Ammunition

Below is a complete list of all the ballistic ammunition than can be used both in personal weapons or on land vehicles. Check the Weapons list to see all the available weaponry and compatible ammunition.

## Small Arms Ammunition

#### .44

  Ball and Shot
  10% chance of
 causing major bleeding, 20% chance of causing moderate bleeding and always
  Standard Ammunition
  Hollowpoint Ammunition
  -3 Penetration but +15 Shock damage

#### .45 ACP

  Hollow-point Rounds
  Standard Ammunition
  Standard Damage

#### .357

  Hollowpoint Rounds
  -5 Penetration
  Armor Piercing Rounds
  +10 Penetration
 but halved damage

#### 1in Penetrator Slug Carrier Group

  Doubled
  High Density Explosive Slugs
  -1 Penetration,
  Standard Ammunition
  Standard Damage

1in Penetrator Slugs

  +3 Penetration
  Anti-tank Slugs
  +15 Penetration
  High Density Explosive Ammunition
  -1 Penetration
  Standard Ammunition
  Standard Damage

#### 5.56x45 mm

 Damage
  Ball Ammunition
  Fragmentary Rounds
 Concussion and all damage types to Shock
  Hollow-point Rounds
 Damage
  Pulse Rounds
 Concussion, -10 Crush damage and +15 Shock Damage

#### 7.62x51 mm

  +3 Penetration
  Hollowpoint Ammunition
  -1 Penetration
  Fragmentary Ammunition
  -1 Penetration,
  Standard Ammunition
  Standard Damage

#### 7in Penetrator

  +20 Penetration
  High Density Explosive Slugs
  -1 Penetration,
  Standard Ammunition
  Standard Damage

#### 8 Gauge

  +5 Concussion,
 remove penetration. Damage changes to shock and the weapon deals all damage
  Standard Ammunition
  Slug
  Remove all
  Dragon’s Fire Shell
  Remove all
 penetration. Damage is dealt across the target’s armor on all faces except
 the side directly opposite the side that the target was hit.

#### 9in Penetrator Slug

  +5 Concussion,
  Hyper Velocity Slugs
  +15 Penetration
  Standard Ammunition
  Standard Damage

#### 9x19 mm Parabellum

  -1 Penetration,
  Standard Ammunition
  Standard Damage

#### 12 Gauge

  +5 Penetration
  Standard Ammunition
  Standard Damage

#### 25 mm Grenades

  +1 Concussion
  Standard Ammunition
  White Phosphorous Grenade
  Lights enemies
 on fire for 1d10 Fire damage per turn and cannot be extinguished for 1d10
 turns.

#### 30 mm Grenades

  Remove all
 penetration and instead deal 55+1d10 Acid damage directly to the target’s
  High Explosive Dual Purpose
  +1 Concussion
  Standard Grenade
  Thermite Grenade
  Change
 penetration types to Energy and add +5 to Energy rating. Damage types change
 to Plasma.

#### 40 mm Grenade

  Remove all
 penetration and instead deal 75+1d10 Acid damage directly to the target
  High Explosive Dual Purpose
  +1 Concussion
  Standard Ammunition
  Thermite Ammunition
  Change
 penetration to Energy and add +5 Energy rating. Damage types change to
  White Phosphorous Ammunition
  Lights enemies
 on fire. Fire deals 1d10 damage per turn and cannot be extinguished for 1d10
  Liquid Nitrogen Ammunition
  Deals double
 damage to Balalonians caught in the blast radius but halved damage to all
 other species.

#### 40 mm Rocket

 Rocket
  Remove all penetration capabilities or other penetration
 types and instead deal 195+1d10 Acid damage directly to the target’s armor or
  High
 Explosive Dual Purpose
  Standard
 Rocket
  Thermite
 Rocket
  Change Penetrate to Energy and add +5 Energy rating. Damage
  White Phosphorous
 Ammunition
  Lights enemies on fire. Fire deals 1d10 damage to all
 surfaces of armor or directly to health if armor is present and cannot be
 extinguished for 1d10 turns.

#### 40 mm Triton Missile

  Armor Penetrating 40mm Triton Missile
  +10 Penetration
  Anti-personnel 40mm Triton Missile
  Remove penalty
  Acid 40mm Triton Missile
  Remove
 penetration and change all damage to Acid damage. All damage is dealt across
  Illumination Rocket
  Lights up an
 area of 150 Meters by 150 Meters. No damage dealt and no penetration
 capability.

#### 50 cal BMG

  +10 Penetration
  Incendiary Rounds
  50% chance of
  Plus Powder Rounds
  +1 Penetration
  Standard Ammunition
  Tracer Rounds
  +1 skill check
 so long as every 5th round is a tracer. Removes stealth capability
  High Explosive Armor Piercing Incendiary
 Rounds
  +5 Penetration,
 +5 Fire Damage and +5 Crush damage

#### 50 Tera-Watt Plasma Cell

  +3 Energy
  Low Emission Cell
  25% chance of
  Standard Ammunition
  Standard Damage

#### 80 Tera-Watt Plasma Cell

  +10 Concussion
  High Intensity Power Cell
  +5 Energy
  Low Emission Cell
  50% chance of
 Lighting enemies on fire with 1d10 Fire damage per turn across all armor
  Standard Ammunition
  Standard Damage

#### 100 Tera-Watt Plasma Cell

  +5 Energy
  Low Emissions Cell
  5% chance of
  Standard Plasma Cell
  Standard Damage

#### 120 Tera-Watt Plasma Cell

  +10% magazine
  Standard Plasma Cell
  Standard Damage

#### Antimatter Core

  Splits into
 1d10 shells upon impact which then deal the same damage as the primary shot
  Hyper Condensed Core
  +25
 Penetration. Each time a weapon is fired using this core roll 1d100. If the
 result is beneath 10 the weapon explodes and deals all remaining ammunition
  Standard Antimatter Core
  Standard Damage

#### Crossbow Bolts

  Change penetration type to Energy.
 The bolt has a 50% chance of stunning any non-boss, non-unique enemy of the
  Explosive Bolt
  This bolt has 150 Concussion rating
 and deals 150+1d10 Shock damage. These values are halved when hitting
  Guided Bolt
  Adds +5 to user skill checks when
  Plasma Bolt
  Change penetration type to Energy
  Poison Bolt
  This bolt applies normal damage but
 when it deals health damage the target is poisoned for 2d20 health damage per
  Standard Bolt
  Standard Damage, can be retrieved
 if the bolt hit an enemy and did health damage.

#### Ferrofluid Canister

  +3 Penetration and +5 Piercing
  Low Cohesion Ferrofluid Canister
  -1 Penetration, +5 Slash damage and
  Standard Ferrofluid Canister
  Standard Damage

#### Hornet Energy Cell

  Hornet Concussion Cell
  +5 Concussion
  Hornet Armor Penetration Cell
  +5 Penetration
 but -10 Damage

#### Me3H

  100 Units of
  Uranium Infused MeH3
  100 Units of
 MeH3 which adds +5 to vehicle speed (cannot be used for starships) and also
 adds +55 flame damage and +15 radiation damage to all weapons that use this
  Tritium Infused MeH3
  100 Units of
 MeH3 which adds +10 to vehicle speeds and also adds +25 damage to all weapons
 that use this fuel. Every turn a weapon is used with this fuel roll 3d10. If
 all dice land on the same number the weapon explodes and deals one turn of
 damage to its user as well as lights them on fire for 3d20 turns.

#### Uranium Core

  +10 Radiation
  Unstable Core
  Standard Damage
 but roll 3d10 after every round the weapon is fired. If all three dice are
 the same the weapon explodes and deals triple the damage of a single shot to
  Uranium Core
  Standard Damage

#### Wasp Energy Cell

  High Density Wasp Energy Cell
  Diffused Wasp Energy Cell
  -3 Energy and +10 Flame Damage

## Vehicular Ammunition

#### 30 mm Shells

  Remove
 Penetration or other effect and instead deal 55 - 65 Acid damage directly to
  High Explosive Dual Purpose
  +1
  Standard Ammunition
  Standard
  Thermite Ammunition
  Change
 Penetration to Energy and add +5 to Energy rating, damage type changes to
  White Phosphorous
 Ammunition
  70%
 Chance of Lighting enemies on fire, 1 - 10 Fire Damage per turn and cannot be
 extinguished until 1d8 turns

#### 40 mm Autocannon

  Remove Penetration or other
 effect and instead deal 65 - 75 Acid damage directly to the target although
  High Explosive Dual Purpose
  +1
  Standard Ammunition
  Standard
  Thermite Ammunition
  Change
 Penetration to Energy and add +5 to Energy rating, damage type changes to
 plasma

#### 60 mm Wire Guided Missiles

  Remove Penetration or other
 effect and instead deal 55 - 65 Acid damage directly to the target although
  High Explosive Dual Purpose
  +1
  Standard Ammunition
  Standard
  Thermite Rockets
  Change
 Penetration to Energy and add +5 to Energy rating, damage type changes to
 plasma

#### 88 mm

  Remove Penetration or other
 effect and instead deal 165 - 175 Acid damage directly to the target although
  Illumination Shells
  Illuminates
  Standard Ammunition
  Standard
  Thermite Shell
  Change
 Penetration to Energy and add +5 to Energy rating, damage type changes to
 plasma

#### 105 mm

  Remove Penetration or other
 effect and instead deal 165 - 175 Acid damage directly to the target although
  Illumination Shells
  Illuminates
  Standard Ammunition
  Standard
  Thermite Shell
  Change
 Penetration to Energy and add +5 to Energy rating, damage type changes to
 plasma

#### 120 mm

  Remove Penetration or other
 effect and instead deal 265 - 285 Acid damage directly to the target although
  Illumination Shells
  Illuminates
  Standard Ammunition
  Standard
  Thermite Shell
  Change
 Penetration to Energy and add +5 to Energy rating, damage type changes to
 plasma

#### Heartache Missile

  Heartbeat Missile
  Heart Attack
 Missile
  Missile now explodes after 1d4 turns and explodes
 within a target if it has at least double the required penetration to deal
 damage.