Special Ammunition

Special ammunition can be obtained for projectile weapons in clips of 20 rounds (weight of 1lb) at the indicated price. A weapon can only hold ammo of one type at a given time unless otherwise noted. Switching ammo counts as reloading. Only projectile weapons which do ballistic damage can use special ammunition.

Armor-Piercing (100 $/cr). Armor-piercing rounds ignore 10 points of SOAK, but do half damage.

Hollow Point (100 $/cr). Hollow point rounds do extra damage to unarmored targets. They increase the damage of a projectile weapon by 1d6, but double the target's SOAK.

Rubber Bullets (100 $/cr). Rubber bullets can be used to cause non-lethal damage to the target (giving it the Stun trait). They are popular with bounty hunters seeking to take their prey alive, although the default on the frontiers tends to be “Dead or Alive”; and dead is easier. Rubber ammunition can be purchased for the same price as regular ammunition in any projectile non-automatic weapon.

Tracers (100 $/cr). Highly visible rounds which assist in aiming, directing fire, and marking targets at the expense of revealing the gunner’s position. Using tracer rounds causes a 1d6 penalty to any cover or concealment bonus enjoyed by the gunner, but grants a +1d6 bonus for one round to all ranged combatants firing on the same target (a successful hit is not required to grant this bonus). Note that beam weapons like phasers can act like tracers if the operator so chooses. Using tracer rounds (or a beam weapon as a tracer) requires two actions.