Small arms:
Black Powder pistols
1d3 .25 Caliber
1d4 .30 Caliber
1d5 .32 Caliber
1d6 .34 Caliber
1d8 .40 Caliber
1d10 .45 Caliber
2d6 .50 Caliber
Black Powder Carbine
1d6 .30 Caliber
1d8 .32 Caliber
1d10 .34 Caliber
2d6 .40 Caliber
2d8 .45 Caliber
3d6 .50 Caliber
2d10 .60 Caliber
Black Powder Rifles
1d8 .30 Caliber
1d10 .32 Caliber
2d6 .34 Caliber
2d8 .40 Caliber
3d6 .45 Caliber
2d10 .50 Caliber
4d6 .60 Caliber
Pistols
1d4 .22 magnum rimfire, .25 ACP
1d5 .380 ACP
1d6 .38 Special
1d6+1 9mm
1d8 .45 ACP
1d10 .44 Magnum
2d6 .454 Cassull
Machine Pistols
1d5 .22 magnum rimfire, .25 ACP
1d6 .380 ACP
1d6+1 .38 Special
1d8 9mm
1d8+1 .45 ACP
2d6 5.56mm
2d6+1 6mm, 7.62mm x 39
Submachineguns
1d6 .22 magnum rimfire, .25 ACP
1d6+1 .380 ACP
1d8+1 9mm
1d10 .45 ACP
2d6+1 5.56mm
1d10+1d4 6mm, 7.62mm x 39
2d8 7.62mm
Carbines
1d8 .380 ACP, 9mm short
1d10 9mm
1d10+1 .45 ACP
1d10+1d4 5.56mm
2d8 .44-40
3d6 .30-30
2d10 .444 Marlin
Assault Rifles
1d10+1 9mm
2d6 .45 ACP
1d10+1d4 4.45mm
1d10+1d5 5.56mm
2d8 6mm, 7.62mm x 39
3d6 7.62mm
2d10 8mm
Rifles
1d10+1d5 .17 Bee, 4.45mm
2d8 5.56mm
3d6 6mm, 7.62mm x 39
2d10 7.62mm
3d8 .400 Weatherby Magnum
3d8+2 .500 H&H Nitro Express
5d6 .50 BMG, .700 H&H Nitro Express
Machineguns
1d10+1d5 4.45mm
2d8 5.56mm
3d6 6mm, 7.62mm x 39
2d10 7.62mm
3d8 10mm
5d6 12.7mm
6d6 14.5mm
Shotguns:
Shotgun Shotgun Shotgun Bore
Shot Buckshot Slug
3d10 1d3 x 1d10 2d8 .410 bore
4d10 1d4 x 1d10 2d8+2 28 gauge
5d10 1d5 x 1d10 3d6+2 20 gauge
6d10 1d6 x 1d10 4d6 12 gauge
8d10 1d8 x 1d10 3d8+2 10 gauge, 12 gauge 3 1/2 Magnum
10d10 1d10 x 1d10 5d6 8 gauge
12d10 2d6 x 1d10 6d6 4 gauge
Ammo types:
Small Arms modifiers for modern projectiles
Dual Purpose ½ SP ½ damage if wearing armor
if no armor damage x 1.5
Armor Piercing ½ SP, ½ damage, Cost
Wadcutter damage x 1.5, armor x 2, ½ range, Cost
Semi‑wadcutter damage x 1.25, armor x 1.5, 3/4 range, Cost
Reverse semi‑wadcutter damage x 1.5, armor x 2, 3/4 range, Cost
Full Metal Jacket standard damage, Cost
Total Metal Jacket SP ‑ 1, Cost
Solid construction SP ‑ 3, Cost
Soft Point Damage x 1.25, armor x 1.5, Cost
Pointed Soft Point Damage x 1.1, armor x 1.25, Cost
Ballistic Tip Damage x 1.25, Cost
High Pressure Damage x 1.1, Cost
Very High Pressure Damage x 1.25, Cost
High Velocity Damage x 1.25, range x 1.25,Cost
Ultra Velocity Damage x 1.5, range x 1.5, Cost
Hollow Point Damage x 1.5, armor x 2, Cost
Fragmenting/Frangible Damage x 2, will not penetrate any armor or cover, Cost
Ramjet ammo AKA "Gyroc" Damage x 2, range x 2, Cost
Blended Metal Jacket Damage x 1.25, armor x 1
Tungsten Core Armor x 1/3, damage x1/2
SLAP Armor x 1/4, damage x 1/4
sabot armor x 1/2, damage x 1/2
Tungsten Core SLAP Armor x 1/5, damage x 1/2
"spoon tip" AKA Loeffelspitzung Damage x 1.5
Segmented Bullets Damage x 2, armor x 2
Weapons modifications:
Accurized Range x 1.5, Accuracy +10%, Cost x 100%
Scopes Increase accuracy by 5% AND increase range by 10% equal to the magnification ‑ 1, Cost 50 IM per mag.
Laser sights Increase accuracy by 10% BUT target has a 50% of noticing....not good for ambushes.
Cost 200 IM
IR Laser sights Increase accuracy by 10% BUT target cannot notice unless they possess IR vision
Cost 400 IM
Cryogenically aligned barrel Increase accuracy by 5%, Cost x 100%
Muzzle compensator Increase BV by 1, Cost x 25%
Free floating barrel Increase accuracy by 5%, Cost x 50%
Electro-Thermal Enhancement (ETE): base damage x 2, Cost
ETE firing Scramjet ammo (low end): base damage x 4, Cost
ETE firing Scramjet ammo (mid range): base damage x 5, Cost
ETE firing Scramjet ammo (high end): base damage x 10, Cost
Bows
Damage Pull Weight
1d4 30
1d5 40
1d6 50
1d6+1 60
1d8 80
1d10 100
1d10+1d4 150
Crossbows
Damage Draw Weight
1d4 30
1d6 50
1d8 80
1d10 100
2d6 125
2d6+1 150
1d10+1d4 200
Arrow type: Effect:
Flathead standard damage
target 1/2 damage, 1/2 SP
broadhead, 3 blade 125% damage
internal opening soft armor 1/2
4 bladed 150% damage
cutting nose damage +1
Energy Pistols
Super Light 1d4
Very Light 1d6
Light 1d8
Medium 1d10
Heavy 2d6
Very Heavy 2d8
Super Heavy 3d6
Energy Carbine
Super Light 1d8
Very Light 1d10
Light 2d6
Medium 2d8
Heavy 3d6
Very Heavy 2d10
Super Heavy 4d6
Energy Rifle
Super Light 1d10
Very Light 2d6
Light 2d8
Medium 3d6
Heavy 2d10
Very Heavy 4d6
Super Heavy 5d6
Heavy Energy Weapons
Super Light 2d6
Very Light 2d8
Light 3d6
Medium 2d10
Heavy 4d6
Very Heavy 5d6
Super Heavy 6d6
Energy types:
Energy Weapons vs Vehicles Effects vs Bio
X-ray laser Damage x10 Damage x 5, armor divided by 2 vs X-ray lasers (which means damage x 2 vs vehicles) for a total of x 10 damage vs vehicles
Microwave laser Damage x1/2 Damage x 2, an additional damage x 2 vs "living" creatures, metal armor SP x 2 vs these weapons
Particle Accelerator Damage x 12 Damage x 6, +10% all rolls vs metal vehicles, armor divided by 2 (for a total damage vs. vehicles of x 12), irradiates target (5 rad per damage inflicted)
Plasma gun Damage x 10 Damage x 10, sets all flammables on fire at point of impact + 2 meters
Fusion Damage x 15 Damage x 15, 1/2 damage for 2 meters along path of beam AND at point of impact
Blaster Damage x2 Damage x 2, +10% to hit/damage vs metal armors
Electron Damage x 6 Damage x 6
Pulsar/Anti-Particle Accelerators Damage x 50 Damage x 25, irradiates target (10 rads times damage rolled), (armor provides 1/2 SP, Damage x 50 vs vehicles)!!!!
Disintegrator Damage x 8 Damage x 8, does damage to armor FIRST ie. Turns all armor into ablative
Electrolaser Damage x 2 Damage x 2 , -10% to all rolls in high humidity, -30% to all rolls in precipitation/fog, +10% to hit and damage vs metal armor
Gamma ray laser Damage x 50 Damage x 10, armor divided by 5 (which means damage x 5 vs vehicles, so vs vehicles they are damage x 50!)
Force Damage x 4 Damage x 4, basically an invisible kinetic "beam"
Tachyon Damage x 10 Damage x 5, armor divided by 10 (vs vehicles an additional x 10 which means total damage x 50)
Meson guns Damage x 4+ Damage x 2, armor has NO effect, thus vs vehicles it inflicts double damage (damage x 4 total), always inflicts critical/massive damage and shields have NO effect either
Destabilizer Damage x 1 Damage in MDC equals the size of the "hole" it makes in shields, hole is "permanent" until shields shut off and turned back on.
Ion Damage x 1 spec. Damage x 1 BUT that damage is done as a -% modifier to ALL skill rolls for the vehicle AND only does "damage" to shields. All other damage (1 MDC = -1% vs MDC targets) is bled off at -5% per round.
Modern Kinetic weapons:
12.7mm/.50 Inch 5d6
14.5mm/15mm 6d6
20mm 5d10
25mm/1 Inch 6d10
30mm 7d10
35mm 9d10
40mm 10d10
45mm 11d10
50mm/2 Inch 12d10
60mm 15d10
70mm 18d10
75mm/3 Inch 19d10
80mm 20d10
88mm 4d6x10
90mm 22d10
100mm/4 Inch 25d10
105mm 27d10
110mm 27d10+2
115mm 27d10+5
120mm 30d10
125mm/5 Inch 31d10
140mm (low est) 35d10
152mm/6 Inch 37d10
155mm 38d10
177mm/7 inch 44d10
200mm/8 Inch 50d10
255mm/10 Inch 62d10
280mm/12 Inch 75d10
330mm/13 Inch 81d10
355mm/14 Inch 88d10
380mm/15 Inch 94d10
405mm/16 Inch 1d10x100
430mm/17 Inch 10d10x100+50
460mm/18 Inch 11d10x 100
Ammo types:
Ammo Type Damage Notes
Hyper Velocity x 4
Fin Stabilized base +5% accuracy AP 2 4 HV
Discarding Sabot x 2 2 AP
Depleted Uranium x 3 SPx1/3, counts as incendiary 3 DU
Semi-Light AP x1.5 SP x 1/2 2 DS
Tungsten x 2 SPx1/3 11
Armor Piercing x 2 SPx1/2
High Explosive base
HE Armor Piericing x 5.5 SPx1/2, non-attenuated
Adiabatic Shearing +1 to mult Can not be used with DU (already included…)
HE Anti Tank x 5.5 SPx1/2, non-attenuated
HEAT w/ DU liner x 10 SPx1/2, non- attenuated
Incendiary +1d10 overall
Explosive Formed Projectile x 4 SPx1/2, non-attenuated
Self Forging Projectile x 4 SPx1/2, non-attenuated
HE Plastic base SPx1/2, non-attenuated, does 1/10th damage to internal components OR roll for a critical strike
Advanced Propellent x1.25
HE Squash Head base SPx1/2, non-attenuated, does 1/10th damage to internal components OR roll for a critical strike
Tracer +5% next attack
HE Dual Purpose base SPx1/2, non-attenuated
Fragmentation base BRx2
Thermo Baric SPECIAL If detonated inside a target, DAM x 2 If detonated outside a target, DAM x 1/2
ramjet ammo x2
Electrothermal Enhancement X2 Damage bonus only applicable to NON-Explosive rounds!, Range x2
Low Scramjet Ammo X2 Can only be fired by ETE cannons
Mid Scramjet Ammo X3 Can only be fired by ETE cannons
High Scramjet Ammo X5 Can only be fired by ETE cannons
Chemical
Chaff
Extended Range Base Bleed (+30% range, -10% damage, -10% accuracy)
Rocket assisted Projectile range increase is equivalent to damage loss up to range x2, damage x 1/2
High Capacity 10% increase in damage
Dual HEAT x1 negates reactive armor (if equipped), otherwise does +1/10th damage
PELE Penetrator w Enhanced Lateral Efficiency x1.5 SP x 1/2, Causes damage as SLAP but has NO fuzing and has no explosive, But does have a "Blast radius" equal to 10th the mm caliber in meters. Thus a 20mm has a of 2 meters