Ammunition Variants
by Rich Redman
Editing:Marc Schmalz
Layout and Typesetting: Marc Schmalz
Ammunition Variants originally appeared on The Game Mechanics website as a free download, and was included as an appendix in Modern Player's Companion.
Proper ammunition customizes a firearm for a particular
situation.
Some ammunition can make a weapon unreliable. Such a
weapon jams if you roll a natural 1 on an attack roll. Each source of
unreliability increases the "failure range" by 1. This means a weapon with
three sources of unreliability fails on a natural 1, 2, or 3. Clearing a jam is
a full-round action. GMs may rule that damage to a weapon or immersion of a
weapon also counts as a source of unreliability.
Damage
Modifiers: When ammunition does +1 or more, or -1 or less, points of
damage, it does an additional +1 or -1 point of damage per die of additional
damage done with Burst Fire or Double Tap. When used with Strafe or automatic
fire, it does +1 or -1 point of damage to each affected target.
AET (accelerated energy transfer): AET is a classification of bullets, all of which
incorporate a light, high-velocity bullet with an unusual shape. They penetrate
cover and light armor but still rapidly shed velocity when striking soft
material, like flesh. Because of their unusual shape, AET bullets cause feed
problems in self-loading (semi-automatic or automatic) weapons, making them
unreliable.
AP
(armor-piercing): If your target has armor or natural armor, you gain a
+1 circumstance bonus on attack rolls when using AP ammunition. However, you
suffer a -1 penalty on damage rolls regardless of whether your target is
armored or not. AP bullets do not provide any additional benefit when using
Burst Fire or Double Tap. AP bullets have no effect on the Reflex save caused
by Strafe or automatic fire.
Ball:
Ball ammunition is the standard load for most weapons. No special rules apply.
Explosive:
The tips of these bullets contain an unstable substance, like mercury
fulminate. Firing the bullet arms the detonator, and the round then explodes on
impact. Below .38 caliber pistol ammunition, there isn't enough explosive to
make these functionally different from hollow-points (see below). Explosive
pistol bullets do an additional 1d4 points of damage. Explosive rifle bullets
up to and including 7.62mm do an additional 1d6 points of damage. Explosive
rifle bullets over 7.62mm do an additional 2d4 points of damage. Any time a character
carrying explosive bullets takes more than 6 points of damage from falling,
fire, or an explosion, that character must make a Fortitude save (DC 20). If
the character fails that saving throw, all the bullets explode at once and do
their additional damage all at once to the character and any other character
within 5 feet (Reflex save [DC 5 + the number of bullets] for half).
Flechette:
Flechette ammunition turns any weapon into a shotgun. Instead of firing a
single bullet, flechette ammunition fires a bundle of metal darts. When firing
flechette ammunition, attacks suffer a -2 penalty to damage per range increment
rather than the normal -2 penalty to hit (minimum 1 point of damage).
Glaser:
Glaser is a specific brand of frangible bullet. Frangible rounds break apart,
spreading out within the target. If your target has armor or natural armor, you
suffer a -2 penalty to your attack roll when using Glaser ammunition. However,
you gain a +2 circumstance bonus to damage rolls. If you use Glaser ammunition with
automatic fire, you don't suffer the -2 penalty (you're firing at a square, not
an armored target), but neither do you gain the bonus to damage.
Hollow-point:
Hollow-point ammunition has a hollow tip, or a tip filled with soft lead or
plastic. It deforms on impact. If your target has armor or natural armor, you
suffer a -1 penalty when using hollow-point ammunition. However, you gain a +1
circumstance bonus to damage rolls.
Incendiary:
The tips of these bullets contain a highly flammable substance. Firing the
bullet arms the detonator, and the round then bursts into flame on impact.
Below .38 caliber pistol ammunition, there isn't enough flammable material to
make these functionally different from hollow-points (see above). Incendiary
pistol bullets do an additional 1d4 points of fire damage. Incendiary rifle
bullets up to and including 7.62mm do an additional 1d6 points of fire damage.
Incendiary rifle bullets over 7.62mm do an additional 2d4 points of fire
damage. Any time a character carrying incendiary bullets takes more than 6
points of damage from falling, fire, or an explosion, that character must make
a Fortitude save (DC 20). If the character fails that saving throw, all the
bullets explode at once and do their additional fire damage all at once to the
character and any other character within 5 feet.
Tracer:
Coated with a chemical that burns, leaving a glowing trail behind it, tracer
ammunition grants a +1 equipment bonus on attack rolls, but only when using
automatic fire (or Strafe) and only when using at least 10 bullets in the
attack.
Ammunition Modifiers
Hot
Loads: Hot loads use a heavier propellant charge than is standard for
the weapon. Hot loads do +1 point of damage. Hot loaded ammunition is a source
of unreliability. You cannot combine hot loads with cold loads, but you may
combine them with other types. If combined with ammunition that causes
unreliability, such as AET, hot loads count as a separate source of
unreliability. For instance, a weapon loaded with AET hot loads will jam on a
natural 1 or 2 on its attack roll. Hot loaded ammunition doubles the purchase
DC.
Cold Loads: This
ammunition suffers an additional -1 penalty for each range increment over which
it is fired due to its reduced propellant charge. Some weapons require this
ammunition to be truly silent. Cold-loaded ammunition increases the purchase DC
by +1.
Shotgun Ammunition
Shotgun ammunition comes in a variety of special types
described here.
Birdshot:
Similar to the standard ammunition, buckshot (see below), but with more
and smaller pellets. Designed for hunting small game, birdshot leaves more of
the meat intact. 12-gauge birdshot shells do 2d3 points of damage, and 10-gauge
birdshot shells do 2d4 points of damage. Birdshot suffers a -2 penalty to
damage per range increment rather than the standard -2 penalty to hit (minimum
1 point of damage). This rule supersedes the rule in the d20 Modern rulebook
(see d20 Modern Roleplaying Game Chapter 4, Weapons, Ranged Weapons, Longarms)
which penalizes damage in addition to penalizing the attack role.
Buckshot:
Standard load for shotguns, buckshot suffers a -2 penalty to damage per range
increment rather than the standard -2 penalty to hit (minimum 1 point of
damage). This rule supersedes the rule in the d20 Modern rulebook (see d20 Modern
Roleplaying Game Chapter 4, Weapons, Ranged Weapons, Longarms) which penalizes
damage in addition to penalizing the attack role.
CS:
This shell fires a tiny tear gas grenade. A target struck by the shell
takes 2d4 points of nonlethal damage. However, users normally fire the shell at
a 5-foot square. On the round that it is fired, the CS gas fills the square in
which it lands. On the following round, the cloud fills all adjacent squares.
It disperses after 10 rounds, though a moderate wind disperses the smoke in 4
rounds, and a strong wind disperses the smoke in 1 round. Anyone caught in a
cloud of CS gas must succeed at a Fortitude save (DC 20) or be stunned for 1d6
rounds. A gas mask renders the target immune to the effects. A wet cloth held
over the eyes, nose, and mouth grants a +2 equipment bonus on the Fortitude
save.
CS Penetrating: Similar
to the CS shell, this one is designed to fire through doors and other barriers.
If the target has armor or natural armor, the firer gains a +1 circumstance bonus
on attack rolls when using this ammunition type. A CS penetrating shell deals
2d6 points of lethal damage. If it deals more damage than an intervening
barrier's hardness, it penetrates the barrier and effects the 5-foot square
immediately on the other side. It releases its gas exactly like a CS shell.
Dragon:
This shell effectively turns a shotgun into a low-powered flamethrower.
When fired, the shotgun shoots a five-foot-wide, 20-foot-long line of flame
that deals 2d6 points of fire damage (Reflex save, DC 15, for half) to all
creatures and objects in its path. No attack roll is required. Any creature or
flammable object that takes damage from a dragon shell risks catching on fire
(see the d20 Modern rulebook, Chapter 7, Catching on Fire). Dragon shells lack
sufficient power to operate semiautomatic or automatic shotguns. Such weapons
must be operated manually to chamber the next shell. Furthermore, any weapon
that fires a dragon shell becomes unreliable until it receives special
maintenance (requiring 30 minutes).
Riot:
Riot shells do the same damage as buckshot rounds, except that the
damage is nonlethal. They are meant for dispersing crowds.
Slug:
A slug shell contains a single, heavy projectile, similar to a
conventional bullet. Because of their size, low velocity, and the lack of
rifling in a shotgun barrel, shotgun slugs are not as accurate as rifle
bullets. Shotgun slugs suffer a -2 penalty per range increment on the attack
roll and a -2 penalty per range increment on damage. If the target of the attack
has armor or natural armor, the firer suffers a -1 penalty on attack rolls when
using this ammunition type.
Shotgun slugs can be used to fire explosive and
incendiary rounds from shotguns. Such slugs do additional damage as rifle
bullets over 7.62mm.
Slug,
penetrating: This is a slug shell designed to penetrate armor or cover.
Penetrating slug ammunition is most often used to get
explosive or incendiary loads past intervening barriers. Penetrating slugs
suffer the same -2 penalty per range increment on the attack roll and a -2
penalty per range increment on damage as other shotgun slugs. If the target of
the attack has armor or natural armor, the firer gains a +1 circumstance bonus
on attack rolls when using this ammunition type. If it deals more standard
damage than an intervening barrier's hardness, it penetrates the barrier and
deals its additional damage to the target. If it fails to deal more standard
damage than the barrier, then it deals both the standard and additional damage
to the barrier.
| Caliber/Ammo |
Damage |
Purchase DC |
Restriction |
| Handguns |
| 0.22 |
| Ball |
2d4 |
4 |
Normal |
| Glaser 1 |
2d4+2 |
8 |
Normal |
| Hollow-point 2 |
2d4+1 |
4 |
Normal |
| 0.32 |
| Ball |
2d4 |
5 |
Normal |
| Glaser 1 |
2d4+2 |
9 |
Normal |
| Hollow-point 2 |
2d4+1 |
4 |
Normal |
| .38 Special |
| Ball |
2d6 |
5 |
Normal |
| AP 3 |
2d6-1 |
6 |
Restricted (+2) |
| Flechette 4 |
2d6 |
6 |
Normal |
| Glaser 1 |
2d6+2 |
9 |
Normal |
| Hollow-point 2 |
2d6+1 |
5 |
Normal |
| 9mm |
| Ball |
2d6 |
5 |
Normal |
| AET |
2d6+1 |
10 |
Restricted (+2) |
| AP 3 |
2d6-1 |
6 |
Restricted (+2) |
| Explosive |
2d6+1d4 |
10 |
Military (+3) |
| Flechette 4 |
2d6 |
6 |
Normal |
| Glaser 1 |
2d6+2 |
9 |
Normal |
| Hollow-point 2 |
2d6+1 |
5 |
Normal |
| Incendiary |
2d6+1d4 fire |
10 |
Military (+3) |
| Tracer 5 |
2d6 |
7 |
Normal |
| 10mm |
| Ball |
2d6 |
5 |
Normal |
| AET |
2d6+1 |
10 |
Restricted (+2) |
| AP 3 |
2d6-1 |
6 |
Restricted (+2) |
| Explosive |
2d6+1d4 |
10 |
Military (+3) |
| Flechette 4 |
2d6 |
6 |
Normal |
| Glaser 1 |
2d6+2 |
9 |
Normal |
| Hollow-point 2 |
2d6+1 |
5 |
Normal |
| Incendiary |
2d6+1d4 fire |
10 |
Military (+3) |
| Tracer 5 |
2d6 |
7 |
Normal |
| .357 Magnum |
| Ball |
2d6 |
5 |
Normal |
| AET |
2d6+1 |
10 |
Restricted (+2) |
| AP 3 |
2d6-1 |
6 |
Restricted (+2) |
| Explosive |
2d6+1d4 |
10 |
Military (+3) |
| Flechette 4 |
2d6 |
6 |
Normal |
| Glaser 1 |
2d6+2 |
9 |
Normal |
| Hollow-point 2 |
2d6+1 |
5 |
Normal |
| Incendiary |
2d6+1d4 fire |
10 |
Military (+3) |
| Tracer 5 |
2d6 |
7 |
Normal |
| .44 Magnum |
| Ball |
2d8 |
5 |
Normal |
| AET |
2d8+1 |
10 |
Restricted (+2) |
| AP 3 |
2d8-1 |
6 |
Restricted (+2) |
| Explosive |
2d8+1d4 |
10 |
Military (+3) |
| Flechette 4 |
2d8 |
6 |
Normal |
| Glaser 1 |
2d8+2 |
9 |
Normal |
| Hollow-point 2 |
2d8+1 |
5 |
Normal |
| Incendiary |
2d8+1d4 fire |
10 |
Military (+3) |
| Tracer 5 |
2d8 |
7 |
Normal |
| 0.45 |
| Ball |
2d6 |
5 |
Normal |
| AET |
2d6+1 |
10 |
Restricted (+2) |
| AP 3 |
2d6-1 |
6 |
Restricted (+2) |
| Explosive |
2d6+1d4 |
10 |
Military (+3) |
| Flechette 4 |
2d6 |
6 |
Normal |
| Glaser 1 |
2d6+2 |
9 |
Normal |
| Hollow-point 2 |
2d6+1 |
5 |
Normal |
| Incendiary |
2d6+1d4 fire |
10 |
Military (+3) |
| Tracer 5 |
2d6 |
7 |
Normal |
| .50 AE |
| Ball |
2d8 |
6 |
Normal |
| AET |
2d8+1 |
12 |
Restricted (+2) |
| AP 3 |
2d8-1 |
7 |
Restricted (+2) |
| Explosive |
2d8+1d4 |
12 |
Military (+3) |
| Flechette 4 |
2d8 |
7 |
Normal |
| Glaser 1 |
2d8+2 |
9 |
Normal |
| Hollow-point 2 |
2d8+1 |
6 |
Normal |
| Incendiary |
2d8+1d4 fire |
12 |
Military (+3) |
| Tracer 5 |
2d8 |
7 |
Normal |
1 If your target has
armor or natural armor, you suffer a -2 penalty on attack rolls when using this
ammunition type.
2 If your target has
armor or natural armor, you suffer a -1 penalty on attack rolls when using this
ammunition type.
3 If your target has
armor or natural armor, you gain a +1 circumstance bonus on attack rolls when
using this ammunition type.
4 When using this
ammunition, you suffer a -2 penalty to damage per range increment rather than
the standard -2 penalty to hit.
5 When using this
ammunition, you gain a +1 equipment bonus on attack rolls, but only when using
automatic fire (or Strafe) and only when using at least 10 bullets in the
attack.
| Caliber/Ammo |
Damage |
Purchase DC |
Restriction |
| Longarms |
| 5.56mm |
| Ball |
2d8 |
4 |
Normal |
| AET |
2d8+1 |
9 |
Restricted (+2) |
| AP 3 |
2d8-1 |
5 |
Restricted (+2) |
| Explosive |
2d8+1d6 |
8 |
Military (+3) |
| Flechette 4 |
2d8 |
5 |
Normal |
| Glaser 1 |
2d8+2 |
8 |
Normal |
| Hollow-point 2 |
2d8+1 |
4 |
Normal |
| Incendiary |
2d8+1d6 fire |
8 |
Military (+3) |
| Tracer 5 |
2d8 |
5 |
Normal |
| 7.62mm |
| Ball |
2d10 |
4 |
Normal |
| AET |
2d10+1 |
9 |
Restricted (+2) |
| AP 3 |
2d10-1 |
5 |
Restricted (+2) |
| Explosive |
2d10+1d6 |
8 |
Military (+3) |
| Flechette 4 |
2d10 |
5 |
Normal |
| Glaser 1 |
2d10+2 |
8 |
Normal |
| Hollow-point 2 |
2d10+1 |
4 |
Normal |
| Incendiary |
2d10+1d6 fire |
8 |
Military (+3) |
| Tracer 5 |
2d10 |
5 |
Normal |
| 7.62mmR |
| Ball |
2d8 |
4 |
Normal |
| AP 3 |
2d8-1 |
5 |
Restricted (+2) |
| Explosive |
2d8+1d6 |
8 |
Military (+3) |
| Hollow-point 2 |
2d8+1 |
4 |
Normal |
| Incendiary |
2d8+1d6 fire |
8 |
Military (+3) |
| Tracer 5 |
2d8 |
6 |
Normal |
| 0.444 |
| Ball |
2d10 |
6 |
Normal |
| AET |
2d10+2 |
13 |
Restricted (+2) |
| AP 3 |
2d10-1 |
7 |
Restricted (+2) |
| Explosive |
2d10+2d4 |
12 |
Military (+3) |
| Flechette 4 |
2d10 |
7 |
Normal |
| Glaser 1 |
2d10+2 |
12 |
Normal |
| Hollow-point 2 |
2d10+1 |
6 |
Normal |
| Incendiary |
2d10+2d4 fire |
12 |
Military (+3) |
| Tracer 5 |
2d20 |
6 |
Normal |
1 If your target has
armor or natural armor, you suffer a -2 penalty on attack rolls when using this
ammunition type.
2 If your target has
armor or natural armor, you suffer a -1 penalty on attack rolls when using this
ammunition type.
3 If your target has
armor or natural armor, you gain a +1 circumstance bonus on attack rolls when
using this ammunition type.
4 When using this
ammunition, you suffer a -2 penalty to damage per range increment rather than
the standard -2 penalty to hit.
5 When using this ammunition, you gain a +1 equipment bonus
on attack rolls, but only when using automatic fire (or Strafe) and only when
using at least 10 bullets in the attack.
| Caliber/Ammo |
Damage |
Purchase DC |
Restriction |
| Shotguns |
| 12-gauge |
| Buckshot 4 |
2d8 |
4 |
Normal |
| Birdshot 4 |
2d3 |
3 |
Normal |
| CS |
2d4 nonlethal |
12 |
Restricted (+2) |
| CS penetrating 3 |
2d6 |
14 |
Restricted (+2) |
| Dragon |
Special |
12 |
Military (+3) |
| Riot |
2d8 nonlethal |
5 |
Normal |
| Slug 2, 6 |
2d8 |
4 |
Normal |
| Slug, explosive 2, 6 |
2d8+2d4 |
8 |
Military (+3) |
| Slug, incendiary 2, 6 |
2d8+2d4 fire |
8 |
Military (+3) |
| Slug, penetrating 3, 6 |
2d8 |
6 |
Restricted (+2) |
| 10-gauge |
| Buckshot 4 |
2d10 |
4 |
Normal |
| Birdshot 4 |
2d4 |
3 |
Normal |
| Riot |
2d10 nonlethal |
5 |
Normal |
| Slug 2, 6 |
2d10 |
4 |
Normal |
| Slug, explosive 2, 6 |
2d10+2d4 |
8 |
Military (+3) |
| Slug, incendiary 2, 6 |
2d10+2d4 fire |
8 |
Military (+3) |
| Slug, penetrating 3, 6 |
2d10 |
6 |
Restricted (+2) |
1 If your target has
armor or natural armor, you suffer a -2 penalty on attack rolls when using this
ammunition type.
2 If your target has
armor or natural armor, you suffer a -1 penalty on attack rolls when using this
ammunition type.
3 If your target has
armor or natural armor, you gain a +1 circumstance bonus on attack rolls when
using this ammunition type.
4 When using this
ammunition, you suffer a -2 penalty to damage per range increment rather than
the standard -2 penalty to hit.
5 When using this
ammunition, you gain a +1 equipment bonus on attack rolls, but only when using
automatic fire (or Strafe) and only when using at least 10 bullets in the
attack.
6 When using this
ammunition, you also suffer a -2 penalty to damage per range increment as well
as the standard -2 penalty to hit.
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15. COPYRIGHT NOTICE
- Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
- Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
-
- Ultramodern Firearms d20, Copyright 2002, Charles McManus Ryan.
-
- Modern Player's Companion, Copyright 2003, The Game Mechanics, Inc.; Author: Stan!
-
- Ammunition Variants, Copyright 2003-2004, The Game Mechanics, Inc.; Author: Rich Redman
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