | Base Cost/Avail |
---|---|---|---|
25mm Micromissile | x80 | 1m | 50/5B |
60mm Rocket | x140 | 5m | 100/3D |
120mm Rocket | x180 | 5m | 250/4D |
See Vehicular Weapon Systems listing for more specific missile/rocket reloads.
Type | Mass | Base Cost/Avail | Notes |
---|---|---|---|
Mini-Cell | .1kg | 10/1A | Basic rechargeable, "universal" powercell. Powers flashlights, tasers, etc. |
5kg Powercell | 5kg | 2000/6D | Military-grade powercell, Optimized for SLCs.. |
6kg Powercell | 6kg | 1000/5D | Military-grade powercell. |
5kg SC Loop | 5kg | 4000/5D | Military-grade superconductive loop powercell. |
All powercells are rechargeable. Adapters for wall-current available (GM's call).
AMMUNITION TYPE
DESCRIPTIONS:
Note: Availability
Modifier is added to the Base Availability; Legal Code replaced
with that listed. If no legal code listed, value is unchanged.
Full Metal Jacket (FMJ): 1x Base
Ammo Cost (Standard, no change)
FMJ ammunition is the "default" standard
ball-type bullet for small arms. Base DM is for FMJ.
Hollowpoint (HP): 2x Base Ammo Cost
(Avail +0)
Special hollow-nosed bullets made of soft, quickly
mushrooming lead. When these rounds hit armor, the lead flattens
bluntly and does mostly bruising damage. However, when these
rounds hit unprotected flesh, the lead expands outwards to cause
a massive wound cavity. DM is increased by 20% against unarmored
targets, decreased by 20% against armored targets.
Improved Hollowpoint (IHP): 3x Base
Ammo Cost (Avail +1)
Improved Hollowpoint rounds are specifically designed to
maximize damage against "soft" targets. Commonly a
standard HP round with a special core that aids in the rapid
expansion of the bullet to enhance lethality. Base Damage
multiplier is increased by 40% against unarmored targets, and
decreased by 40% against armored targets.
Armor Piercing (AP): 3x Base Ammo
Cost (Avail +1B)
The AP bullet usually has either a special coating,
jacket, or dense core material (typically steel or tungsten)
meant to penetrate various forms of armor. Typically only
available to military and security forces. AP ammunition
increases the DM by 20% against armored targets, but decreases DM
by 20% against unarmored targets. Flechette rounds for shotguns
are considered to be AP versions of buckshot (and thus are
granted the +1 Accuracy).
Armor Piercing Dual Purpose (APDP):
5x Base Ammo Cost (Avail +2B)
The largest disadvantage to AP ammunition is that it
tends to pass completely through soft targets, leaving fairly
clean wounds. The APDP bullet is designed to be equally damaging
to soft and hardened targets through the use of a dense tungsten
steel rod surrounded by a soft lead sheath. The lead sheath
either acts as a HP round, or is stripped by impacting armor,
allowing the penetrator rod to punch through. Generally only
available to military or security forces. APDP ammunition
increases the DM by 20% for both armored and unarmored targets.
Enhanced Armor Piercing (EAP): 5x
Base Ammo Cost (Avail +3D)
Enhanced armor piercing bullets are commonly those using
subcaliber penetrators, such as APDS (armor piercing discarding
sabot), and SLAP (subcaliber light armor penetrator) rounds.
Although these tend to reduce overall wounding potential, their
substantially increased velocity coupled with a smaller bullet
diameter makes them excellent armor penetrators. Against
personnel, reduce both damage multiplier and target's Armor
values by 50%. EAP projectiles are especially dangerous to
vehicles, as they possess the "Armor Piercing" vehicle
characteristic (JCC, p126), and do not reduce their
damage. However, against vehicles, they cannot produce an
Overkill result. Only available (e.g. mechanics-meaningful
effect) for weapons of 11mm rifle caliber or higher. 11mm
Rifle or Larger
Non-Lethal (NL): 1.5x Base Ammo
Cost (Avail +0)
Many ammunition manufacturers have produced a variety of
"Less-than-Lethal" ammunition, be it simple rubber
bullets or more complex gel rounds or projectiles designed to
distribute impact force over a large area. These rounds do
"bruising" damage that heals in 1/4 the time, but when
the victim is hit, they must make their consciousness check at
double the usual penalty. Nonlethal rounds for small arms do 1/2
damage. NL rounds for shotguns do full damage for the given
ammunition type (shot or slug). NL rounds for Heavy Weapons are
substantially less effective, due to the enormous muzzle velocity
involved (DM decreased from 1/2 to 1/3).
High Velocity (HV): 2x Base Ammo
Cost (Avail +1B)
Typically a standard round with a substantially higher
charge than normal, and usually a slightly heavier projectile
mass. Incredible penetrating power in addition to damage
potential versus soft targets. However, HV rounds cause very high
stresses on the firing weapon, causing it to be much more likely
to malfunction, in addition to wearing out the action in a much
shorter amount of time. Modifications to configure the gun to
fire HV exist, removing the penalties for using HV ammo. However,
such modifications tend to prevent the firing of conventional
ammunition (eg. no longer enough energy to cycle the action). HV
ammunition increases the DM by 20% for both armored and unarmored
targets.
Low Velocity (LV): 1.5x Base Ammo
Cost (Avail +1B)
Low Velocity ammunition is specifically designed to be
subsonic in nature. In addition to making the weapon's report
more difficult to notice (+1 to Notice threshold), the increased
bullet weight compensates some for the loss of muzzle velocity
(typically DM is reduced by 10-20%, depending on caliber), but
range is also effected adversely (reduce BR by ~10%, rounding to
nearest whole number).
Armor Piercing Fin-Stabilized
Discarding Sabot (APFSDS): 5x Base Ammo Cost (Avail +2B)
These shotgun shells consist of a dense metallic
penetrator with machined fins for flight stability surrounded by
a polymeric sabot. On firing, the sabot falls away, leaving the
penetrator to continue towards the target. The penetrator has
excellent anti-armor capabilities, counting all armor protection
at 1/2 its value. Unfortunately, the APFSDS rounds do tend to
drift at excessive range (additional -1 penalty at Long and
Extreme ranges). Shotguns Only
Armor Piercing Incendiary (API): 4x
Base Ammo Cost (Avail +3D)
Essentially a dense metal body filled with a pyrophoric
agent. On impact, the pyrophoric agent is released, causing
significant secondary damage (Intensity 6+MOS flame). Against
Vehicle-scale units, use standard DM, and Incendiary effects are
secondary (and usually ineffective). Not available for
calibers below 11mmAMG.
High-Explosive Armor Piercing
(HEAP): 5x Base Ammo Cost (Avail +2D)
Similar to API rounds, the filler in a HEAP round is an
explosive agent. The explosives can cause minor secondary
fragmentation effects (count MOS=1/2 on a MOS0 impact).
Effectively, HEAP rounds provide a similar result for Heavy
Weapons as APDP for small arms. Not available for
calibers below 11mmAMG.
Safety Rounds (SAF): 6x Base Ammo
Cost (Avail +1)
In many closed quarters (rooms, aircraft, etc),
overpenetration is a significant issue. To combat this, many
ammunition manufacturers produce a specialized frangible aluminum
or plastic bullet that is designed to break up quickly on impact
with solid objects. Glaser rounds (lead shot in a gel fluid
capsule) also fall into this category. Decrease DM by 50% versus
hard targets (walls, hard armor), decrease by 20% against
soft-armor, and increase by 33% against unarmored targets.
Available for most small arms, especially pistols. [Quick &
Dirty Rule: Ineffective against Hard Targets (if hit, make a
Consciousness Roll. If failed, take a -1 penalty for d6 turns),
acts like IHP otherwise] Not available in calibers above
7mm Rifle (including shotguns).
Caseless (CL): 1.5-6x Base Ammo
Cost (Avail +2B)
Weapons that have been reconfigured to fire caseless ammunition
are no longer compatible with conventional cased ammunition. In
general, most caseless rounds consist of a bullet is then seated
within a block (commonly cylindrical or rectangular) of
stabilized propellant. The cartridge is then fired either
electrically or via an integrated primer. For most conventional
weapons converted to caseless, the simple conversion is a minimal
redesign of the conventional cased cartridge. However, such
"stopgap" designs are often inefficient compared to
purpose-designed caseless cartridges, such as HK/Dynamit Nobel's
4.7x33 rifle and 4.6x30 pistol cartridges that are often smaller
and more space-efficient than an equivalently-powered cartridge.
In general, caseless cartridges weigh less than half of their
cased cousins. Cost and availability will often vary depending on
area. Additionally, caseless cartridges are often not nearly as
resilient to handling and hostile environments as equivalent
cased weapons. The purpose-designed caseless rounds are of course
an exception.