TAROT FIREARMS

by Paul Finch (pfinch@nmsu.edu)


DESIGNERS NOTE: We all have come to realize that FASA is slow to develop new weapons for the game. Most of us do not have the time to sit around and dream up new weapons and then write them up. Since they are notoriously slow (and lacking in weapon system wisdom) I decided it was time to expand the games mechanics of combat in another dimension - namely that of ammunition. Not to mention that I feel that shotguns are underrated as the game mechanics go. So I have spent particular effort in designing ammunition for them. Most of the rounds presented below are real in this day and age. I have added some rules and revamped just about everything I have found on the net. This system I present here is made to replace all existing ammunition rules except those presented by FASA. This is personally copyrighted material (with some from others whom have so graciously allowed me to use it here) which you may use as long as you send me feedback and pass it along at no cost to the recipient.

NOTE: All FASA standard conventions used for the game mechanics are as seen in the various publications and used herein with the following additions:

RF: Ricochet Factor; If the gamemaster wishes he/she may roll one six sided die to determine if a ricochet occurs. A roll equal to or below the listed number indicates a ricochet has occurred. It is up to the GM to determine the results. I add it in for fun and realism myself. I do not let this slow down the game play or allow it to become to much of a burden on me the game master. It is for fun, and to add a little flavor to certain situations.

BAL (ballistic armor) / IMP (impact armor) / BARR (barrier rating) / VEH (vehicular armor): are the various types of armor that a round must deal with. If it is a positive value (number) you add it to the particular armor value. Conversely if it is a negative value (number) you subtract it from the particular armor rating. If the value is a fraction you use the appropriate amount of armor rating as the fraction indicates. In all cases the adjustment occurs before the damage resistance roll is made.

EXAMPLE: BAL: 1/2 means you use one-half of the targets ballistic armor rating. This gets complicated with the Armor Defeating ammunition. Some of it may be redundant but in certain cases a round may perform better against one type of armor than another.

ADD EFFECTS: any additional effects that do not require a separate listing in the game effects section.

GAME EFFECTS NOTES: Any special game effects notes will be added at the end of the particular section that the round is listed in.

SUGGESTED RULES FOR AMMUNITION USE: After a quick look at this section it will quickly become evident that there is one heck of a lot of new ammunition that will become available to the player characters. From a game masters perspective this presents a new twist on the adage of a headache in paper work. Here are a few suggestions in handling the new influx of ammunition into your campaign.

1) First off limit the amount and availability of the amount of new types of ammunition into your campaign. You might want to make a list and set guidelines for when each round will be allowed to be purchased by the players. This keeps the amount down and the players from having to deal with quite a few of the various new types too suddenly. After a while they will begin to understand the new versions and how they are employed against targets in various situations.

2) Remember that you can increase and decrease the conventions such as availability and cost as you wish to custom fit them for the level of your campaign. As presented here they are balanced and equal on a sliding scale from least deadly to the absolute killer ammo.

3) Ok so you and your players want to have a ball feeding all these new types through your weapons systems of choice. Fine! I am glad you want to. But after a second thought you should realize that the amount of record keeping of ammunition types, amounts and what is in each magazine will become a slight drain on your game time. I suggest the following tips to help with it:

Have each player chose which one ammunition type they want to carry all the time. Then borrow their character sheet for a second (or have them do it) and permanently adjust their damage code on the sheet for the particular round being carried. Then give it back and forget about it.

So they want to carry more than one type of ammunition all of the time (In my game only my major NPC does this). Ok, take a sheet of paper (or have the player do it) and record the weapon system and then list the various types of ammunition carried for it. Make a notation of how many total rounds are carried and in what type of magazine they are being hauled around in. Tuck this back behind the normal character sheet and you are set. Just make sure that the player keeps track of what he/she has loaded.

EXAMPLE: Ares Predator APDS (stats) 150 rounds total in 10 15 round magazines.

Now for the die hard weapon freaks (of which I am one) who wish to mix more than one type of ammunition in one clip. My first suggestion is to get a copy of a Ammunition Record Sheet from a certain other game system (Twilight: 2000 comes to mind). It works real well. If you don't play the game I am suggesting that you take the above and just expand it some more.

EXAMPLE:

Ares Predator
Mag 1:15 Rounds Total; Mix of, APDS/TRACER/HESH in that order-repeating
Mag 2:15 Rounds Total; Mix of, APDS/APFSF/Explosive in that order 2 of each

4) I usually have my NPC bad guys have one standard load for their weapons and audit the damage code as needed. It saves time and adds a sense of suspense in the player characters' minds as to what types they are going to defend against. With this list it will be some time before you exhaust that added thrill.

Have your pain killer of choice handy and enjoy!

>>>>>[Ok here it is for all you to see, the latest endeavor 
from the Toys Are Us Team.  And you thought that Edge was just sitting
back healing after that Kokomo Run.  It is not a protected file (now) and
some of it got nailed by the scramble IC when I snagged it so enjoy what
is here and watch Ares stock drop like a rock when this gets out in 90
days! And happy fraggin' New Years! out there!]<<<<<
        --Flatliner <04:45:58/01-01-55  

>>>>>[Check it out - looks like the Ol Edgemeister has
given up running the shadows for a suit and gone corp on
us!]<<<<<
        --Recce-the-recondo-rat <01:22:34/02-21-55>

>>>>>[Well, whatever he has done it looks as if his hard
earned wisdom shows in his product line.]<<<<<
        --Tinny <24:34:56/02-24-55>

>>>>>[Hey Rat, I prefer the term Businessman. Besides I am
the one laughing all the way to Zurich Orbital]<<<<<
        --Edge <12:34:54/01:25-55>

WE PREDICT YOUR FUTURE!

First there was the Ares Winter Catalog (which somehow got the street title of Street Samurai Catalog). A collection of the regular run-of-the-mill, tools of the trade. Then the guys at SWO took off and ran with the ball. Somewhere at this point Running Gear Came out and enjoyed much success. Consolidated Tech upped the ante with all sorts of food for the toys to snack off of. Then Matador scared the hell out of us with his Mercenary Field Pack. The time to bridge the 'Shadows' with the 'Indian Country' is now upon us, and Tarot Firearms is going for the jugular on this one! Here is a first look at some of there "To Hell And Occupy It!" toys.

>>>>>[I scared you? Just tried to wake you all up is all.]<<<<<
        --Matador<--:--:--/--:--:-->

>>>>>[Wonder what kind of deck Edge uses?]<<<<<
        --Tryptic <05:34:23/04-19-55>

>>>>>[A Fairlight Excalibur]<<<<<
        --Flatliner <22:42:01/04-22-55>

>>>>>[Art Nouveau for Tarot. I use the Fairlight for decking so you are 
half right.]<<<<<
        --Edge <15:00:01/04-28-55>

Here at Tarot FA we like to keep a traditional look about our catalog so we classify our products into four categories: Weapon Systems are in the SWORD category, Ammunition is in the RODS list, Ordinance falls into the CUPS line, and Equipment is in COINS.

RODS - SMALL ARMS AMMUNITION

We have been very busy this last year working hard to bring you, the consumers, literally new and exciting ammunition to feed through your weapon systems of choice. Lots of the new line are exotic loads designed for particular applications but then I have always been one who likes to have the right weapon with the right ammunition for the right situation.

>>>>>[You should have seen him loading out for a run a few months back.  
Guy had more weapons on him the a HTR team!]<<<<<
        --ParaGod <00:00:01/05-01-55>

>>>>>[Is it true he used to carry lots of long guns in a golf club bag?]<<<<<
        --Rat <23:55:59/05-04-55>

>>>>>[Only on that Santa Fe run!]<<<<<
        --Edge <04:11:55/05-10-55>

We have reclassified the small arms ammunition into eight categories: Duty, Armor Defeating, Hunting, Multiple-Projectile, Special Application, Signal, Non-Lethal and Shotgun.

Take a look around and send us some feedback on what you like and don't like.

MASTER LIST OF AMMUNITION - BY TYPES

DUTY AMMUNITION

ARMOR DEFEATING

HUNTING

MULTIPLE PROJECTILE

SPECIAL APPLICATION

SIGNAL

NON-LETHAL

SHOTGUN AMMUNITION

DUTY AMMUNITION

This category contains the latest developments in standard duty load ammunition. This includes some of the near-exotic and special loads.

REGULAR AMMUNITION

This ammunition is the REGULAR Ammunition found in the Second Edition Shadowrun Rule Book.

        CONCEAL: 8                      DAMAGE: as weapon 
        WEIGHT: .5                      AVAIL: 2/24 hrs 
        COST: 20 =Y=                    SI:.75 
        RF: 4                           LEGAL: as weapon 
        BAL: normal                     IMP: normal 
        BARR: normal                    VEH: normal 
        ADD EFFECTS: (NEW) may have a teflon coat 
                     (see below in the armor defeating section)


SUPER VEL

A 110 grain semi-wadcutter hollowpoint. The cup point allows better power penetration (in a target's surface armor that has a general obliquity to it) than normal ammunition. Good all around duty load.

        CONCEAL: 8                      DAMAGE: +1 Power/as weapon                      
        WEIGHT: .45                     AVAIL: 3/28 hrs         
        COST: 30 =Y=                    SI: .8 
        RF: 4                           LEGAL: as weapon
        BAL: normal                     IMP: normal
        BARR: normal                    VEH: normal
        ADD EFFECTS: None


CIRILLO CCI

This round features an all copper solid slug with a copper rim nose (in full bullet diameter), to deliver effective head shots. Great expansion and decent (non-armored) penetration.

        CONCEAL: 8                      DAMAGE: +2 Power/as weapon 
        WEIGHT: .4                      AVAIL: 4/36 hrs 
        COST: 50 =Y=                    SI: .8
        RF: 4                           LEGAL: as weapon
        BAL: normal                     IMP: normal
        BARR: normal                    VEH: normal 
        ADD EFFECTS: None

>>>>>[Head shots are such wonderful things!]<<<<<
        --Pinky <23:34:12/01-23-55>


HYDRA-SHOK

This wonderful load is the first lead hollowpoint wad cutter with a tapered post in the frontal cavity. Terminal ballistics show that the HYDRA-SHOK provides definite improvements over common hollow points. This is due to rapid expansion-caused by target matter (ie, flesh) forcing the post rearward, and mushrooming the round at an awesome speed. This affords a wide, disc-like cross section prior to impacting with vital organs, and ensures a large, permanent wound cavity, subsequent blood loss, and maximum stress on the nervous system. An excellent choice where relatively deep (non-armored) penetration and positive expansion are essential.

        CONCEAL: 8                      DAMAGE: +2 Power/+1 Level  
        WEIGHT: .55                     AVAIL: 7/3 Days
        COST: 90 =Y=                    SI: .9 
        RF: 3                           LEGAL: as weapon 
        BAL: normal                     IMP: normal
        BARR: normal                    VEH: normal
        ADD EFFECTS: None

>>>>>[Tom Burzinski was a mad man when he started this line of ammo.]<<<<<
        --Tryptic <17:45:24/02-13-55>


TUNNEL POINT

This round offers the advantages of deep penetration coupled with meaningful expansion when fired at relatively low speeds. Basically a subsonic HYDRA-SHOK round. A less expensive alternative the HS and does well in situations that call for deep torso (non-armored) penetration and guaranteed expansion. Parallel generation with the HYDRA-SHOK.

        CONCEAL: 8                      DAMAGE: +2 Power/as weapon 
        WEIGHT: .5                      AVAIL: 6/3 Days         
        COST: 75 =Y=                    SI: 1 
        RF: 3                           LEGAL: 6L (subsonic qualities)
        BAL: normal                     IMP: normal
        BARR: normal                    VEH: normal 
        ADD EFFECTS: subsonic see end of this section.


STARFIRE

The second generation of the HYDRA-SHOK, although different in construction. The StarFire design utilizes a deep cavity comprising of a series of wedge-shaped ribs and flutes. Also know as apically-curving eccentrically situated ribs. Massive expansion is due to its extremely deep cavity (10 mm prototype made 1.1 inch diameter at full expansion). This allows a much larger permanent wound cavity than a conventional hollowpoint. Right at home in situations that require incapacitation with out over-penetration.

        CONCEAL: 8                      DAMAGE: +3 Power/as weapon 
        WEIGHT: .5                      AVAIL: 6/3 Days                 
        COST: 85 =Y=                    SI: .9 
        RF: 3                           LEGAL: as weapon  
        BAL: normal                     IMP: normal
        BARR: normal                    VEH: normal
        ADD EFFECTS: None

QUICK-BURST

Third generation of the HYDRA-SHOK. Upon impact the QUICK-BURST round provides near instantaneous expansion followed by a uniform dispersion of bullet segments that angle away from the initial axis of entry. The effect creates multiple wound paths. additional temporary cavities, and subsequent impinging pressure zones with greatly increased stopping power. This round is custom made for hostage situations where instantaneous take down and no over-penetration is desired.

        CONCEAL: 8                      DAMAGE: +3 Power/+1 Level  
        WEIGHT: .5                      AVAIL: 8/4 Days
        COST: 100 =Y=                   SI: 1.2 
        RF: 4                           LEGAL: 6L
        BAL: normal                     IMP: normal
        BARR: normal                    VEH: normal
        ADD EFFECTS: None

>>>>>[The US Navy SEALs used these rounds when they first got the OHWS 
from the old DOD.   Worked real well when doing the terrorist two-step]<<<<<
        --Larry <24:31:45/09-29-55>

>>>>>[Larry slot the abbreviations ok?  Not all of us are military 
historians.]<<<<<
        --Amber <08:45:26/09-10-55>

COR-BON

These rounds offer increased velocity, and energy over that of standard loads. The loads employ the Sierra "Power Jacket" bullets. The Power Jacket design uses a tapered copper-alloy jacket over a pure lead core. Six evenly spaced serrations on the jacket nose help ensure expansion over a broad range of velocities. The jacket is rolled over the edge of the broad meplat to ensure smooth feeding.

        CONCEAL: 8                      DAMAGE: +1 Power/as weapon 
        WEIGHT: .6                      AVAIL: 3/24 hrs 
        COST: 45 =Y=                    SI: .8 
        RF: 4                           LEGAL: as weapon
        BAL: normal                     IMP: normal 
        BARR: normal                    VEH: normal
        ADD EFFECTS: may be teflon coated

THUNDERZAP I and II

The ThunderZap One is a light weight plastic cup point bullet weighing 38 grains which travels at 2200 fps even from a 2" barrel. Definitely a HIGH pressure round, and sensitive to ballistic armor, barriers, and vehicle armor.

        CONCEAL: 7                      DAMAGE: +1 Power/as weapon 
        WEIGHT: .1                      AVAIL: 4/4 Days 
        COST: 40 =Y=                    SI: .3 
        RF: 6                           LEGAL: as weapon
        BAL: +1 to bal. armor rating    IMP: normal 
        BARR: +1 to barrier rating      VEH: +1 to vehicular armor rating
        ADD EFFECTS: may be teflon coated

The ThunderZap Two is similar to version one; however, it is made from composite poly-ceramics, weighs 50 grains and ZAPs out a 2" barrel at 2350 fps. It is less sensitive to armor types than the first version.

        CONCEAL: 7                      DAMAGE: +2 Power/as weapon 
        WEIGHT: .2                      AVAIL: 5/6 Days 
        COST: 50 =Y=                    SI: .6 
        RF: 5                           LEGAL: as weapon
        BAL: normal                     IMP: normal
        BARR: +1 to barrier rating      VEH: +1 to vehicular armor rating
        ADD EFFECTS: may be teflon coated

>>>>>[So who wants to shoot plastic and ceramics at someone?  I don't get 
it?]<<<<<
        --Lost-in-the-woods <13:14:45/11-30-55>

>>>>>[Don't know much about ballistics do you.  Think about this:  you 
have a small projectile (obviously frangible due to the materials used, 
unless it is teflon coated, but alas I digress) and then you zip it out 
of a 2" snub nosed revolver at 3K+ fps.  Its a fast and nasty round that 
weighs very little and shatters in or on impact.  Very nasty]<<<<<
        --Belle <23:45:50/12-23-55>

>>>>>[Oh, I get it now!:)]<<<<<
        --Lost-in-the-woods <07:54:12/12-26-55>

CUTTER HPA

Cutter High Performance Ammunition. Fast, accurate and devastating. This round is the first generation of "Cookie Cutter" Bullets. Basically a copper-jacketed, hollow-tubed, round fired at relatively high velocities. The Cutter projectiles open up very rapidly, but have poor armor penetration.

        CONCEAL: 8                       DAMAGE: +2 Power/+1 Level  
        WEIGHT: .4                       AVAIL: 5/5 Days
        COST: 60 =Y=                     SI: .5 
        RF: 4                            LEGAL: as weapon
        BAL: +2 to bal. armor rating     IMP: normal
        BARR: +2 to barrier rating       VEH: +1 to vehicular armor rating
        ADD EFFECTS: none

PMC ULTRAMAG

The second generation of the Cutter HPA. It offers better armor penetration and damage. Basically an ultra light, ultra fast, teflon coated copper tube with very light recoil and at a reasonable cost.

        CONCEAL: 8                       DAMAGE: +2 Power/+1 Level  
        WEIGHT: .5                       AVAIL: 6/6 Days
        COST: 70 =Y=                     SI: .6 
        RF: 3                            LEGAL: as weapon
        BAL: +1 to bal. armor rating     IMP: normal
        BARR: +1 to barrier rating       VEH: normal
        ADD EFFECTS:  When used in burst or full auto mode this round 
                      reduces the recoil penalties by one half, due to 
                      the lightness of the round and low impulse.

BLACK TALON

The second generation teflon coated SILVERTIP (see Silvertip below in the armor defeating section) and its duty load equivalent. Better armor penetration and damage.

        CONCEAL: 8                      DAMAGE: +2 Power/as weapon  
        WEIGHT: .5                      AVAIL: 5/3 Days 
        COST: 65 =Y=                    SI: .5 
        RF: 4                           LEGAL: as weapon
        BAL: normal                     IMP: normal
        BARR: normal                    VEH: normal
        ADD EFFECTS: none

GECO GAS

The Geco GAS (Geco Action Safety) round is best described as a hollow copper tube (3rd generation Cutter round) weighing 86 grains and driven at 1400 fps. Costs more than the PMC Ultramag and does similar damage. It is a military round.

        CONCEAL: 8                      DAMAGE: +3 Power/+1 Level  
        WEIGHT: .5                      AVAIL: 12/12 Days
        COST: 90 =Y=                    SI: 3
        RF: 3                           LEGAL: 4L
        BAL: +1 to bal. armor rating    IMP: normal
        BARR: +1 to barrier rating      VEH: normal
        ADD EFFECTS: none

GECO MEN

A military version of the Quick-Burst. Another hollow tube type round with a nose cap that is the force behind the starfish pattern that is characteristic of the Quick-Burst. More economical than the Quick-Burst with similar qualities.

        CONCEAL: 8                      DAMAGE: +2 Power/+2 Level  
        WEIGHT: .5                      AVAIL: 14/14 Days
        COST: 90 =Y=                    SI: 4 
        RF: 4                           LEGAL: 3L
        BAL: normal                     IMP: normal
        BARR: normal                    VEH: normal
        ADD EFFECTS:  none

"HOT LOADS" RULE

The rounds, and their stats are for standard powder loads. In some circumstances one may desire to increase the ballistic performance of the rounds. This is accomplished by increasing the powder load of the round. This increases muzzle velocity and therefore most other performance characteristics.

In game terms, (and to keep it simple) anyone desiring to increase the performance of their ammunition may have the round hand-loaded for them. It adds +50 =Y= to the cost for 10 rounds of ammunition. Characters may do it themselves, a challenging task (tn 5) due to all the time spent on the range and at home on the bench finding the optimal mix the requires a firearms shop and takes 7 days for 50 rounds of the ammunition. It costs the character 35 =Y= per ten rounds of ammunition.

The benefits: +1 to the damage power rating. i.e. if the weapon does 6M damage and uses a hot loaded regular round it now does 7M. Any round may be hot loaded except the shotgun ammunition, subsonic rounds, the accelerator round and the Thunderzaps.

GAME EFFECTS NOTES: for DUTY AMMUNITION

SUBSONIC AMMUNITION:

Any round with subsonic capabilities in its added effects has the following aural effects:

NOTE: Range is not effected in any way.

NOTE: Naturally any round that is subsonic may not be hot loaded, as seen above.

ARMOR DEFEATING AMMUNITION

This category is for small arms ammunition mainly used to defeat enemy armor.

APDS

Armor Piercing Discarding Sabot. Originally from the first edition of the Street Samurai Catalog, It stands with no changes.

        CONCEAL: 8                      DAMAGE: as weapon 
        WEIGHT: .25                     AVAIL: 14/4 Days 
        COST: 70 =Y=                     SI: 4 
        RF: 2                           LEGAL: 3L
        BAL: 1/2 ball. armor rating     IMP: normal
        BARR: 1/2 barrier rating        VEH: 1/2 power and -1 damage level
        ADD EFFECTS: none

KTW AP

The KTW Armor Piercing round (banned from public use) is a super hard tungsten carbide bullet coated in a green teflon jacket. It is driven at remarkably average velocities to achieve deep penetration through armor. Nasty and cheap compared to the others in this category.

        CONCEAL: 8                      DAMAGE: +2 Power/-1 Level  
        WEIGHT: .5                      AVAIL: 9/7 Days 
        COST: 50 =Y=                    SI: 2 
        RF: 2                           LEGAL: 6L
        BAL: -2 to bal. armor rating    IMP: normal
        BARR: -2 to barrier rating      VEH: -2 to vehicular armor rating
        ADD EFFECTS: none

>>>>>[Cops have always hated this round since the late 80's.  Wonder why 
its still a problem?]<<<<<
        --Paragod <01:54:24/01-19-55>

API

Armor piercing incendiary. Various armor defeating methods are used in the construction of this family of rounds. The tip has a phosphorus-thermite charge to deliver the desired incendiary characteristics. May be teflon coated.

        CONCEAL: 8                      DAMAGE: +1 Power/as weapon 
        WEIGHT: .55                     AVAIL: 10/6 Days        
        COST: 100 =Y=                   SI: 3 
        RF: 2                           LEGAL: 3L
        BAL: -1 to bal. armor rating    IMP: normal
        BARR: -2 to barrier rating      VEH: -2 to vehicular armor rating
        ADD EFFECTS: incendiary effects (see end of this section), 
                     may be teflon coated.


DUC

Depleted Uranium Core. This round's core that is made of ultra hard/dense depleted uranium. Excellent damage and good armor penetration. May be teflon coated.

        CONCEAL: 8                      DAMAGE: +2 Power/as weapon 
        WEIGHT: .75                     AVAIL: 8/12 Days        
        COST: 75 =Y=                    SI: 2 
        RF: 2                           LEGAL: 4L
        BAL: normal                     IMP: normal
        BARR: normal                    VEH: normal
        ADD EFFECTS: none

>>>>>[The first one who accuses me and my company of dealing with nuclear 
weapons will summarily be found and tossed on their heads repeatedly]<<<<<
        --Edge <23:03:00/01-04-55>


ACCELERATOR

This round was developed for the new line of fire arms built here at Tarot FireArms. The round itself is a bi-partitioned, high explosive-backed, teflon coated, monolithic solid. It also acts as a conditional-frangible projectile. The second section packs a solid nitro-cellulose booster propellant. All of this is inside a .001" Dikoted, Titanium jacket.

When fired the primary propellant charge, also of nitro-cellulose, kicks the round out of the chamber at 3800 fps! After .006 seconds (or about the time the round nears the end of the barrel) the second nitro charge fires and boosts the velocity up to 6800 fps. There is a distinctive crack-crack (unless specially silenced weapon is being used) as the round leaves the barrel.

Upon impact the monolithic solid tip penetrates the target and is forced back causing a piezoelectric detonation of the explosive charge and fragmentation of the frangible partitions. The monolithic solid tends to over penetrate and exits the body. Completely and utterly devastating to any targets! Highest velocity for small arms ammunition. Explosive detonated fragments cause secondary wound channels and all the gory details. A military grade ammunition for the military weapon. Do not take these rounds lightly.

        CONCEAL: 6                      DAMAGE: +3 Power/+2 Level 
        WEIGHT: .9                      AVAIL:16/21 days 
        COST: 800 =Y=                   SI: 6 
        RF: 1                           LEGAL: 2L
        BAL: 1/2 ball. armor rating     IMP: normal
        BARR: 1/2 barrier rating        VEH: 1/2 vehicular rating
        ADD EFFECTS:  follow on shot (see end of this section)

>>>>>[Ever since that run in Kokomo Edge has been going nuts trying to 
develop a one shot stop against a Banshee LAV.  Looks like he has totally 
flipped out now.]<<<<<
        --Belle <01:57:34/03-24-55>

>>>>>[Well what else is new.]<<<<<
        --Larry <02:45:35/03-24-55>




GM NOTE: Kind of Twinky but the ultimate in threat neutralization. Your characters should have fun trying to get some, and the weapons that fire them.

BLACK RHINO

An armor piercing version of the Rhino (see below) ammunition. Close to the level of performance of the accelerator but less costly and not as restricted. May be teflon coated.

        CONCEAL: 8                      DAMAGE: +2 Power/+1 Level 
        WEIGHT: .8                      AVAIL: 12/14 Days 
        COST: 200 =Y=                   SI: 5 
        RF: 3                           LEGAL: 4L
        BAL: 1/2 ball. armor rating     IMP: normal
        BARR: 1/2 barrier rating        VEH: 1/2 vehicular armor rating
        ADD EFFECTS: none

>>>>>[Back in the 90's, when the Rhino ammo was invented, there was a big 
stink about it. The guy who invented it made all kinds of wild claims, 
that it guaranteed one-shot stops, and would go through any kind of body 
armor. Of course, the police groups of the day freaked, screaming and 
yelling about how it was a cop-killer, and no one needed bullets that 
would do that, etc, etc. This caused interest in the round to skyrocket, 
everyone wanted to get it before it was declared illegal. But, guess 
what? The government at the time ballistically tested the round, as they 
had to do with any new type of ammo before it could be released to the 
general market. And they found it was neither more lethal nor more 
penetrating than any other type of hollow-point ammo then available. A 
textbook case of pre-release hype kicking up interest in a new product, in
the hopes that the controversy would make its inventor tons of money as
quickly as possible.]<<<<<
     --Rattler <05:45:20/04-24-55>

>>>>>[You are full of drek Snakeman.  The Government at the time came in 
and made the dude who made it say it was a marketing ploy.  Made him say 
it didn't go through armor or shred tissue.  That is where the press left 
it, at the governments warning. We now know that the round did truly 
perform better than they let the press know. BTW Edge Happy Birthday and 
many more to you!]<<<<<
        --Belle <05:45:20/04-24-55>

HEAP

High Explosive Armor Piercing. This round places a small high explosive charge behind a stable penetrator head. It is usually teflon coated and made from depleted uranium.

        CONCEAL: 8                      DAMAGE: +3 Power/+1 Level 
        WEIGHT: 1                       AVAIL: 18/21 Days 
        COST: 250 =Y=                   SI: 5 
        RF: 2                           LEGAL: 2L
        BAL: 1/2 ball. armor rating     IMP: normal
        BARR: 1/2 barrier rating        VEH: 1/2 vehicular armor rating
        ADD EFFECTS: none


NEEDLE

This round of ammunition first appeared in the Neo-Anarchist Guide to Real Life. No changes.

        CONCEAL: 8                      DAMAGE: as weapon 
        WEIGHT:  .5                      AVAIL: 2/24 hrs
        COST: 40 =Y=                     SI: .75  
        RF: 3                           LEGAL: as weapon
        BAL: DO NOT USE                  IMP: USE  
        BARR: no effect                 VEH: no effect
        ADD EFFECTS: will not penetrate impact armor greater than three. 
                     May not mix needle rounds with other ammunition in 
                     a magazine.  May not use any other ammunition in a 
                     needle converted weapon.

TEFLON COATING RULES:REVAMPED

This is a process where teflon is applied to the ogive of the round to aid in armor penetration and to keep the round form loosing its stability due to deformation. This makes penetrating ballistic armor much easier. Some rounds already have a teflon coating and this has been taken into consideration when the damage and armor penetration has been calculated. The following rounds, listed below, may be teflon coated and receive the bonuses listed below:

The advantages for the teflon coating can be seen in the stats given below. All effects are cumulative. (ie add the advantages from the teflon coating to the rounds stats.)

        CONCEAL: no change              DAMAGE: no change 
        WEIGHT: no change               AVAIL:+2 target number/+20 hours
        COST: +25 =Y= per ten rounds    SI: +2 
        RF: -1                  LEGAL: 6L (this basically makes the     
                                                converted round a KTW AP in the
                                                eyes of the law)
        BAL: -1/2 from curr. Lev. of armor      IMP: no change
        BARR: no change                 VEH: no change
        ADD EFFECTS: none


INCENDIARY AMMUNITION RULES:

Incendiary component of the round causes an additional 6M wound for 3 rounds. Use unaugmented Body die for unopposed resistance test. If staged below L no damage is taken for that round. The target number of the round to ignite combustible materials is 1/2 the damage power of the weapon firing the round (round up). Flammable materials are easier to ignite and the target number is the full damage power number of the weapon firing the round. The chance for ignition is 1 try per round for three rounds. Game mechanics wise, you can not put out the incendiary compound - It must burn for 3 rounds then it goes out (or blows something all to hell). Of course, if you're using magic, then all bets are off.

FOLLOW-ON SHOT RULES:

The Accelerator ammunition allows for a follow-on shot due to the monolithic solid tip and its tendency to over-penetrate. The Accelerator round may be able to hit a second target (as regular ammunition in all regards) directly in line with and behind the original target. GM has final say in determining this.

HUNTING AMMUNITION

This category explores something most of us take for advantage: Civilian Hunting Ammunition. In general the only hunting round that offers a perfect combination of expansion and penetration is the cast soft-nose bullet, with 1/3 of its frontal length pure lead and the remainder of it a heat treated or linotype metal core. Here are a few examples of the combinations that the civilian hunter is using and may be considered for application by those of our specialties.

HORNADY XTP

The 300-grain Hornady bullet is very soft and will almost always expand. The trade-off is if you slam them into heavy bones at close range, the jackets will turn wrong side out and the cores will separate. They also expand to greater diameter, which puts a limit on penetration. The bullet doesn't fly into pieces, which speaks very admirably for a bullet that expands this easily. Through and through shots are rare.

        CONCEAL: 8                      DAMAGE: +1 Power/as weapon
        WEIGHT:.7                       AVAIL: 3/2 Days                                 
        COST: 75 =Y=                    SI: 2 
        RF: 4                           LEGAL: as weapon
        BAL: normal                     IMP: normal
        BARR: normal                    VEH: normal
        ADD EFFECTS: may be teflon coated

BALLARD CUSTOM

Ballard Built Custom Bullets make for interesting ammunition. They turn out a variety of nose shapes from solids to giant cup-hollowpoints. On Impact at high velocity they usually expand to an exaggerated wad-cutter shape. At lower velocities they become full wad cutters. This shape holds a true course through the game and creates more than ample destruction and while they don't penetrate as deeply as a solid, they will chop through more critter than a "mushroom" bullet.

        CONCEAL: 8                      DAMAGE: +2 Power/+1 Level  
        WEIGHT: .75                     AVAIL: 5/3 Days 
        COST: 100 =Y=                   SI: 3 
        RF: 4                           LEGAL: as weapon
        BAL: -1 to bal. armor rating    IMP: normal
        BARR: normal                    VEH: normal
        ADD EFFECTS:  may be teflon coated 

TROPHY BONDED "SLEDGE HAMMER"

The King of all hunting rounds! The cores are very hard, similar to a hard cast bullet with the added protection of a jacket. They feature a fine truncated cone shape that penetrates and holds a true course through the toughest game. Penetration is among the best achieved short of mil-grade ammunition. It is capable of a successful frontal brain shot on a full grown African Bull Elephant - the most difficult non-paranormal game shot there is.

        CONCEAL: 8                      DAMAGE: +3 Power/+2 Level 
        WEIGHT: .8                      AVAIL: 6/4 Days 
        COST: 175 =Y=                   SI: 4 
        RF: 3                           LEGAL: as weapon
        BAL: -2 to bal. armor rating    IMP: normal
        BARR: normal                    VEH: normal
        ADD EFFECTS: may be teflon coated

NOSLER PARTITION

A hard hitting and deep penetrating round that delivers outstanding accuracy, controlled expansion and superior weight retention. A unique dual-core partition construction and a fully tapered jacket result in a bullet that is not only tough enough to withstand the violent impact of high velocity at close range, but will reliably expand out to extreme range.

        CONCEAL: 8                      DAMAGE: +2 Power/+1 Level 
        WEIGHT: .7                      AVAIL: 4/3 Days 
        COST:125 =Y=                    SI: 3 
        RF: 4                           LEGAL: as weapon
        BAL: -1 to bal. armor rating    IMP: normal
        BARR: normal                    VEH: normal
        ADD EFFECTS: none

SILVERTIP

The SilverTip is a soft tipped, hollow point with above average velocity, energy and expansion.

        CONCEAL: 8                      DAMAGE: +1 Power/as weapon 
        WEIGHT: .65                     AVAIL: 2/2 Days         
        COST: 90 =Y=                    SI: 2 
        RF: 3                           LEGAL: as weapon
        BAL: normal                     IMP: normal
        BARR: normal                    VEH: normal
        ADD EFFECTS: none

MULTIPLE PROJECTILE AMMUNITION

This category contains loads filled with shot, multiple bullets and air-foil (flechette) loads.

FLECHETTE

This is the normal Flechette ammunition presented in the Shadowrun Second Edition. There are no changes.

        CONCEAL: 8                      DAMAGE: as weapon/+1 level (vs unarm. persons) 
        WEIGHT: .5                      AVAIL: 3/36 hrs 
        COST: 100 =Y=                   SI: .8 
        RF: 4                           LEGAL: as weapon
        BAL: see imp entry              IMP: use imp rating x2 or normal ballistic
                                             armor (which ever is higher) 
        BARR: x2 barrier rating VEH: x2 vehicular armor rating
        ADD EFFECTS: none


EXPLOSIVE FLECHETTE: (Kudos to Adam Getchell)

Basically similar to regular flechette ammunition except that it has been manufactured so that it will explode on impact. Other than that it is the same to flechette ammunition in the Shadowrun second edition rule book.

        CONCEAL: 8                      DAMAGE: as weapon/+2 level (vs unarm. persons) 
        WEIGHT: .75                     AVAIL: 8/3 Days 
        COST: 200 =Y=                   SI: 4 
        RF: 4                           LEGAL: as weapon
        BAL: see imp entry              IMP: use imp rating x2 or normal ballistic armor 
                                             (which ever is higher)
        BARR: barrier rating x2 VEH: vehicular armor rating x2
        ADD EFFECTS: none

GM Note: Power is increased by +2, use flechette rules for spread and so forth. Against an unarmored target the wound category is going to go up by 2! For barrier rating of armor use either ballistic or double impact rating, whichever is better.

APFSF (KUDOS to Adam Getchell and some thoughts of my own)

Armor Piercing Fin-Stabilized Flechette: This round is a cluster of fin stabilized flechettes made of dense material (commonly bundles of buckminsterfullerene tubes also know as buckey tubes, or depleted uranium/tungsten) and often teflon coated. The deadlier of the three types of flechette ammunition. Milspec.

        CONCEAL: 8                      DAMAGE: as weapon/+1 Power (+2 Power) 
        WEIGHT: .25                     AVAIL: 6/7 Days (16/ 20 Days) 
        COST: 550 (1100) =Y=            SI: 3 
        RF: 4                           LEGAL: 5 L
        BAL: not used                   IMP: use                
        BARR: normal                    VEH: normal
        ADD EFFECTS: none


GM Notes: Due to their extreme hardness, use half impact armor as effective armor and increase damage level by 1 regardless of armor (for a discussion on buckminsterfullerene properties see "Scientific American", Oct 1992, pp115-116). When two sets of stats are given the first set of stats are for the nonbuckey tubed ammo, and the second for Buckeytube ammo.

"GLASER" SAFETY SLUG

Glaser Safety Slugs are prefragmented, 'Impact Fragile' bullets. The design, replaces the solid lead core of a standard round with #12 chilled shot inside a hollow copper jacket, which has flaps over a blue nylon ball-shaped tip. Then it is driven at hideously absurd velocities. On impact the blue ball forces the flaps open, which catch on tissue ripping the round open, displacing the ball. Subsequently the shot is released like a shotgun type blast (from within)! This round does some things very well and other things not so well. What it does well is deliver unequaled kinetic energy transfer and wound cavity production and doesn't over penetrate. What it doesn't do very well is 1) penetrate the spinal column and 2) about 20% fail to open and produce its outstanding damage capabilities, and 3) fails to penetrate armor well. As you can see for head shots or armored targets or unarmored targets this round is awesome.

        CONCEAL: 8                      DAMAGE: +4 Power/+2 Level 
        WEIGHT: .4                      AVAIL: 7/5 Days         
        COST:120 =Y=                    SI: 4 
        RF: 1                           LEGAL: 5L
        BAL: +2 to bal. armor rating    IMP: normal
        BARR: +2 to barrier rating      VEH: +2 to vehicular rating
        ADD EFFECTS: none

MAGSAFE

Like the Glaser. Heavier shot inside a tubular copper jacket, bonded with epoxy. Exhibits extraordinary quality and control.

        CONCEAL: 8                      DAMAGE: +3 Power/+2 Level 
        WEIGHT: .4                      AVAIL: 8/ 7 Days        
        COST:110 =Y=                    SI: 3 
        RF: 2                           LEGAL: 5L
        BAL: +2 to bal. armor rating    IMP: normal
        BARR: +2 to barrier rating      VEH: +2 to vehicular armor
        ADD EFFECTS: none

BEE HIVE

Another attempt to improve on the Glaser. Good accuracy and classic glaser performance without the problems.

        CONCEAL: 8                      DAMAGE:+3 Power/+1 Level 
        WEIGHT: .4                      AVAIL: 6/ 4 Days        
        COST:100 =Y=                    SI: 2 
        RF: 2                           LEGAL: 5L
        BAL: +2 to bal. armor rating    IMP: normal
        BARR: +2 to barrier rating      VEH: +2 to vehicular armor rating
        ADD EFFECTS: none

RHINO

The only 'Safety Slug' that beats the Glaser hands down. A hollow carbon based plastic projectile (teflon coated) filled with epoxy bonded #12 shot (chilled). The jacket is pre-prefragmented and impact frangible. The teflon gives it its initial punch to go through armor. A heavily restricted round, and definitely milgrade ammunition.

        CONCEAL: 8                       DAMAGE: +3 Power/+3 Level
        WEIGHT: .65                      AVAIL: 16/21 Days
        COST: 140 =Y=                    SI: 6  
        RF: 4                            LEGAL: 2L
        BAL: +1 to bal. armor rating     IMP:  normal
        BARR: +1 to barrier rating       VEH: +1 to vehicular armor rating
        ADD EFFECTS: none

MULTIPLEX

This round throws three projectiles per trigger pull. A standard slug that is cut into 3 smaller sections and loaded in this manner. Not the best way to put out more rounds but it is decent enough to warrant us to carry it.

        CONCEAL: 8                       DAMAGE: -3 Power/ as weapon
        WEIGHT: .7                      AVAIL: 4/3 Days
        COST: 30 =Y=                     SI: 1
        RF: 5                           LEGAL: as weapon
        BAL: +2 to ballistic rating     IMP: normal
        BARR:+2 to barrier rating       VEH: +2 to vehicular armor rating
        ADD EFFECTS: Treat this round as a single shot of 3 rounds using 
                     the stats presented above for each round that hits.  
                     Recoil is normal for one round per trigger pull even 
                     though 3 projectiles are actually going down range.  
                     May be teflon coated.

DUPLEX I

Similar in most respects to the multiplex round except that it is cut into two section instead of three.

        CONCEAL: 8                      DAMAGE: -1 Power/as weapon
        WEIGHT: .7                      AVAIL: 4/3 Days
        COST: 50 =Y=                    SI: 1 
        RF: 5                           LEGAL: as weapon
        BAL: +1 bal. armor rating       IMP: normal
        BARR: +1 to barrier rating      VEH: +1 to vehicular armor rating
        ADD EFFECTS: Treat this round as a single shot of 2 rounds using 
                     the stats presented above for each round that hits.  
                     Recoil is normal for one round per trigger pull even 
                     though 2 projectiles are actually going down range.  
                     May be teflon coated.

DUPLEX II (Thanks to Gurth for reminding me about this puppy!)

This round has two normal projectiles loaded one behind the other in the same cartridge. This increases your chance of hitting without taking away from your accuracy like the Duplex I does. This is because the second round is ballistically matched with the first round instead of hacking one round up and putting it in one case.

        CONCEAL: 8                      DAMAGE: +1 Power/as weapon
        WEIGHT: .9                      AVAIL: 5/5 Days
        COST: 90 =Y=                    SI: 1 
        RF: 4                           LEGAL: as weapon
        BAL: normal                     IMP: normal
        BARR:normal                     VEH: normal
        ADD EFFECTS: Treat this round as a single shot of 2 rounds using 
                     the stats presented above for each round that hits.  
                     Recoil is normal for one round per trigger pull even 
                     though 2 projectiles are actually going down range.  
                     May be teflon coated.

MULTI-BALL

This load is like the rest of the 'Plex loads except that instead of cutting up the slug it places 2 double ought buck shot pellets in one cartridge and drives them at high velocity.

        CONCEAL: 8                       DAMAGE: -2 Power/as weapon
        WEIGHT: .8                      AVAIL: 5/4 Days 
        COST: 40 =Y=                     SI: 1
        RF: 5                           LEGAL: as weapon
        BAL: +1 to bal. armor rating    IMP: normal
        BARR: +1 to barrier rating      VEH: +1 to vehicular armor rating       
        ADD EFFECTS: Treat this round as a single shot of 2 rounds using 
                     the stats presented above for each round that hits.  
                     Recoil is normal for one round per trigger pull even 
                     though 2 projectiles are actually going down range.  
                     May be teflon coated.

TRIPLEX

Like the Multi-Ball round but fires three #000 buck balls at high velocity.

        CONCEAL: 8                       DAMAGE: -1 Power/ as weapon
        WEIGHT: .8                       AVAIL: 5/4 Days
        COST: 50 =Y=                     SI: 1
        RF: 5                            LEGAL: as weapon
        BAL: +2 to bal. armor rating     IMP: normal
        BARR: +2 to barrier rating       VEH: +2 to vehicular armor rating 
        ADD EFFECTS: Treat this round as a single shot of 2 rounds using 
                     the stats presented above for each round that hits.  
                     Recoil is normal for one round per trigger pull even 
                     though 2 projectiles are actually going down range.  
                     May be teflon coated.

SPECIAL APPLICATION AMMUNITION

This category of ammunition is for the truly exotic loads, as compared to the rest of our product range.

PIN GRABBER

This round is best described as a saw-toothed hollowpoint. Originally designed for blowing bowling pins off tables in big money competition. Pin Grabbers expand like starfish in human tissue. Expensive although fun to shoot, especially at pins.

        CONCEAL: 8                      DAMAGE: +3 Power/ as weapon
        WEIGHT: .75                     AVAIL: 6/3 Days 
        COST: 75 =Y=                    SI: 1
        RF: 2                           LEGAL: as weapon
        BAL: -1 to bal. armor rating    IMP: normal
        BARR: normal                    VEH: normal 
        ADD EFFECTS: -4 to Target Numbers if shooting at bowling pins.

SILVER

These are standard rounds of regular ammunition made, with no jackets and of silver metal. Very popular with para-normal hunters.

        CONCEAL: 8                      DAMAGE: as weapon/as weapon
        WEIGHT: .5                      AVAIL: 6/6 Days 
        COST: 50 =Y=                    SI: 2 
        RF: 2                           LEGAL: as weapon
        BAL: bal. armor rating x2       IMP: normal
        BARR: barrier rating x 2        VEH: vehicular armor rating x 2  
        ADD EFFECTS: none

TRACER

Tracer ammunition is described in Fields of Fire. No changes.

        CONCEAL: 8                       DAMAGE: as weapon/ as weapon
        WEIGHT: .5                       AVAIL: 3/ 24 hrs 
        COST: 75 =Y=                     SI: 2 
        RF: 5                            LEGAL: as weapon
        BAL:  normal                     IMP: normal 
        BARR: normal                     VEH: normal 
        ADD EFFECTS: none

SUBSONIC AMMUNITION

This is regular ammunition with a reconfigured powder load to reduce its velocity to that of below the speed of sound. This is desired when the firer does not wish to be tracked by the report of the sonic crack that is commonly heard when the rounds breaks the sound barrier.

        CONCEAL: 8                      DAMAGE: -1 Power/as weapon
        WEIGHT: .5                      AVAIL: 5/3 Days 
        COST: 80 =Y=                    SI: 2  
        RF: 3                           LEGAL: 6L
        BAL: +1 to bal. armor rating    IMP: normal 
        BARR: +1 to barrier rating      VEH: +1 to vehicular armor rating 
        ADD EFFECTS: none

INCENDIARY

This round caries a load of thermite-white phosphorus in the base to deliver the desired incendiary effects. Upon impact the tip ruptures exposing the phosphorous, which ignites, which subsequently ignites the thermite, causing all combustibles to catch fire and flammables to ignite.

        CONCEAL: 8                      DAMAGE:  as weapon/as weapon
        WEIGHT: .75                     AVAIL: 8/ 48 hrs 
        COST: 75 =Y=                    SI: 2 
        RF: 3                           LEGAL: 4L
        BAL: +2 to bal. armor rating    IMP: normal 
        BARR: +2 to barrier rating      VEH: +2 to vehicular armor rating
        ADD EFFECTS: Incendiary effects. See end of section for details.

EXPLOSIVE

This is the Shadowrun 2 edition explosive ammunition. See page 93 in the rule book for further details. No changes.

        CONCEAL: 8                      DAMAGE:  +1 Power/as weapon
        WEIGHT: .75                     AVAIL: 3/36 hrs 
        COST: 100 =Y=                   SI: .5 
        RF: 1                           LEGAL: as weapon
        BAL: normal                     IMP: normal 
        BARR: rating x2/ 1/2 rating     VEH: normal 
        ADD EFFECTS: none

EX-EXPLOSIVE

This is the Fields of Fire addition to the explosive ammunition for the second edition rules. See page 51 for further details. No changes.

        CONCEAL: 8                      DAMAGE: +2 Power/as weapon
        WEIGHT: .75                     AVAIL:  6/72 hrs
        COST: 140 =Y=                   SI: 2   
        RF: 1                           LEGAL: 4L
        BAL: normal                     IMP: normal 
        BARR: rating x 2/ 1/2 rating    VEH: normal 
        ADD EFFECTS: none

HEAPer

High Explosive Anti-Personnel Round. This is similar to the HEAP round in the armor defeating category with the following: It has a penetrator tip, the jacket is prefragmented with .00 gauge wire spun inside the jacket, wrapped around a high explosive charge. Mil-Grade and also a high pressure round.

        CONCEAL: 8                      DAMAGE: +3 Power/+1 Level
        WEIGHT: .8                      AVAIL: 18/21 Days 
        COST: 200 =Y=                   SI: 5
        RF: 2                           LEGAL: 2L
        BAL: 1/2 bal. armor rating      IMP: normal
        BARR: 1/2 barrier rating        VEH: 1/2 vehicular armor rating 
        ADD EFFECTS: none

HESH (Kudos to Adam Getchell, others and my own thoughts)

High Explosive Squash Head: Uses plastic explosives and a ballistically capped round. Originally a round designed, during the 1990's that has been a hallmark of handgun firepower, to either kill or knock down any target. Guarantees knockdown, as well as destroys armor. When the round strikes a hard surface the cap flattens the round evenly onto the surface. A piezoelectric crystal in the base shatters on striking the armor surface, detonating the plastic explosive. Really effective against armor, but not so effective against soft-skinned targets.

        CONCEAL: 8                      DAMAGE: +2 Power/+1 Level
        WEIGHT: .75                     AVAIL: 12/3 Days 
        COST: 200 =Y=                   SI: 4            
        RF: 1                           LEGAL: 3L
        BAL: norm                       IMP: norm 
        BARR: norm                      VEH: norm 
        ADD EFFECTS: Treat as explosive rounds in all regards unless 
                     specified here. This round suffers double recoil 
                     penalties when used in burst fire mode.  They double 
                     knockdown penalties and they increase the wound by 
                     one level furtherthan the above if they penetrate the 
                     armor.  In addition, armor is damaged 2levels (subtract 
                     2 from the armor rating) for every round that hits.  
                     If an armor has a barrier rating, and the round hits, 
                     halve the barrier rating of the armor. Against a
                     soft-skinned (ie no armor) target treat as a gel round, except that 
                     the crystalhas a 1 in 6 chance of detonating the explosive, 
                     in which case treat as an HEround. Example: Predator II 
                     firing HESH against Armor Jacket (5/3).  The Predator's 
                     damage code is 11M, the armor barrier rating is 5/2=2.5=2, 
                     doubled again or 5, so the damage code is 11-5 = 6M.  
                     The armor barrier rating of 2compared against 11 means the 
                     armor is completely wiped (breached). That is, 11-2=9.  
                     For every increment of 1/2 the barrier it loses 1 barrier 
                     ratingpoint.  1/2 of 2 =1, so the barrier loses 9 points of 
                     which it had 2. 

CORROSIVES (Kudos to Adam Getchell, and myself on this one)

This round is actually a saboted cup projectile carrying a load of highly concentrated industrial grade corrosives. Great for dealing with the bipedal tanks and any barriers that you may chance upon.

        CONCEAL: 8                      DAMAGE: 10L physical and 5M     (Stun) 
        WEIGHT: .75                     AVAIL: 16/2 weeks 
        COST: 250 =Y=                   SI: 3.5         
        RF: 1                           LEGAL: as weapon
        BAL: normal                     IMP: normal
        BARR: normal                    VEH:    normal 
        ADD EFFECTS: Acid:  Every 10 Combat phases, or 3 times per Combat 
                     Turn(assume acid has an initiative of 21) the acid 
                     eats 1 point of ballistic/impactarmor.  When the armor 
                     reaches a value of zero in either, the acid then inflicts 
                     a10L physical 5M stun wound (the mental damage is due to 
                     the pain).  Thephysical wound is resisted solely by Body 
                     (no Combat Pool), the mental damageis resisted by Willpower.  
                     The acid round burns for 9 phases being neutralized,and 
                     requires a pH 14 base or it is unaffected (strong acid versus 
                     weak base =buffer + acid, if I remember my freshman chemistry).  
                     Acid rounds arecumulative=in effect; in autofire assume 1 
                     round strikes for every 2 successes.

CHEMICAL

This round is made to deliver many types of chemical payloads into or on the target. Any of the various chemical types in common use can be found such as CS/CN, NeuroStun, Seven 7, Fugu-5, and Narcojet.

CS/CN Tear Gas-Military grade riot control gas.

        CONCEAL: 7                      DAMAGE: -3 Power/-1 Level
        WEIGHT: .2                      AVAIL: 9/14 Days 
        COST: 300 =Y=                   SI: 4 
        RF: 1                           LEGAL: 3L
        BAL: not used                   IMP: use 
        BARR: normal                    VEH: normal
        ADD EFFECTS: +4 to target numbers for the target hit, for twice 
                     the number of success made by the firer.  Damage 
                     codes are for the round itself as it hits the target.  
                     Use weapon damage code modified as listed above to 
                     calculate the damage.  Attack is resisted using 
                     Impact armor rating.

NeuroStun VIII

As per Toxins in Shadowrun 2 Edition (pg 186). See there for further details.

        CONCEAL: 7                      DAMAGE: 6S stun (for drug) 
                                                -3 Power/-1 Level for round
        WEIGHT: .2                      AVAIL: 10/16 Days       
        COST: 325 =Y=                   SI: 5           
        RF: 1                           LEGAL: 3L
        BAL: not used                   IMP: use        
        BARR: normal                    VEH: normal 
        ADD EFFECTS: acts as neurostun VII in all regards. Damage codes 
                     are for the round itself as it hits the target. Use 
                     weapon damage code modified as listed above to
                     calculate the damage. Attack is resisted using Impact
                     armor rating.

NeuroStun IX

As per Gas Delivery Systems in the NAGRL (pg 88). See there for further details.

        CONCEAL: 7                      DAMAGE: 6S stun (for drug) 
                                                -3 Power/-1 Level for round
        WEIGHT: .2                      AVAIL: 10/16 Days       
        COST: 325 =Y=                   SI: 5           
        RF: 1                           LEGAL: 3L
        BAL: not used                   IMP: use        
        BARR: normal                    VEH: normal 
        ADD EFFECTS: speed; 1 turn.  Acts as neurostun IX in all regards.
                     Damagecodes are for the round itself as it hits the 
                     target.  Use weapon damage codemodified as listed 
                     above to calculate the damage.  Attack is resisted 
                     using Impact armor rating.


Seven-7

As per Gas Delivery Systems in the NAGRL (pg 86). See there for further details.

        CONCEAL: 7                      DAMAGE: 10 D (for drug) 
                                                -3 Power/-1 Level (for round)  
        WEIGHT: .2                      AVAIL: 12/21 Days       
        COST: 375 =Y=                   SI: 6 
        RF: 1                           LEGAL: 2L
        BAL: not used                   IMP: use 
        BARR: normal                    VEH: normal
        ADD EFFECTS: speed; 1 turn.  Acts as Seven-7 in all regards. 
                     Damage codes are for the round itself as it hits 
                     the target.  Use weapon damage code modified as 
                     listed above to calculate the damage.  Attack is 
                     resisted using Impact armor rating.


Fugu-5

As per Toxins in Shadowrun 2 Edition (pg 186). See there for further details.

        CONCEAL: 7                      DAMAGE: 3D (for drug) 
                                                -3 Power/-1 Level for round
        WEIGHT: .2                      AVAIL: 14/30 Days       
        COST: 450 =Y=                   SI: 7 
        RF: 1                           LEGAL: 1L
        BAL: not used                   IMP: use 
        BARR: normal                    VEH: normal 
        ADD EFFECTS: no side effects, from drug if resisted.  Speed; 1 turn.  
                     Acts asFugu-5 in all regards.   Damage codes are for 
                     the round itself as it hits the target.Use weapon damage 
                     code modified as listed above to calculate the damage.
                     Attack is resisted using Impact armor rating.


Narcoject

As per Toxins in Shadowrun 2 Edition (pg 186). See there for further details.

        CONCEAL: 7                      DAMAGE: 6D stun (for drug) 
                                                -3 Power/-1 Level (for round)
        WEIGHT: .2                      AVAIL: 12/24 Days 
        COST: 400 =Y=                   SI: 5.5                                 
        RF: 1                           LEGAL 1L
        BAL: not used                   IMP: use 
        BARR: normal                    VEH: normal
        ADD EFFECTS: No side effects. Speed; 1 turn.  Acts as Narcojet in 
                     all regards.   Damage codes are for the round itself 
                     as it hits the target.  Useweapon damage code modified 
                     as listed above to calculate the damage.  
                     Attack is resisted using Impact armor rating.


"MAD TAG"

This is a unique round with some neat applications. The saboted cup is filled with a ferrous compound that has been treated in such a way that it will show up on ultrasound and a SQUID system. If you only get one chance to tag a bogy before he slides into invisibility, this is the round you hit him with. Once the target has been tagged this round will allow you to reacquire him with normal ultrasound sights or a SQUID system (without the +4 dice mods).

        CONCEAL: 7                      DAMAGE: -4 Power/-1 Level
        WEIGHT: .6                      AVAIL: 7/ 17 Days 
        COST: 250 =Y=                   SI: 3 
        RF: 1                           LEGAL: as weapon
        BAL: not used                   IMP: used 
        BARR: normal                    VEH: normal
        ADD EFFECTS: will allow an invisible target, hit with this 
                     round, to be tracked by ultrasound (with a +1 to 
                     target numbers-for attack die roll, not +4 as 
                     listed in the ultrasound sight system in the street 
                     sam catalogue) or SQUID system. 

Static

This is a sophisticated type of ammunition that is used to disable electronics, communications equipment, and computers of all kinds by releasing a powerful static charge. Upon hitting the target the round puts out powerful currant that jams or even fuses and overloads the targets own electrical system.

        CONCEAL: 8                      DAMAGE: +2 Power/+1 Level
        WEIGHT: .6                      AVAIL: 9/20 Days 
        COST: 750 =Y=                   SI: 4 
        RF: 1                           LEGAL: 4L
        BAL: not used                   IMP: used 
        BARR: normal                    VEH: normal
        ADD EFFECTS: to calculate the effectiveness of this round against 
                     various pieces of electrical equipment make a resisted 
                     success test using the firersnumber of success (target 
                     number is the equivalent barrier rating of the target)
                     against the number of success made by the equipment 
                     (number of die equal toits relative barrier rating, 
                     target number is the adjusted damage power rating of
                     the weapon being used to attack the equipment).  
                     For every two success made by the firer, the effectiveness 
                     of the equipment is reduced by 25 percent.  If the 
                     equipment resists to no success by the firer no damage, 
                     to the equipment, is done 


Gauss

Similar to the Static round with the exception that the current is built specifically to disable the human neurological system via the massive electrical charge delivered by this round. Makes a standard side arm into a repeating taser weapon system.

        CONCEAL: 7                      DAMAGE: +2 Power/+1 Level (Stun)                        
        WEIGHT: .6                      AVAIL: 10/ 1 month 
        COST: 950 =Y=                   SI: 5 
        RF: 1                           LEGAL: 4L
        BAL: not used                   IMP: used 
        BARR: normal                    VEH: normal
        ADD EFFECTS: treat as a taser hit with the damage rating as 
                     listed above.

Variable Ballistics Ammunition Modification: (Kudos to Adam Getchell)

Not really a type of round, but a modification. By coating the round with a thin sabot, the boundary-layer aerodynamics (and thus the flight profile) may be changed. The sabot is a variable density composite, designed to peel away at carefully calculated shear values. Lift enhancement may increase the range value of the weapon by 1 (Light pistol to heavy pistol, e.g.). Curvature enhancement (aka curveball or slider) allows limited flight-path modification at the cost of muzzle energy (negate partial cover or halve blind fire, -2 to power) but must be interfaced with a Smartlink to be effective (i.e. you've gotta be able to tell the bullet which way to turn - therefore you have to add a little device in the breech to rotate the bullet so the sabot curves it the right way and you've got to eliminate the rifling in the barrel). Add +50% to gun price for modifications, add +100% to ammo cost. Cannot be done for flechettes and APDS, or shotgun ammunition.

        Conceal: no change              Damage: no change
        Weight: no change               AVAIL: +12/3 Days 
        COST:+100% =Y= for ammunition 
             +50% =Y= for weapon mod SI: 4
        RF: -1                          LEGAL: as weapon
        BAL:normal                      IMP: normal 
        BARR: normal                    VEH: normal 
        ADD EFFECTS: as above


Variable Expansion Ammunition Modification: (Kudos to Adam Getchell)

This has been mentioned before, but I liked the idea so I tinkered. Requires Smartlink and a little device that sends varying electric charges to the rounds in the breech (small charges!) to tell the composite ammo how much to expand. Basically changes Young's modulus for round so that expansion is a function of stiffness of resistance. Firer picks "stiffness factor". Add +4 to power of round, minus one for every point of difference between stiffness factor and the armor value of the target. In my game I stack armor, so that it isn't quite so easy to guess the target's armor. In addition, if the firer guesses EXACTLY the stiffness factor, he adds +1 Wound category. If the stiffness factor is OVER the armor value, there is a -1 Wound category. May be used on all rounds except shotgun ammunition. Apply below modifiers to any round.

        CONCEAL: no change              DAMAGE: +4 (-1 per increment) Power/
                                                +1 Level (if exact)
        WEIGHT: no change               AVAIL: +12/3 Days 
        COST: +300 =Y=                  SI: 4  
        RF: -2                          LEGAL: 5L or less
        BAL:  normal                    IMP: normal
        BARR: normal                    VEH: normal  
        ADD EFFECTS: as above


Solid Fuel Ramjet Ammunition Modification: (Kudos to Adam Getchell)

Increase range characteristics by 2 levels (light pistol goes --> Heavy pistol --> SMG while SMG goes --> Assault rifle --> Sporting rifle) and power level by +2. The semi-active laser seeker in the nose locks onto the Smartlink targeting laser, adding 4 dice to the firing test. The round has a limited ability to go around corners, thus negating the partial cover modifier and half of the blind fire modifier. A military specification round. (In my game the kiss of death to be caught with). May be used on all ammunition types except flechette (of any type), or shotgun ammunition.

        CONCEAL: no change              DAMAGE: +2 to Power/as weapon   
        WEIGHT: no change               AVAIL: +24/1 month 
        COST: +350 =Y=                  SI: +4  
        RF: +3                          LEGAL: 3L or less
        BAL: normal                     IMP: normal
        BARR: normal                    VEH: normal  
        ADD EFFECTS: as above

Seekershell Weapon System Round Ammunition: (Kudos to Adam Getchell)

Use vehicle missile ranges. Fired from specially modified sniper rifles or specially designed weapons. From a rifle, it is a "standard" load. From a designer weapon, it is a cold-gas expelled munition that goes active 5 meters from the weapon. The munition has an intelligence of 6-10, using target signature as lockon or laser designation. In designation mode (as per Smartlink) the seekershell just acts as an improved Ramjet shell, above, adding its Intelligence to the firing test and negating blind fire penalties. In target acquisition mode the target number for the test is the signature, which is 4 for a humanoid in the open, 8 for a human in a crowd, and 10-Body + Stealth successes versus intelligence of missile + ECM from things like armor (the seekershell has IR, laser ranging, millimetric, and ultrasound sensors - ECM must be able to fool all of these to have an effect). The firer rolls Skill + Combat Pool + Intelligence.The seekershell can also target gun muzzles and firing by targets: use the Perception modifiers for sight and sound with a base target of 4.

Tactics: Seekershells are used for fire-suppression, sniping, and counterfire. Fire-suppression includes squeezing off a few towards hostiles targeting you to suppress them. Long bursts and grenadiers tend to get silenced quickly. Sniping is obvious. Counterfire is used by rear elements in support of the point man. Only SWAT and military types get to train with this stuff at all.

        CONCEAL: 6                      DAMAGE: as defensive minigrenade
        WEIGHT: 1                       AVAIL: +24/1 month 
        COST: 1350 =Y=                  SI: the SKY!  
        RF: -1 (effective)              LEGAL: 2L or less
        BAL: normal                     IMP: normal
        BARR: normal                    VEH: normal  
        ADD EFFECTS: as above

INCENDIARY AMMUNITION RULES:

Incendiary component of the round causes an additional 6M wound for 3 rounds. Use unaugmented body die for unopposed resistance test. If staged below L no damage is taken for that round. The target number of the round to ignite combustible materials is 1/2 the damage power of the weapon firing the round (round up). Flammable materials are easier to ignite and the target number is the full damage power number of the weapon firing the round. The chance for ignition is 1 try per round for three rounds. Game mechanics wise, you can not put out the incendiary compound-It must burn for 3 rounds then it goes out (or blows something all to hell.)

SIGNAL AMMUNITION

This line of ammunition if for those that are used in signaling others or to mark targets.

FLARE

Flare ammunition is a discarding sabot cup filled with a magnesium-thermite-phosphorus core that burns brightly when exposed to air. At night it can be seen from 1.5 km away for 30 seconds.

        CONCEAL: 7                      DAMAGE: -2 Power/-1 Level
        WEIGHT: .4                      AVAIL: 4/6 Days                         
        COST: 40 =Y=                    SI: .25         
        RF: 6                           LEGAL: as weapon
        BAL: not used                   IMP: used (if fired at a person)        
        BARR: normal                    VEH: normal             
        ADD EFFECTS: incendiary effects (see above).  Damage numbers are 
                     for if theround is fired at a person and not as intended.


NOISEMAKER

Looks like the plastic thunderzap but configured to act like a whistle. Can be heard .5 km away.

        CONCEAL: 7                      DAMAGE: -4 Power/-2 Level
        WEIGHT: .3                      AVAIL:5/6 Days 
        COST: 40 =Y=                    SI: .25                 
        RF: 6                           LEGAL: as weapon
        BAL:not used                    IMP: use (if fired at a person)
        BARR: normal                    VEH: normal 
        ADD EFFECTS: none. Damage numbers are for if the round is fired 
                     at a person and not as intended.

PAINT-COLORED

A sub-caliber round with a composite poly-ceramic impact frangible paint filled bullet. Used for marking anything from a distance.

        CONCEAL: 7                      DAMAGE: -3 Power/-1 Level
        WEIGHT: .2                      AVAIL: 2/24 hrs 
        COST: 50 =Y=                    SI: .25 
        RF: 1                           LEGAL: as weapon
        BAL: not used                   IMP: used                               
        BARR: normal                    VEH: normal
        ADD EFFECTS: will mark a target with a 6 inch diameter splot of 
                     colored paint. Damage numbers are for if the round 
                     is fired at a person.


PAINT-IR MARKING

Same as the above mentioned paint round with the following changes: The visible color of the paint is black. When the target which has been hit with the IR marking paint is scanned by an IR sensor or vision device it shows up as a bright splot of white.

        CONCEAL: 7                      DAMAGE: -3 Power/-1 Level
        WEIGHT: .2                      AVAIL: 5/3 Days                         
        COST: 75 =Y=                    SI: 3                   
        RF: 1                           LEGAL: as weapon
        BAL: not used                   IMP: use                                
        BARR: normal                    VEH: normal 
        ADD EFFECTS: will mark a target with a 6 inch diameter splot of 
                     gray coloredpaint.  Damage numbers are for if the 
                     round is fired at a person.

NON-LETHAL AMMUNITION

If you don't want to hurt the bad guys then this line of ammunition is for you. This line is used to subdue, not kill, the target. This is achieved by either chemical or impact means. The exception is the Rock Salt load which is used as a distractor.

STUN

This ammunition is the Stun Ammunition found in the Second Edition Shadowrun Rule Book.

        CONCEAL: 8                       DAMAGE: -2 Power/as weapon (Stun)
        WEIGHT: 1                        AVAIL: 4/48 hrs
        COST: 100 =Y=                    SI: 1 
        RF: 6                            LEGAL: as weapon
        BAL: not used                    IMP: used 
        BARR: normal                     VEH: normal
        ADD EFFECTS: none

GEL

This ammunition is the Gel Ammunition found in the Second Edition Shadowrun Rule Book.

        CONCEAL: 8                  DAMAGE: -2 Power/ as weapon (Stun)
        WEIGHT: .25                 AVAIL: 4/48 hrs 
        COST: 30 =Y=                SI: 1 
        RF: 6                       LEGAL: as weapon
        BAL: used                   IMP: normal 
        BARR:  normal               VEH: normal
        ADD EFFECTS: none

ROCK SALT

An new twist on the old standby for shotguns. This is the small arms version of the shotgun ammunition. Not much on damage but great to just torque off that pesky mage, right when he is trying to toss a fireball down range in your direction.

        CONCEAL: 8                  DAMAGE: -2 Power/as weapon stun 
        WEIGHT: .4                  AVAIL: 4/48 hrs         
        COST: 20 =Y=                SI: 1 
        RF: 1                       LEGAL: as weapon
        BAL: not used               IMP: use 
        BARR: not effected          VEH: not effected (well scratches paint).
        ADD EFFECTS: apply a +1 to target numbers to the target hit, for 
                     every two success made by the firer.

SHOTGUN AMMUNITION

Until recently shotguns could only fire two types of rounds: solid slugs and shot (page 95 Shadowrun Second edition rule book). We here at Tarot Firearms are making up for this shortcoming and now offer a new and diverse selection of ammunition for the old scattergun.

After you see this you'll never understate the ability of the scattergun again nor will you loose respect for the shotgun toting maniac.

NORMAL BUCKSHOT

This is the standard buckshot round given in the second edition rule book. You take the basic damage code of the shotgun and apply the flechette ammunition rules as given earlier in the same section. Next you utilize the Shotgun Spread Example to determine the particular damage done at a given range. (See Page 95 for further rules and guidelines) No changes made.

        CONCEAL: 8                   DAMAGE: as weapon/as weapon
        WEIGHT: .5                   AVAIL: 2/24 hrs 
        COST: 20 =Y=                 SI: .75  
        RF: 4                        LEGAL: as weapon
        BAL: normal                  IMP: normal 
        BARR: normal                 VEH: normal 
        ADD EFFECTS: none

NORMAL SLUG

This is the standard round given for the various shotguns. This does list damage for the particular weapon. No changes made.

        CONCEAL: 8                   DAMAGE: as weapon/as weapon
        WEIGHT: .5                   AVAIL: 2/24 hrs 
        COST: 20 =Y=                 SI: .75  
        RF: 4                        LEGAL: as weapon
        BAL: normal                  IMP: normal 
        BARR: normal                 VEH: normal 
        ADD EFFECTS: none

FEDERAL TACTICAL BUCKSHOT

A new development from Federal. A standard tactical buckshot load with a newer less violent propellant charge. Normal damage with less recoil impulse. Costs slightly more than standard buckshot rounds.

        CONCEAL: 8                  DAMAGE: as weapon/as weapon
        WEIGHT: .5                  AVAIL: 5/36 hrs 
        COST: 45 =Y=                SI: .8  
        RF: 4                       LEGAL: as weapon
        BAL: normal                 IMP: normal 
        BARR: normal                VEH: normal 
        ADD EFFECTS: recoil penalties are at 1/2 normal values, when used 
                     in burst or full auto modes.

FEDERAL TACTICAL SLUG

A new development from Federal. A standard tactical slug load with a newer less violent propellant charge. Normal damage with less recoil impulse. Costs slightly more than standard slug rounds.

        CONCEAL: 8                  DAMAGE: as weapon/as weapon
        WEIGHT: .5                  AVAIL: 5/36 hrs 
        COST: 45 =Y=                SI: .8  
        RF: 4                       LEGAL: as weapon
        BAL: normal                 IMP: normal 
        BARR: normal                VEH: normal 
        ADD EFFECTS: recoil penalties are at 1/2 normal values, when used 
                     in burst or full auto modes.

STRUNG BUCK

A new product from LOCK & LOAD. Two full bore buck shot balls strung together with a short resilient piece of very high tensile strength wire. It opens up, with a characteristic WHIZ, and causes some severe tissue damage on impact.

        CONCEAL: 8                  DAMAGE: +1 Power/as weapon
        WEIGHT: .5                  AVAIL: 4/36 hrs 
        COST: 60 =Y=                SI: .8  
        RF: 4                       LEGAL: as weapon
        BAL: normal                 IMP: normal 
        BARR: normal                VEH: normal 
        ADD EFFECTS: none

BUCK & BALL

The second offering from LOCK & LOAD. This round is a pre-fragmented slug followed by six #00 buck shot pellets. Very destructive round for anti-personnel roles.

        CONCEAL: 8                  DAMAGE: +2 Power/as weapon
        WEIGHT: .5                  AVAIL: 5/3 Days  
        COST: 65 =Y=                SI: 1.5  
        RF: 4                       LEGAL: as weapon
        BAL: normal                 IMP: normal 
        BARR: normal                VEH: normal 
        ADD EFFECTS: none

FLECHETTE

Third entry by those crazy guys down at L&L. Twenty small (1.5"), tungsten carbide, teflon coated, finned darts per load. High velocity and REAL nasty! At close range about half like to impact sideways, not in the design plans but still very effective way to ventilate a target.

        CONCEAL: 8                  DAMAGE: +3 Power/+1 Level
        WEIGHT: .5                  AVAIL: 5/4 Days  
        COST: 175 =Y=               SI: 2.5  
        RF: 4                       LEGAL: as weapon
        BAL: -1 to ball armor rat.  IMP: normal 
        BARR: -1 to barrier rating  VEH: -1 to vehicular armor rating 
        ADD EFFECTS: none.  Note do not use flechette rules for this round.

BRI SABOT SLUG

A teflon coated discarding saboted slug, made of tungsten carbide, from BRI. A definite improvement over the old slug ammunition.

        CONCEAL: 8                  DAMAGE: +1 Power/as weapon
        WEIGHT: .5                  AVAIL: 3/24 hrs 
        COST: 75 =Y=                SI: .75  
        RF: 4                       LEGAL: as weapon
        BAL: -1 to ballistic armor  IMP: normal 
        BARR: normal                VEH: normal 
        ADD EFFECTS: none

RUBBER SLUG

Cidco's riot control round intended to be skip-fired into crowds for non-lethal deterrence. If used in direct fire mode it can produce minor damage to the target. A very good round and no felt recoil.

        CONCEAL: 8                  DAMAGE: +2 Power/as weapon (Stun)
        WEIGHT: .5                  AVAIL: 3/24 hrs 
        COST: 45 =Y=                SI: .75  
        RF: 6                       LEGAL: as weapon
        BAL: normal                 IMP: normal 
        BARR: normal                VEH: normal 
        ADD EFFECTS: none

RUBBER BUCKSHOT

The other non-lethal anti-riot round from Cidco. Like normal shot but made from rubber. Again intended to be skip-fired but may be used in direct fire mode. Also no felt recoil.

        CONCEAL: 8                  DAMAGE: +1 Power/as weapon (Stun)
        WEIGHT: .5                  AVAIL: 3/24 hrs 
        COST: 55 =Y=                SI: .75  
        RF: 6                       LEGAL: as weapon
        BAL: normal                 IMP: normal 
        BARR: normal                VEH: normal 
        ADD EFFECTS: none

BLOCK BUSTER I

Those wonderfully insane guys at LOCK & LOAD have done it again. This time they take a true hollowpoint slug, complete with stubby fins, and boost the propellant to magnum level and teach it to blow door hinges away. We've pit them to other uses here at Tarot FireArms.

        CONCEAL: 8                  DAMAGE: +3 Power/as weapon
        WEIGHT: .5                  AVAIL: 5/5 Days  
        COST: 420 =Y=               SI: 3
        RF: 2                       LEGAL: as weapon
        BAL: -1 to ball armor rati. IMP: normal 
        BARR: -1 to barrier rating  VEH: -1 to vehicular armor rating
        ADD EFFECTS: none

BLOCKBUSTER II

What you want more? Fine, here's the second version of the BlockBuster. They pack the hollowpoint with an explosive charge and boost the propellent even higher. Be careful with this one the chamber pressure is massive and may overload the gas action on repeaters. Always set your gas regulator to the max setting when using these puppies.

        CONCEAL: 8                  DAMAGE: +3 Power/+1 Level
        WEIGHT: .5                  AVAIL: 6/7 Days  
        COST: 500 =Y=               SI: 4
        RF: 2                       LEGAL: 5L
        BAL: -2 to ball. armor rat. IMP: normal 
        BARR: -2 to barrier rating  VEH: -2 to vehicular armor rating 
        ADD EFFECTS: none

TKO

DEF-TEC's anti-hinge/lock round. Made from compressed powdered zinc which delivers hinge removing power without the danger of over penetration.

        CONCEAL: 8                  DAMAGE: -2 Power/+1 Level (Stun)
        WEIGHT: .25                 AVAIL: 4/4 Days 
        COST: 80 =Y=                SI: .5  
        RF: 4                       LEGAL: as weapon
        BAL: not used               IMP: use 
        BARR: -3 to barrier rating 
              for ratings under 5   VEH: normal 
        ADD EFFECTS: none

POWER MASTER

An explosive slug from Blamo-Ammo. Similar to the Block Buster II but has a high explosive charge in the hollowpoint that is ignited by a shotgun primer on impact.

        CONCEAL: 8                  DAMAGE: +2 Power/+1 Level
        WEIGHT: .5                  AVAIL: 5/7 Days  
        COST: 450 =Y=               SI: 3.5  
        RF: 3                       LEGAL: 6L
        BAL: -1 to ball armor rat.  IMP: normal 
        BARR: -1 to barrier rating  VEH: -1 to vehicular armor rating 
        ADD EFFECTS: none

FERRET

A well known round that is a liquid filled fin-stabilized tear gas round, which has no difficulty going through a barricade. The CS tear gas will definitely ruin the barricaded enemies day.

        CONCEAL: 8                  DAMAGE: +3 Power/+1 Level (Stun)        
        WEIGHT: .5                  AVAIL: 5/96 hrs 
        COST: 120 =Y=               SI: 2.25  
        RF: 5                       LEGAL: as weapon
        BAL: normal                 IMP: normal 
        BARR: 1/2 barrier rating    VEH: normal 
        ADD EFFECTS: for the gas it incurs a +4 to target numbers for the 
                     target hit, fortwice the number of success made by the firer.

BIRDBOMBS

Crown Specialties has made this shotgun launched fire cracker for signaling and startling prey (particularly birds) for some time. We are the first major carriers for this round. Think about how you can use this for all sorts of stuff.

        CONCEAL: 8                  DAMAGE: no damage 
        WEIGHT: .5                  AVAIL: 3/24 hrs 
        COST: 35 =Y=                SI: .25  
        RF: 1                       LEGAL: as weapon
        BAL: normal                 IMP: normal 
        BARR: normal                VEH: normal 
        ADD EFFECTS: none.  Round can not be fired at someone.  It simply 
                     launches into the air with a loud bang, and can not do 
                     any damage to a target.

FLARES

Olin has made a 12 gauge night signaling round. It sky rockets to 250 meters and can be seen 1.5 km away.

        CONCEAL: 8                  DAMAGE: -3 Power/-1 Level
        WEIGHT: .5                  AVAIL: 3/72 hrs 
        COST: 80 =Y=                SI: .5  
        RF: 4                       LEGAL: as weapon
        BAL: normal                 IMP: normal 
        BARR: normal                VEH: normal 
        ADD EFFECTS: Does incendiary effects as above.  Damage is for the 
                     round if fired at a person instead of into the air 
                     as intended.

POPPER LOADS

Another signaling round from Olin. They produce realistic sound with no recoil, and have some applications to signaling and or training.

        CONCEAL: 8                  DAMAGE: no damage
        WEIGHT: .5                  AVAIL: 3/36 hrs 
        COST: 5 =Y=                 SI: .15  
        RF: na                      LEGAL: as weapon
        BAL: normal                 IMP: normal 
        BARR: normal                VEH: normal 
        ADD EFFECTS: this round is ballistically inert.  It makes a big 
                     bang from the chamber and cycles the mechanism.
                     No other effects are credited to this round.

DRAGONS BREATH

This round fires burning particles of thermite and white phosphorus. Effective to 100 meters and very spectacular at night. Capable of igniting combustible materials and causing burn damage also. Very nasty round.

        CONCEAL: 8                  DAMAGE: +4 Power/+2 Level
        WEIGHT: .5                  AVAIL: 12/1 month 
        COST: 620 =Y=               SI: 5.5  
        RF: na                      LEGAL: 3L
        BAL: normal                 IMP: normal 
        BARR: normal                VEH: normal 
        ADD EFFECTS: incendiary effects, except that it only occurs for 
                     one round. 

8 BY 1

A new development from Tarot Firearms. It takes a single accelerator round, adds eight large flechettes (larger than normal for shotguns) puts them into a plastic wadding cup and drives them at horrendous velocities. A nasty military grade round with unlimited capabilities.

        CONCEAL: 8                  DAMAGE: as per accelerator and shotgun 
                                            flechettes above.
        WEIGHT: .5                  AVAIL: 21/2.5 months 
        COST: 750 =Y=               SI: 6  
        RF: see rounds above        LEGAL: 1L
        BAL: see rounds above       IMP: normal 
        BARR: see rounds above      VEH: see rounds above 
        ADD EFFECTS: see each particular round as listed above.

CORROSIVES

(Kudos to Adam Getchell, and myself on this one)

This round is actually a saboted cup projectile carrying a load of highly concentrated industrial grade corrosives. Great for dealing with the bipedal tanks and any barriers that you may chance upon.

        CONCEAL: 8                  DAMAGE: 14L physical and 8M stun 
        WEIGHT: .75                 AVAIL: 18/3 weeks 
        COST: 450 =Y=               SI: 3.5         
        RF: 1                       LEGAL: as weapon
        BAL: normal                 IMP: normal
        BARR: normal                VEH: normal 
        ADD EFFECTS: Acid:  Every 10 Combat phases, or 3 times per Combat 
                     Turn(assume acid has an initiative of 21) the acid 
                     eats 1 point of ballistic/impact armor.  When the armor 
                     reaches a value of zero in either, the acid then inflicts 
                     a 14L physical 8M stun wound (the mental damage is due to 
                     the pain).  The physical wound is resisted solely by Body 
                     (no Combat Pool), the mental damage is resisted by Willpower.
                     The acid round burns for 9 phases being neutralized,and 
                     requires a pH 14 base or it is unaffected (strong acid versus 
                     weak base =buffer + acid, if I remember my freshman chemistry).
                     Acid rounds are cumulative=in effect; in autofire assume 1 round 
                     strikes for every 2 successes.

CHEMICAL

This round is made to deliver many types of chemical payloads into or on the target. Any of the various chemical types in common use can be found such as CS/CN, NeuroStun, Seven 7, Fugu-5, and Narcojet.

CS/CN Tear Gas-Military grade riot control gas.

        CONCEAL: 7                   DAMAGE: -3 Power/-1 Level
        WEIGHT: .2                   AVAIL: 10/18 Days 
        COST: 500 =Y=                SI: 4 
        RF: 1                        LEGAL: 3L
        BAL: not used                IMP: use 
        BARR: normal                 VEH: normal
        ADD EFFECTS: +4 to target numbers for the target hit, for twice 
                     the number of success made by the firer.  Damage codes 
                     are for the round itself as it hits thetarget.  Use weapon
                     damage code modified as listed above to calculate the 
                     damage.  Attack is resisted using Impact armor rating.

NeuroStun VIII

As per Toxins in Shadowrun 2 Edition (pg 186). See there for further details.

        CONCEAL: 7                   DAMAGE: 6S stun (for drug)
                                             3 Power/-1 Level for round
        WEIGHT: .2                   AVAIL: 12/21 Days         
        COST: 425 =Y=                SI: 5                 
        RF: 1                        LEGAL: 3L
        BAL: not used                IMP: use 
        BARR: normal                 VEH: normal 
        ADD EFFECTS:  acts as neurostun VII in all regards. Damage codes are for
                      the round itself as it hits the target.  Use weapon damage 
                      code modified aslisted above to calculate the damage.  
                      Attack is resisted using Impact armor rating.

NeuroStun IX

As per Gas Delivery Systems in the NAGRL (pg 88). See there for further details.

        CONCEAL: 7                   DAMAGE: 6S stun (for drug)
                                             3 Power/-1 Level for round
        WEIGHT: .2                   AVAIL: 14/24 Days         
        COST: 500 =Y=                SI: 5                 
        RF: 1                        LEGAL: 3L
        BAL: not used                IMP: use         
        BARR: normal                 VEH: normal 
        ADD EFFECTS: speed; 1 turn.  Acts as neurostun IX in all regards.   
                     Damage codes are for the round itself as it hits the target.  
                     Use weapon damage code modified as listed above to calculate 
                     the damage.  Attack is resisted using Impact armor rating.

Seven-7

As per Gas Delivery Systems in the NAGRL (pg 86). See there for further details.

        CONCEAL: 7                   DAMAGE: 10 D (for drug) 
                                             -3 Power/-1 Level (for round)         
        WEIGHT: .2                   AVAIL: 14/ 1 Month          
        COST: 575 =Y=                SI: 6 
        RF: 1                        LEGAL: 2L
        BAL: not used                IMP: use 
        BARR: normal                 VEH: normal
        ADD EFFECTS: speed; 1 turn.  Acts as Seven-7 in all regards. Damage codes
                     are for the round itself as it hits the target.  Use weapon 
                     damage code modified as listed above to calculate the damage.
                     Attack is resisted using Impact armor rating.

Fugu-5

As per Toxins in Shadowrun 2 Edition (pg 186). See there for further details.

        CONCEAL: 7                   DAMAGE: 3D (for drug) 
                                             -3 Power/-1 Level for round
        WEIGHT: .2                   AVAIL: 16/2 Months         
        COST: 650 =Y=                SI: 7 
        RF: 1                        LEGAL: 1L
        BAL: not used                IMP: use 
        BARR: normal                 VEH: normal 
        ADD EFFECTS: no side effects, from drug if resisted.  Speed; 1 turn.
                     Acts as Fugu-5 in all regards.   Damage codes are for the round 
                     itself as it hits the target.Use weapon damage code modified as 
                     listed above to calculate the damage.
                     Attack is resisted using Impact armor rating.

Narcojet

As per Toxins in Shadowrun 2 Edition (pg 186). See there for further details.

        CONCEAL: 7                  DAMAGE: 6D stun (for drug) 
                                            -3 Power/-1 Level (for round)
        WEIGHT: .2                  AVAIL: 13/25 Days 
        COST: 550 =Y=               SI: 5.5                                 
        RF: 1                       LEGAL 1L
        BAL: not used               IMP: use 
        BARR: normal                VEH: normal
        ADD EFFECTS:No side effects. Speed; 1 turn.  Acts as Narcojet in all
                    regards.   Damage codes are for the round itself as it 
                    hits the target.  Use weapon damage code modified as listed 
                    above to calculate the damage.  Attack is resisted using 
                    Impact armor rating.

"MAD TAG"

This is a unique round with some neat applications. The saboted cup is filled with a ferrous compound that has been treated in such a way that it will show up on ultrasound and a SQUID system. If you only get one chance to tag a bogy before he slides into invisibility, this is the round you hit him with. Once the target has been tagged this round will allow you to reacquire him with normal ultrasound sights or a SQUID system (without the +4 dice mods).

        CONCEAL: 7                  DAMAGE: -4 power/-1 level
        WEIGHT: .6                  AVAIL: 9/21 Days 
        COST: 350 =Y=               SI: 3 
        RF: 1                       LEGAL: as weapon
        BAL:not used                IMP: used 
        BARR: normal                VEH: normal
        ADD EFFECTS: will allow an invisible target , hit with this 
                     round,to be tracked byultrasound (with a -1 to target 
                     numbers-for attack die roll, not +4 as listed in the 
                     ultrasound sight system in the street sam catalogue) or  
                     SQUID system.

ROCK SALT

Same as in the small arms ammunition but for shotguns.

        CONCEAL: 8                  DAMAGE: -2 Power/as weapon (Stun) 
        WEIGHT: .4                  AVAIL: 5/48 hrs         
        COST: 25 =Y=                SI: 1 
        RF: 1                       LEGAL: as weapon
        BAL: not used               IMP: use 
        BARR: not effected          VEH: not effected (well scratches paint).
        ADD EFFECTS: apply a +2 to target numbers to the target hit, for 
                     every two success made by the firer.

ILLUMINATION

A small illumination round built for use in a shotgun. A thermite charge capable of illuminating 300 meter area for 30 seconds.

        CONCEAL: 8                  DAMAGE: -2 Power/as weapon
        WEIGHT: .5                  AVAIL: 2/24 hrs 
        COST: 20 =Y=                SI: .75  
        RF: 4                       LEGAL: as weapon
        BAL: normal                 IMP: normal 
        BARR: normal                VEH: normal 
        ADD EFFECTS: Incendiary effects if fired into combustibles, ignitables, 
                     or at humans (see above).  Damage listings above are for when 
                     the round is fired at a person instead of into the air.

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