AMMUNITION
HANDGUN AND SMG SPECIAL AMMO:
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H/V - hyper velocity is armor piercing and treats armor as being 1/3rd its value. The round has no stopping power and these bullets will pass through an unarmored target with very little (half damage) wound trauma. Cost is 150eb per box of 50, and are unavailable to civilians. Firing full auto may cause the gun to over heat and jam, possibly even blow up.

HESH Rounds - high explosive squash head ammo acts like an explosive hollow point round and it delivers incredible kinetic impact. Damage vs. unarmored target is x2 plus 1D6 due to explosive damage, vs. armored targets damage is halved plus 1D6 due to explosive damage. Cost is 150eb per box of 50. Unavailable to civilians.
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Delayed Fuse Explosive Rounds - these are designed to explode after penetration. Used for assassinations these rounds are extremely deadly, very few people shot with these live. 150eb per box of 50, unavailable to public. Damage is normal plus 1D6.

TRACKING ROUND - these bullets are treated with a harmless radioactive isotope that allows the bullet to be found by a Geiger counter, the isotope lasts 5 days, and even if the bullets passes through the target enough residue will be present in the body to allow tracking. The isotope is sprayed on and a costs 40eb for a ten ounce can, any type of bullet may be sprayed but if used on the TGR it will be burned off.

ICE BULLET- available only for rifles this is a cased round made of frozen carbon dioxide, it must be stored in a special cooling container which keeps the cartridge at a constant temperature of -120 degrees f and once removed the bullet must be fired in 30 seconds. the bullet does regular damage to 250m then drops 1D for every 50 meters after but is useless against hard armor, the advantages of this round are that it dissolves after impact making ballistic test's impossible. 50eb apiece. Bullets made from frozen meat are also available, they have twice the range, and cost 75eb apiece.

THERMAL GENERATING ROUND - once again available only for rifles, this is an armor piercing round that has been treated with a special material that when fired the friction causes a chemical reaction which heats the bullet to +1000 degrees Fahrenheit. Due to the intense heat the bullet will simply pass through any soft armor or flesh...often cauterizing the wound. (AP soft armor sp is 1/4 hard armor is x 3, damage that penetrates is halved but there is an additional 1D6 in burn damage if the round exits the target, if the round remains inside the target damage is 3D6 the first round, 2D6 the second and 1D6 the third.) Rounds cost 60eb apiece.
SHOTGUN SHELLS

X-stun rounds - when fired these rounds spread out into a large x delivering massive amounts of kinetic energy upon impact, shells are 30eb apiece and do 4D10 (stun damage only), this damage ignores all armor.


Busy Bee Shells - When fired these shoot little devices that upon contact with a cyborg send a current through the cyborgs body rendering him completely immobile. The cost is 100eb per shell and there is no damage.


FIN STABILIZED EXPLOSIVE TIPPED SABOT These devastating rounds are solid slugs with a small explosive charge attached to the tip. The explosive detonates on impact, weakening armor or causing massive tissue damage allowing the slug to continue traveling through the target unimpeded. While 25mm mini grenades create a larger explosion, these rounds act more like shaped charges to create a small localized blast that just punches its way through anything, also, unlike the grenades, there is no arming distance, they can be fired point blank range, though its not recommended. Available in 20, 12 and 10 gauge, they do 3d10, 5d10 and 6d10 damage respectively and are sold for 500eb per box.

Glue Shells - these are underpowered charges filled with a gooey substance and are fired at the faces of the enemy to blind them. Cost 30 per box of 12. No damage.

POWDERED GLASS SHOTGUN SHELL - These are quite possibly the most evil things ever created. When fired this round emits a large cloud of fine glass, while this round won't normally kill instantly its after effects are horrendous, initially the glass will rip the skin to shreds, if a head shot occurs then the target is most certainly blinded for life, but the nastiness doesn't even start here. The powdered glass doesn't show up on X-RAY and is too small for the surgeons to go digging. The Miniscule pieces of glass soon begin to itch horribly, scratching might dislodge some of the glass, but is more likely to cause an infection. Any movement in an area hit by this round will cause severe pain and itching. 30 percent of the people shot with this round who have lived have gone insane. The shot itself might not kill you, the infection might not even kill you, but if youre hit with this round you will wish it had. Autumn Blade came across a supply of this ammo while raiding a Militech warehouse for Arasaka, the supply was taken as a means of keeping it off the street. This ammo is extremely rare and Autumn Blade is refuses to sell any of these shells no matter what the cost. Autumn Blade uses these rounds as a threat against betrayal, it works exceedingly well. The rounds are kept hidden and only the Inner Circle knows of their location. Effective range for the shell is 20 feet, afterwards no damage is taken. Useless against any armor and after ten feet even normal clothing provides ample protection. Damage is 2d6 immediate, with infection and metal instability following.
ARROW AND BOLT HEADS
Specialty arrowheads are available for long bows, compound bows, and heavy crossbows. Most of these arrowheads are considerably heavier than normal, and reduce range by half.

ACID The tips on these arrowheads are filled with 3 times the acid of a paintball round, at a higher concentration, and will eat armor, or most other substances, at a rate of 1d6 per round for 6 rounds. 30eb apiece.

A/V This arrowhead has a microphone and camera and a transmitting range of 500 meters. Both camera and mic are on a motorized ring, allowing them to be adjusted via remote after the arrow has been imbedded. Battery allows for 2 hours of continuous use, but the device can be activated and deactivated via remote. 200eb apiece.

EMP This arrowhead delivers an electro-magnetic pulse on impact. Effect is identical to an EMP grenade, 240eb apiece.

FLASHBANG This arrowhead acts identically to a 25mm flashbang grenade. Cost 40eb apiece.

FLARE This arrowhead burns white phosphorous
from four nozzles for 20 seconds, used as either a signal flare, or for illumination. 80eb apiece.

GAS these arrowheads come loaded with tear gas or smoke (red, green, white, or blue), acting exactly like a 25mm gas or smoke grenade. 55eb apiece.

GRAPPLE This titanium arrow is attached to a monowire spindle, and hopefully some form of winch, to attach a line. The hook supports up to 265lbs and has retracting hooks for easier storage. 25eb apiece.

MOTION RESTRAINT - effects identical to a motion restraint caster. 85eb apiece.

PITON This arrowhead works similar to the grapple head, however it is meant to be fired into a firm surface, such as rock or concrete. Upon impact a very small explosive charge is fired, not only driving the arrow tip deeper, but also driving the four forward snapping hooks into the surface as well. If properly set this arrowhead will support up to 250lbs. 75eb apiece.

SONIC This large arrowhead emits an incredibly high pitched squeal for two minutes, it is can be used as either a signal device or to disorient the enemy. Can be retrieved and recharged. 15eb

STUN This broad blunt arrowhead is meant to stun the target, and hits like a punch. 5eb.

TASER Delivers an electrical short on impact, effect is a stun save at -2. Can be retrieved and recharged. 35eb apiece.

TRACER Arrowhead loaded with a tracer, allows a target successfully struck to be track, transmitter distance of 1 mile. 50eb apiece.

TIMEBOMB The explosive charge on this is 3d10, and it can be set to detonate from between 1 second and ten hours.
(Created and written by Deric Bernier,
images from Deric Bernier, Appleseed, Cyberpunk 2077, Macross,
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Tommin, BritNerfMogul, Tigadee, Johnson Arms,
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builders of Mastucorp, the RPF, Nerfhaven, Nerfhq, and
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