|Ammunition||Type||Std Cost||RG Cost
- Antipersonnel rounds
- When using an antipersonnel round, the targetís armor bonus or natural armor bonus is tripled.
- If the attack hits, the round inflicts double normal damage.
- The hardness of objects or cover is also tripled.
- Armor Piercing (AP) rounds
- AP rounds eliminates up to 5 points of armor bonus, natural armor bonus, or hardness.
- AP rounds suffer a -2 penalty on all damage rolls.
- Explosive rounds
- Explosive rounds detonate onimpact with their target, dealing half fire damage and half piercing damage.
- The damage for an explosive round is double the weaponís base damage.
- HEAP rounds
- The round eliminates up to 5 points of armor bonus,natural armor bonus, or hardness and deals double the base weapon damage.
- The damage is half fire and half piercing, and the explosive effect eliminates the damage penalty normally associated with armorpiercing ammunition.
- Heatseeker rounds
- These munitions can only be fired from gyrojet weapons.
- Heatseeker rockets gain a +2 circumstance bonus on attack rolls against living creatures, vehicles, robots, and other targets with a noticable thermal signature.
- Heatseekers also ignore any miss chances due to concealment against such targets.
- They are notoriously ineffective against undead, constructs, and most plants.
- Hellfire rounds
- Hellfire rounds have an effective hardness of 20.
- A weapon firing a hellfire round deals radiation damage.
- Damage is measured in doses of radiation the target is exposed to.
- Incendiary rounds
- A flare of heat is released, possibly igniting the target.
- Armor bonuses and natural amror bonuses are doubled against attacks by incendiary rounds.
- The rounds inflict three times normal damage by weapon type,and the damage is fire damage.
- The round burns up completely after the first range increment, so distant shots are impossible.
- These rounds function only in anormal atmosphere.
- Underwater versions have the same cost, and do not work out of water.
- Oxidant versions do not require air and work anywhere.
- Oxidant incendiary rounds cost three times what normal incendiary rounds cost.
- If an incendiary round cannot burn, such as a normal round in vacuum, it is treated as a powder round.
- Powder rounds
- These rounds vaporize when they meet any cover or resistance.
- Damage is halved and treated as subdual damage.
- Objects take 1/4 damage from powder rounds.