Ammunition

Full ammunition lists sorted by generalizations and campaigns, starting with Black Abyss.

5 mags (empty) = 1 pound

### **Black Abyss:**

##### 8mm Milson (8x96mm Steel-Aluminium APFSDS)

~ 2d4 damage

~ 15 AP

~~ Breaks and deals 1 damage to any target over 40 AP

~ 50/lb

### **Generalizations:**

These are for creating entirely new items or assigning values to ammo that need a damage rating.

### **Firearms:**

#### **Pistols:**

Small-Short (.22 Short)

~ 2d4 damage

~ 0 AP

~ 200/lb

Small-Med (.22 LR)

~ 3d4 damage

~ 5 AP

~ 175/lb

Small-Long (.22 Winchester-Magnum)

~ 3d4 damage

~ 10 AP

~ 125/lb

Med-Short (.380 ACP)

~ 5d4 damage

~ 15 AP

~ 75/lb

Med-Med (9mm)

~ 5d4 damage

~ 30 AP

~ 50/lb

Med-Long (7.62 Tokarev)

~ 6d6 damage

~ 80 AP

~ 50/lb

Long-Short (.45 ACP)

~ 5d10 damage

~ 20 AP

~ 30/lb

Long-Med (.44 Magnum)

~ 8d6+2 damage

~ 50 AP

~ 15/lb

Long-Long (.500 S&W Magnum)

~ 15d4 damage

~ 80 AP

~ 5/lb

Special Munitions

~ Hollow point/Ballistic tip (1/2 AP, 1.5x damage to flesh only, no overpen.)

~ FMJ (All calibers, standard)

~ Match (1.25x range, 1.25x WoS)

~ Less-Than-Lethal (Every 10 damage = 5 hours of no sleep, effects build, 0 AP, x2 damage, any remaining damage after target uncon deals physical damage)

~ Incendiary (1.5x damage on flesh, ignite materials)

~ Tracer (+5 WoS on following 4 shots, exposes position, increased overheat chance on crit fail)

~ Armor Piercing (2x AP, 2/3 damage)

#### **Rifles:**

Small-Short (5.7x28)

~ 3d6 damage

~ 60 AP

~ 150/lb

Small-Med (5.56x45/5.45x39)

~ 5d6 damage

~ 70 AP

~ 100/lb

Small-Long (6.5 Creedmoor)

~ 6d6+4 damage

~ 60 AP

~ 75/lb

Med-Short (7.62x39)

~ 6d4 damage

~ 50 AP

~ 75/lb

Med-Med (7.62x51)

~ 6d6+4 damage

~ 80 AP

~ 25/lb

Med-Long (.30-06 )

~ 15d4 damage

~ 60 AP

~ 10/lb

Long-Short (.50 Beowulf)

~ 10d8 damage

~ 60 AP

~ 3/lb

Long-Med (.50 BMG)

~ 10d10 damage

~ 120 AP

~ 1/3 lb

Long-Long (.950 JDJ)

~ 20d10

~ 200 AP

~ 1/15 lbs

Special Munitions

~ Hollow point/Ballistic tip (1/2 AP, 1.5x damage to flesh only, no overpen.)

~ FMJ (All calibers, standard)

~ Match (1.25x range, 1.25x WoS)

~ Less-Than-Lethal (Every 10 damage = 5 hours of no sleep, effects build, 0 AP, x2 damage, any remaining damage after target uncon deals physical damage)

~ Incendiary (1.5x damage on flesh, ignite materials)

~ Tracer (+5 WoS on following 4 shots, exposes position, increased overheat chance on crit fail)

~ Armor Piercing (2x AP, 2/3 damage)

~ Subsonic (All calibers, 2/3 damage, 2/3 AP, 1/2 audible range)

#### **Shotgun:**

20 Gauge

~ 2d4 damage

~ 0 AP

~ 30/lb

12 Gauge

~ 5d4 damage

~ 5 AP

~ 20/lb

10 Gauge

~ 5d8 damage

~ 10 AP

~ 10/lb

8 Gauge

~ 6d10 damage

~ 60 AP

~ 1/lb

6 Gauge

~ 8d10 damage

~ 80 AP

~ ~ 1/5 lbs

4 Gauge

~ 15d10 damage

~ 120 AP

~ 1/15 lbs

2 Gauge

~ 20d10 damage

~ 150 AP

~ 1/30 lbs

Shotguns

~ Birdshot (1.5x WoS, 0 AP, 1/10 damage, 20 pellets)

~ 00 [Double-aught] (All gauges, standard, 8 pellets)

~ Flechette (All gauges, 1.25x AP, 1.25x WoS, 12 flechettes)

~ Short shells (1.5x mag capacity [Non-detatch mag only], 1/2 damage)

#### **Bows/Crossbows:**

Light draw (20 lbs)

~ 10 strength to use

~ 5d4 damage

~ 10 AP

~ 20/lb

Average draw (40 lbs)

~ 35 strength to use

~ 5d10

~ 30 AP

~ 10/lb

Heavy draw (80 lbs)

~ 60 strength to use

~ 8d10

~ 50 AP

~ 1/lb

Super-heavy draw (150 lbs)

~ 80 strength to use

~ 12d10

~ 80 AP

~ 1/5 lbs

Arrows

~ Blunt points (0 AP, .5x damage, )

~ Less-Than-Lethal/Padded (Every 10 damage = 5 hours of no sleep, effects build, 0 AP, x2 damage, any remaining damage after target uncon deals physical damage)

~ Bodkin/Armor Piercing (2x AP, 2/3 damage, ineffective on plate/heavy armor)

~ Broadhead (All weights, standard)