Weapons

The following is a list of weapons available in NowhereMash. This list is in addition to the weapons available in d20 Modern.

## Ranged Weapons

### Other Ranged Weapons

\*See text

1See this weapon's description for special rules

2This weapon does special damage. See the weapon description.

## Ammunition

### Special Ammunition

**AET Ammunition:** Accelerated energy transfer (AET) ammunition provides a +1 equipment bonus on damage rolls. Using AET ammunition makes a weapon unreliable.

**Armor-Piercing:** Armor-piercing ammunition provides a +1 circumstance bonus on attack rolls against targets with armor or natural armor. However, it incurs a -1 penalty on damage rolls (whether the target is armored or not). Additionally, armor-piercing ammunition can ignore up to 10 points of the BESM Armor attribute. In this case, it does not penalize damage rolls.

**Beanbag:** Beanbag ammunition fires a small bag filled with lead shot instead of standard ammunition. Beanbag rounds deal the same amount of damage as a normal load, but the damage dealt is non-lethal. Beanbag rounds are only available for shotguns.

**Birdshot:** Birdshot is a lighter load of shotgun ammunition, intended for use in bird hunting. It reduces the damage dealt by a shotgun by 1 die.

**Blessed:** Blessed ammunition is treated as magical and good-aligned for the purposes of bypassing the damage reduction of creatures with the Evil subtype and the undead. In addition, all critical hit rolls against such targets are automatically successful, so every threat is a critical hit.

**Flechette:** Flechette rounds fire bundles of razor-sharp, fin-stabilized tungsten darts. A weapon that fires this ammunition improves its critical threat range by 1, but takes a -1 penalty on attack rolls. Flechette rounds are only available for shotguns.

**High-Explosive:** High explosive ammunition is used mostly in grenade launchers and occasionally shotguns, but can be found for other weapons, though very expensive and difficult to come by. High explosive ammunition deals 1 extra die of damage of the appropriate type for the weapon.

**Hollow-Point:** Hollow-point ammunition provides a +1 circumstance bonus on damage rolls. However, if the target has armor or natural armor, hollow-point ammunition incurs a -1 penalty on the attack roll. Additionally, this ammunition counts as a Low Penetration attack for the purposes of overcoming the BESM Armor attribute.

**Rubber:** Rubber rounds exist for all types of handguns and longarms. Rubber ammunition deals nonlethal damage.

**Silvered:** Silvered ammunition bypasses the damage reduction of any creature that is vulnerable to silver (such as werewolves). It is never mass-produced and must be made by hand, as reflected by its high cost.

**Subsonic:** Subsonic ammunition is prepared with a reduced propellant charge so that the bullets do not exceed the speed of sound. For firearms that normally deal 2d4 points of damage, subsonic ammunition has no special effect. For firearms that normally deal 2d6 points of damage, subsonic ammunition imposes a -1 penalty on damage rolls. Fore firearms that normally deal 2d8 or 2d10 points of damage, subsonic ammunition imposes a -2 penalty on damage rolls. Subsonic ammunition is not available for weapons that deal more than 2d10 points of damage.

**Tracer:** Tracer ammunition grants a +1 equipment bonus on attack rolls, but only when the weapon is fired on autofire and 10 bullets are used in the attack. For instance, this bonus applies if you make a standard autofire attack. If used with the Burst Fire feat, the bonus is only gained if 10 bullets are fired instead of the 5 normally required by the Burst Fire feat (firing these additional bullets does not otherwise affect your attack or damage rolls).

**Ultraviolet:** Ultraviolet ammunition is treated with a chemical that releases an intense burst of UV light on impact, dealing an additional 2d6 points of damage to creatures that take damage from sunlight (such as vampires).

**White Phosphorous:** White phosphorous-tipped rounds can inflict terrible burns on a target. Any target damaged by a white phosphorous round takes an additional 1d6 points of fire damage and risks catching on fire.