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Ammunition
The following list of ammo is a reference for weapons that use the Guns skill.
# |
Ammo Type |
AC |
DR |
Damage |
Value |
1 | .223 AP | -15 | 0 | 1d6 [Ignores DT] | 20 | 2 | .223 FMJ | 0 | -10 | 1d10 | 20 | 3 | .22LR | 0 | 0 | 1d6 | 3 | 4 | .308 | -15 | -20 | 1d10 | 8 | 5 | .357 Magnum | -10 | -10 | 1d6 | 3 | 6 | .38 Caliber | 0 | 0 | 1d6 | 10 | 7 | .44 Magnum AP | -10 | 0 | 1d6 [Ignores DT] | 12 | 8 | .44 Magnum JHP | 0 | -10 | 1d8 | 10 | 9 | .45 Caliber | 0 | -5 | 1d6 | 3 | 10 | .45-70 Gov't | 0 | -10 | 1d8 | 10 | 11 | .50 DU | -30 | -50 | 1d8 | 16 | 12 | .50 MG | -10 | -20 | 1d6 | 10 | 13 | .50 MG AP | -20 | -10 | 1d4 [Ignores DT] | 10 | 14 | .50 MG Incendiary | -10 | -10 | 1d4 [Fire Damage] | 10 | 15 | 10mm AP | -10 | 0 | 1d4 [Ignores DT] | 17 | 16 | 10mm JHP | 0 | -10 | 1d6 | 15 | 17 | 12 Gauge Beanbag | 0 | 0 | 1d4 [Non-Lethal] | 5 | 18 | 12 Gauge Buck | 0 | 0 | 1d10 | 8 | 19 | 12 Gauge EMP | 0 | 0 | 2d20 [Non-Organic] | 25 | 20 | 12 Gauge Incendiary | -10 | 0 | 1d8 [Fire Damage] | 12 | 21 | 12 Gauge Slug | 0 | 0 | 1d8 | 8 | 22 | 12.7mm JHP | 0 | -10 | 1d8 | 4 | 23 | 14mm AP | -20 | 20 | 1d8 [Ignores DT] | 60 | 24 | 14mm JHP | 0 | -20 | 1d10 | 50 | 25 | 20 Gauge Buck | 0 | 0 | 1d8 | 4 | 26 | 20 Gauge EMP | 0 | 0 | 3d12 [Non-Organic] | 20 | 27 | 20 Gauge Slug | 0 | 0 | 1d6 | 4 | 28 | 4.7mm Caseless | -10 | -10 | 1d10 | 50 | 29 | 5.56mm | 0 | -20 | 1d8 | 12 | 30 | 5mm | 0 | 0 | 1d8 | 10 | 31 | 7.62mm | 0 | 0 | 1d10 | 6 | 32 | 7.65mm | 0 | 0 | 1d8 | 6 | 33 | 9mm AP | -10 | 0 | 1d4 [Ignores DT] | 12 | 34 | 9mm Ball | 0 | -10 | 1d6 | 15 | 35 | 9mm JHP | 0 | -10 | 1d6 | 10 | 36 | Arrow | 0 | 0 | 1d4 | 1 | 37 | BBs | 0 | 0 | 1d4 [Non-Lethal] | 1 | 38 | Bolt | 0 | 0 | 1d6 | 1 | 39 | Dart | 0 | 0 | 1d4 [Non-Lethal] | 1 |
Legend
# |
AC |
DR |
Damage |
Value |
ID |
Certain ammo will reduce the target's Armor Class either because it is armor piercing (AP), or high velocity. The projectile is therefore more likely to hit its mark. |
Rounds that are jacketed hollow points (JHP), as well as others, will reduce the target's Damage Resistance upon impact. |
Ammunition specifies the dice used when determining damage by use of the Guns skill. Additional effects may apply before or after damage is determined. |
This is the value in Caps (FOC). |
[Ignores DT] Usually armor piercing (AP) ammo, the target's Damage Threshold will be completely ignored and no damage subtracted. Skip DT altogether and move onto calculating Damage Resistance. |
[Fire Damage] A post-impact implication, treat this as you would fire damage. The spread is contained, consistent with small arms fire, and is meant to debuff the target specifically. |
[Non-Lethal] This is to be understood as "less than lethal". While not typically inducing death, a targeted shot by a skilled individual may be lethal. Accidents might also occur. |
[Non-Organic] Any weapon or ammo associated with Pulse or EMP is limited to non-biological entities only. This effect can be applied to any mechanical or electronic device, regardless of perceived intelligence, if any. Though damage to organic targets may result, it is minimal and non-lethal. |
[Toxic Lace] For certain ammunition types, lacing the projectile with poison is an option. For most Guns, however, their delicate mechanisms can become jammed. Non-lethal weapons that are laced can be lethal in long-term situations. Feces and advanced poisons can be used to cause amputation or even death. |
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