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Basic AmmunitionSpecial Rules: Ranged OR Explosives
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NameValueEffectPistol"1 Handed" (for Perks, Griffons, etc.)
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.22LR0.5Rifle"2 Handed" (for Perks, Griffons, etc.)
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0.308 Round2SMGAutomatic "1 Handed" weapon (for Perks, Griffons, etc.)
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0.32 Round0.5Automatic RifleAutomatic "2 Handed" weapon (for Perks, Griffons, etc.)
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.357 Round1ShotgunLosses 1d10 bonus damage for each yard past Short range. Also loses half base damage when past Medium. *Sawed-off are special, see their entry*
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.44 Round1.5
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.45 Auto1.5HeavyDesigned for use with a Battle Saddle. Being 'saddled' reduces the Strength Requirement by 3 (instead of 2). Cannot otherwise be multiple-wielded.
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.45-70 Govt2
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.50 MG3
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5mm Round0.5Armor PiercingCarbineDoes not suffer a to-hit penalty at Point Blank range.
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5.56mm Round1RevolverSlower reload without Speed Loader. Cannot jam.
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9mm Round0.5Bright-20 to sneak attempts in illuminated areas, -20 to ranged attacks against targets obscured by the light
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10mm Round1
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12.7mm Round1.5SniperDoes not suffer hit penalties due to range (except at Point Blank). Counts as both Long ranged and Unwieldy for Point Blank penalties (a total of -25 at PB). If the weapon's Scope is damaged or the weapon's condition drops below Used, then the weapon loses the Sniper quality and the range changes to Long until repaired.
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BB0.25
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Dart1
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Bolt1
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Flare Round2DT -2, +2d10 Fire, Blinding
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Shotgun Shell1Target DT x 3SilentAfter EACH attack the wielder can make a Stealth check to remain hidden, target can make a PER check if it survives the round.
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Spark Cell
(Gem Pack)
1DT -2
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MFC (Magic Fusion Cell)1.5DT -2Recharging Ammo (new version in progress)After weapon is drawn it recharges 3 shots at the end of each turn. If drawn *before combat* the weapon will be fully charged by the time combat starts, otherwise it starts at 0 charge. Auto 'deactivates' after 10mins without use.
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ECP (Energon Crystal Pack)0.5DT -2
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Flamer Fuel0.5
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Railway Spikes1
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25mm Grenade4AoE (5)MagicUses the Magical Energy Weapons skill. Critical hits do 200% normal damage instead of 150%.
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40mm Grenade6AoE (10)
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Missile25-10 to hit Dodging opponents, AoE (15)Recharging AmmoRecharges fast enough that it effectively never needs to reload, infinite ammo.
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Balefire Egg125RadsAoEHas an Area of Effect value. Targets within a number of feet equal to that value take full damage. For every full (AoE value) feet a target is away from the explosion, damage is reduced by 25%. (Any target more than four times the AoE value in feet from the explosion takes no damage.)
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Anti-Matrix Damage
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Anti-Matrix (AX) is special damage designed to shut down devices which rely on a spell matrix (such as robots, turrets, PipBucks, cybernetics and magically-powered armor). AX damage does not damage the target, but may cause the target's spell matrix to shut down. When attacking such a target with an anti-matrix weapon or ammo, and the attack successfully deals damage, add the bonus AX damage listed to the total attack. Should the amount of damage the target has taken including AX damage exceed the target's health, the spell matrix shuts down and will not restart unless it is rebooted. Rebooting a spell matrix requires special tools, a functional spell matrix to jumpstart the dead one, and a successful ordinary (+10) science check at moderate(50) skill requirement. Rebooting cybernetics also requires the cybersurgeon perk. AX damage taken in the same turn stacks. DT does not apply to AX damage. AX damage resets to zero at the beginning of each turn.
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RareThese items are not available for purchase without GM permission, regardless of Tier.
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EnchantedListing assumes a flame enchantment (this damage over time effect stacks per bullet and causes damage at the start of each of the target's turns). The enchantment damage (or effect) ignores armor, but does not occur unless the base damage is greater than the target's armor. The exact nature of the enchantments on these weapons will vary. See the Imbuing spell set for additional enchantment ideas.
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Anti-Matrix (light)See "Anti-Matrix Damage" Adds (10++) AX damage for disabling PipBucks, cybernetics and magically-powered armor; (30++++) AX damage for disabling robots and turrets.
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Anti-MatrixSee "Anti-Matrix Damage" Adds (25+++) AX damage for disabling PipBucks and cybernetics; (75++++++) AX damage for disabling and magically-powered armor, robots and turrets.
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Armor PiercingIgnores half the target's DT (rounded down)
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Armor Piercing (heavy)Ignores the target's DT.
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Full Ammunition ListRadsInflicts an amount of radiation equal to half it's damage. This is reduced by Radiation Resistance.
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NameTypeValueEffectUnwieldy (ranged)Suffers -10 to hit at Point Blank range. All Battle Saddle weapons count as Unwieldy (if they didn't already).
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.22LRStandard0.5-ScopedAdds +10 to hit past Short Range
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Hollow Point1+1d10 DAM, Target DT x 3Tube LoadedSlow reload. Can choose to reload only half the ammo capacity (rounded down) for half its normal reload cost.
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Plinking0.25-2 DAM
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0.308 RoundStandard2-
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Hollow Point5+3d10 DAM, Target DT x 3
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Armour Piercing5-5 DAM, Armor PiercingSpecial Rules: Melee OR Unarmed
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JSP Hoof-load*Crafted*+1d10 DAM, +2% C.Fail ChanceMagicCritical hits do 200% damage rather than 150%.
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0.32 RoundStandard0.5-
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Hollow Point1+2d10 DAM, Target DT x 3PoweredRequires a Spark Battery. Attacks are never silent.
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Plinking0.25-2 DAM
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.357 RoundStandard1-InconspicuousIs not considered a "weapon" by members of societies and communities that restrict the carrying of weapons.
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Hollow Point1.5+2d10 DAM, Target DT x 3
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.38 Special0.5-5 DAM, -1% C.Fail ChanceConcealableCan be easily hidden (Sneak +20).
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JFP Hoof-load*Crafted* +1d10 DAM, DT -3, +5 to Hit
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.44 Magnum RoundStandard1.5-ChargingDeals an extra 2d10 damage on a charge.
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Hollow Point3+3d10 DAM, Target DT x 3
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Special Round1-5 DAM, -1% C.Fail ChanceStunningThe target applies Stun DT against Stun. Stun damage ignores DT except for magical shields (which double their DT against Stun Damage).
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SWC Hoof-load*Crafted* +1d10 DAM, Target DT -6
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.45 AutoStandard1.5-
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Hollow Point3+2d10 DAM, Target DT x 3Armor Piercing (light)Ignores 5 of the target's DT.
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+P3+3 DAM, Target DT -2, +1% C.Fail Chance
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Super Hoof-load*Crafted*+1d10 DAM, Target DT -4, +4% C.Fail ChanceArmor PiercingIgnores half the target's DT (rounded down)
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.45-70 GovtStandard2-
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Hollow Point4+3d10 DAM, Target DT x 3 Armor Piercing (heavy)Ignores the target's DT.
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SWC Hoof-load*Crafted*+1d10 DAM, Target DT -6, +4% C.Fail Chance
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.50 MGStandard3-CripplingDeals double damage to limbs for the purposes of crippling. (Extra damage does not reduce hit points.)
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Armour Piercing7-5 DAM, Armor Piercing
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Incendiary9Ignites Target causing 3d10 burning damage per roundUnlucky-1 Luck for purposes of determining Critical Success and Critical Failure ranges
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Explosive20Regular damage to target. Causes half damage and possible knockdown in an AoE (5)
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Match Hoof-load*Crafted*+1d10 DAM, +10 to HitAgileUses Agility rather than Strength to determine damage (or VER+1 [Max: 10] rather than POT+1 for telekines-wielding).
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5mm RoundStandard0.5Armor Piercing
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Hollow Point1.5+1d10 DAM, Target DT x 2Anti-MatrixCauses +2d10 to Robots and Power Armored opponents; will shut down Robots, Power Armor and PipBucks on a critical success.
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Armour Piercing1.5-5 DAM, Armor Piercing (Heavy)RepulserPushes the target back as per a Slam
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Surplus0.25+2 DAM, Armor Piercing, +6% C.Fail Chance, -10 to HitEnchantedListing assumes a flame enchantment. The enchantment damage (or effect) ignores armor, but does not occur unless the base damage is greater than the target's armor. The exact nature of the enchantments on these weapons will vary. See the Imbuing spell set for additional enchantment ideas.
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JSP Hoof-load*Crafted*+3 DAM, Armor Piercing, +1% C.Fail ChanceBurningSets opponent on fire, dealing an additional 1d10 per turn for five turns ignoring armor (unless environmentally sealed). This damage is reduced by Fire Resistance.
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5.56mm RoundStandard1-
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Hollow Point2+2d10 DAM, Target DT x 3UnarmedAttacks count as unarmed attacks and fall under the Unarmed skill. Unarmed weapons cannot be disarmed, and take a minute to strap on or remove.
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Armour Piercing2-5 DAM, Armor Piercing
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Surplus1 +2 DAM, +4% C.Fail ChanceUnarmed (Bladed)Attacks count as unarmed attacks and fall under the Unarmed skill. May be used with Steel Claw for bleeding effect
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.223 Caliber1-2 DAM, -1% C.Fail Chance
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Match Hoof-load*Crafted* +2 DAM, +10 to HitReach+10% bonus to parry. If an opponent closes into melee/point blank range, you may immediately spend AP to make an attack regardless of your initiative.
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9mm RoundStandard0.5-
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Hollow Point1.5+1d10 DAM, DT x 3
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+P1.5 +2 DAM, DT -2, +1% C.Fail ChancePoisonedAttacks also inflict poison damage. This damage may be resisted with Poison Resistance. Requires poison.
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JHP Hoof-load*Crafted* +2d10 DAM, DT x 2
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10mm RoundStandard1-SetThis weapon is always used as part of a set (usually two or four). You do not have to purchase each separately. Nor can multiple weapon fighting be applied.
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Hollow Point2+2d10 DAM, DT x 3
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JHP Hoof-load*Crafted*+2d10 DAM, DT x 2
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12.7mm RoundStandard1.5-Unwieldy (melee)Attempting to wield multiple of this weapon inflicts an extra -1 to Agility and a -10 to attacks per weapon. The Agility penalty does not apply if using telekinesis.
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Hollow Point3.5+3d10 DAM, DT x 3
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JHP Hoof-load*Crafted*+3d10 DAM, DT x 2
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Shotgun ShellStandard1Target DT x 3ThrownAttacks count as armed attacks but use the Unarmed skill.
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Magnum2 +5 DAM, DT -2, Target DT x 3, +1% C.Fail Chance
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RareThese items are not available for purchase without GM permission, regardless of Tier.
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Flechette1.5-2 DAM, DT -8, Target DT x 2JoustingMay be used with a Slam attack. Gains +2d10 damage when used for a Slam attack.
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Slug1-4d10 DAM, No damage loss over range** Wingblades require wings.
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Pulse Slug2-4d10 DAM, -5 DAM, No damage loss over range, Anti-Matrix (light)
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Dragon's Breath2-2 DAM, Target DT x 3, Ignites target causing 2d10 burning damage per round, Now loses damage starting from Point Blank (see Sawed Off Shotgun)
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Bean Bag1.5Deals Stun damage. Target gets half DT from armor as well as normal Stun DT. If Point Blank then END check to knock Target down/out (check modified by GM according to Target/repeated hits)

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Spark CellStandard1DT -2
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Overcharge2 +1d10 DAM, DT -5, +1% C.Fail ChanceAmmo Note:
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Max Charge2.5 +2d10 DAM, DT -10, +4% C.Fail Chance"+2% C.Fail Chance" means that a character is 2% more likely to suffer a Critical Failure when using that ammo type in their weapon. For example; a Luck 6 character using [.45 Auto +P] rounds (which have +1% C.Fail Chance) has an increased Critical Failure range of 97 to 100, instead of 98 to 100.
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Bulk0.5-2 DAM, -1% C.Fail Chance
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Optimized*Crafted* +1d10 DAM, DT -5
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MFC (Magic Fusion Cell)Standard1.5DT -2
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Overcharge3 +1d10 DAM, DT -5, +1% C.Fail Chance
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Max Charge4 +2d10 DAM, DT -10, +4% C.Fail ChanceCrafted Ammo:(working rule)
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Bulk0.5-4 DAM, -1% C.Fail ChanceTo craft these ammo types the character requires the relevant Perk (either Ammo Crafter for bullet recipes or Vigilant Recycler for magic recipes.) It takes 2 standard bullets/cells to make 1 crafted one. The player will also need a suitable place to work (such as a reloading bench.) Any character is free to use Crafted ammo once it has been made, however if the character does NOT have the required Perk to make it themselves then they suffer an additional +4% C.Fail Chance as they do not know how to properly handle the more powerful charges. This penalty is reduced by 1% for every full 25 points of Mechanics that the character has (meaning that at Mechanics 100 there is no penalty.)
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Optimized*Crafted* +1d10 DAM, DT -5
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ECP (Energon Crystal Pack)Standard0.5DT -2
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Overcharge1 +3 DAM, DT -5, +1% C.Fail Chance
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Max Charge1.5 +5 DAM, DT -10, +4% C.Fail Chance
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Bulk0.25-2 DAM, -1% C.Fail Chance
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Optimized*Crafted* +3 DAM, DT -5
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Flamer FuelStandard0.5-
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Homemade0.25 +4% C.Fail Chance
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Optimized*Crafted* +1d10 DAM, DT -5, +1% C.Fail ChanceAmmo Scarcity:
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Railway SpikesStandard1-Special ammo types are usually limited by how hard it is to find rather than its cost. For example the GM might require a Luck check to see if a merchant has the kind of bullet a character is looking for, modifying the roll depending on the circumstances in game. A d6/d10 could then be used to see how many of that round is in stock. Merchants encountered later on or traders with access to military supplies would be much more likely to have special ammo types and would have them in greater quantities. All this is up to the GM of course.
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25mm GrenadeStandard4AoE (5)
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High Explosive10+3d10 DAM, AoE (10)
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Plasma6+3d10 DAM, AoE (5)
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Pulse6AoE (5), Anti-Matrix (light)
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Timed*Crafted*5 second fuse
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40mm GrenadeStandard6AoE (10)
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Incendiary9-15 DAM, +2d10 Fire/turn (3 turns), AoE (5)
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Plasma9+3d10 DAM, AoE (5)
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Pulse9AoE (5), Anti-Matix
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MissileStandard25-10 to hit Dodging Opponents, AoE (15)
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High Explosive75 -10 to hit Dodging Opponents, +6d10 DAM, AoE (20)
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High Velocity75AoE (15)
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High Pulse100-10 to hit Dodging Opponents, AoE (15), Anti-Matrix
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Hive50Half damage, AoE (45)
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Flare RoundLow Burn2DT -2, +2d10 Fire/turn (3 turns) -- as per weapon stats, Blinding
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High Burn3DT -2, +4d10 Fire/turn (2 turns), Blinding
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