Ammunition

### Armour-Piercing Ammunition

* When using this ammunition, you ablate armor by 2 instead of 1 whenever you would ablate armor.

### Biotoxin Ammunition

* When using this ammunition, you deal no damage with your attack.
* Anyone meat hit by your attack must instead attempt to beat a DV15 Resist Torture/Drugs Check.
* Anyone who fails is dealt 3d6 damage directly to their HP. Their armor isn't ablated because it wasn't interacted with.

### EMP Ammunition

* When using this ammunition, you deal no damage with your attack.
* Anyone hit by your attack must instead attempt to beat a DV15 Cybertech Check.
* If they fail, the GM chooses 2 pieces of their Cyberware or carried electronics to become inoperable for 1 minute.
* Cyberlimbs that are rendered inoperable act as their meat counterparts do when they have been dismembered, but they still hang loosely.

### Expansive Ammunition

* When using this ammunition, whenever you cause the Foreign Object Critical Injury, the victim rolls again on the Critical Injury table until they roll a Critical Injury that isn't Foreign Object. The victim then suffers that Critical Injury as well.
* This second injury deals no Bonus Damage.

### Flashbang Ammunition

* When using this ammunition, you deal no damage with your attack.
* Anyone hit by your attack must instead attempt to beat a DV15 Resist Torture/Drugs Check.
* Anyone who fails suffers the Damaged Eye and Damaged Ear Critical Injuries for the next minute.
* You do not take the Bonus Damage from the Critical Injuries.

### Incendiary Ammunition

* When using this ammunition, whenever you deal damage to a target through their armor, you ignite the target.
* Until your target spends an Action to put themselves out, they take 2 damage directly to their HP whenever they end their Turn.
* Multiple instances of this effect cannot stack.

### Poison Ammunition

* When using this ammunition, you deal no damage with your attack.
* Anyone meat hit by your attack must instead attempt to beat a DV13 Resist Torture/Drugs Check.
* Anyone who fails is dealt 2d6 damage directly to their HP. Their armor isn't ablated because it wasn't interacted with.

### Rechargeable Ammunition

* Battery packs that are of this type can be recharged over the course of 1 hour when drained at any electrical access point.

### Rubber Ammunition

* Damage dealt using this ammunition cannot cause a Critical Injury. Additionally, attacks made with this ammunition cannot ablate armor.
* If damage dealt by this ammunition would reduce a target with more than 1 HP to less than 0 HP, they are instead left at 1 HP.

### Sleep Ammunition

* When using this ammunition, you deal no damage with your attack.
* Anyone meat hit by your attack must instead attempt to beat a DV13 Resist Torture/Drugs Check.
* Anyone who fails is now Prone and Unconscious for 1 minute or until they are woken by taking damage, or by someone else using an Action that touches them.

### Smart Ammunition

* Targeting Scope Cyberware and a Smartgun Link Attachment are required in order to make use of Smart Ammunition.
* When fired by a user without Targeting Scope Cyberware, smart ammunition won't fire even when the trigger is pulled, as a safety feature.
* When using this ammunition, whenever you miss a shot by 4 or less when making a Single Shot attack, your missed shot immediately has a second chance to hit your target.
* This second chance to hit is made by rolling again to hit the exact same shot DV on the range table which you missed, except that you add 10 to the d10 instead of anything you would typically add to the Check, with the only exception being LUCK.
* A target that can dodge bullets can choose to dodge this ranged attack as normal.

### Smoke Ammunition

* Obscures a 10m by 10m area with smoke for a minute on impact. The typical penalty for trying to perform a task obscured by smoke is -4.

### Teargas Ammunition

* When using this ammunition, you deal no damage with your attack.
* Anyone with meat eyes hit by your attack must instead attempt to beat a DV13 Resist Torture/Drugs Check.
* Anyone who fails suffers the Damaged Eye Critical injury for the next minute. You do not take the Bonus Damage from the Critical Injury.