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Jordan Chadwell

This document is meant to provide a guideline for creating new firearms for use with Shadowrun 4E, 20th Anniversary Edition. In addition, another section contains a detailed guide for more advanced ammunition choices. This document should be considered an optional fan-made supplement, and always requires GM-approval for use.

Shadowrun is a registered trademark of The Topps Company, Inc. This document is a free fan-made supplement and is no way supported by Topps or Catalyst Game Labs.

11/19/2011

Intentions
This document is meant to bring the Firearm Creation Rules from Shadorun 3rd editions Cannon Companion and update them for SR4A. While the intent is for this system to be used when designing new firearms that are hitting the market, or older niche firearms that just arent represented in the books, they can be used to build custom firearms as well with the GMs permission. In addition to the updated creation rules, another section gives rules for creating advanced ammunition choices. This will allow runners to choose the appropriate load for a run with more efficiency. This document is a free fan-made supplement and is not to be considered official in any way. It is in no way supported by The Topps Company, Inc. or Catalyst Game Labs. Shadowrun is a registered trademark of The Topps Company, Inc. The Creation rules have been left mostly intact, using the same terminology in most places to remain familiar to players from the past edition. As should be apparent, and its mentioned occasionally in the document, the GM always has final say over pricing or allowance of any item created using the following rules.

A Few Questions
Why not design a new, better, system? The intent wasnt to reinvent the wheel. Instead I just wanted to bring a standard in for creating new weapon in house games.

Why keep design options and modifications separated? I feel that this leaves an easy way to create variants of the same weapon by creating a base through options and then tossing in modifications for each variant. Is anything in here new? Very little of the firearm creation rules are new, most of it is just material from 3rd edition slightly tweaked to be compatible with 4th edition. A few new design options have crept in to the work, but there arent many of them. The entire ammunition section is my own work. X in the books doesnt add up in here! Why? Most firearms in the book will not add up using this system. The firearms in the books are bestselling lines that have made a name. Weapons created using this system will normally be much more expensive and may not have as many options. Do the weapons still have six mod slots? The intention is that this system creates the weapon that has just rolled off the assembly line and that any mods are considered stock mods. As always, its up to your GM in the end, but they were intended to have the same six mod slots as other guns after being created. Why does adding X prevent having Y when they arent connected? Presumably the question is related to both X and Y sharing the resource of FCU. There are two ways to answer this really. A.) Balance. Not an answer many people like, but it is important when dealing with games. B.) Think of FCU not as solely space, but also as profit margin. The company will only shove so much in the firearm before they hit a wall where they arent making more profit. There is a limit to what the average person will spend on a firearm, and designing one shot pieces is not usually worth it.

Damage AP Mode RC Ammo Conceal FCU PV Damage AP Mode RC Ammo Conceal FCU PV Damage AP Mode RC Ammo Conceal FCU PV Damage AP Mode RC Ammo Conceal FCU PV

Hold Out 4P (Max: 4P) 0 (Max: -1) SS (Max: SA) 0 2 (b) (Max: 5(c)) -4 (Min: -6) 1 25 SMG 5P (Max: 6P) 0 (Max: -1) SA/BF 0 24(c) 4 (Min: 2) 2.5 100 Sport Rifle 7P -1 SA 0 6(m) 6 (Min:3) 2.5 125 HMG 7P -3 FA 0 30(c) -4 1000

Light Pistol 4P (Max: 5P) 0 (Max: -1) SA (Max: BF) 0 5 (c) (Max: 18(c)) -2 (Min: -4) 1.5 50 Assault Rifle 6P -1 SA/BF/FA 0 24(c) 6 (Min: 3) 3 225 Sniper Rifle 7P -2 SA 0 5(m) 8(Min:5) 3 800 Assault Cannon 10P -4 SS (Max:SA) 0 10(c) -4 1400

Heavy Pistol 5P (Max: 6P) -1 (Max: -2) SA (Max: BF) 0 12 (c) (Max: 18(c)) 0 (Min: -2) 2 120 Battle Rifle 7P -1 SA/BF 0 15(c) (Max:30(c)) 6 (Min:3) 3 450 LMG 6P -1 BF/FA 0 40(c) -4 425 Taser 6S(e) -half SS (Max:SA) 0 4(m) -2(Min:-4) 1 200

Machine Pistol 4P (Max: 6P) 0 (Max: -1) SA/BF 0 15(c) (Max: 32(c)) 2 (Min: 0) 1.5 180 Shotgun 7P -1 SA 0 5(m) 6(Min:2) 3 130 MMG 6P -2 BF/FA 0 30(c) -4 700 Grenade Launcher As Grenade As Grenade SS (Max:SA/BF) 0 4(m) 4(Min: 0) 2.5 700

Designing a New Firearm


The rules laid out here are intended for use in designing new firearms being produced by various arms companies throughout the sixth world. Whether found through the expensive Manufacture by Order services or just unpopular or collectors models, the weapons designed using this system will often cost much more than the average weapon of the type. Steps: 1. 2. 3. 4. Select a Frame Add Options Add Modifications Determine Final Cost

Only some weapons will be able to take certain Options. The table on page 5 will detail which options are available to each frame. Add Modifications After finding the weapons base options, the next step is to add modifications to the weapon. The modifications added during this process are considered stock modifications. Some design options may prevent the addition of any modifications, in these cases the prevention applies to this step as well as aftermarket modification. Determine Final Cost After completing steps one through three, its time to determine the final cost of the weapon. The total PV of the frame, options, and modifications are multiplied by 8 for Sniper Rifles and Heavy Weapons and 5 for all other weapons. The result is the base cost of the weapon. The GM is free to adjust this cost as he sees fit as well as veto any weapon created using these rules.

Select a Frame The first step in designing a new firearm is to choose what frame and type the firearm will be. This will determine the starting statistics of the weapon along with the maximum design options and modifications the weapon may take. Frames are listed on the chart on page 3 of the PDF. Add Options The second step in the design process is to add any of the design options important to the weapon. Each option takes up a set amount of FCU and adds to the weapons PV. The PV of a weapon will be used to find its cost in step 4.

Hold Out: Ammo Loading (Clip), Ceramic Components, Firing Mode (SA), Flechette Only, Improved Concealability, Increased AP (1 level), Increased Power (1 level), Melee Hardening, Metahuman Design Light Pistol: Ammo Loading (no belt), Ceramic Components, Disguised System, Firing Mode (SS, BF, SA/BF), Flechette Only, Improved Concealability (1 level), Improved FCU (2 levels), Increased AP (1 level), Increased Power (1 level), Melee Hardening, Metahuman Design, Weight Decrease Heavy Pistol: Ammo Loading (no belt), Ceramic Components, Disguised System, Firing Mode (SS, BF, SA/BF), Flechette Only, Improved Concealability (1 level), Improved FCU (2 levels), Increased AP (1 level) Increased Power (1 level), Melee Hardening, Metahuman Design, Weight Decrease Machine Pistol: Ammo Loading (no belt), Ceramic Components, Disguised System, Firing Mode (SA/BF/FA or BF/FA), Flechette Only, Improved Concealability (1 level), Improved FCU (2 levels), Increased AP (1 level), Increased Power (1 level), Melee Hardening, Metahuman Design, Recoil Compensation (1 level), Selectable Clip, Weight Decrease Taser: Ammo Loading (clip), Disguised System, Improved Concealability, Increased Power (2 levels), Melee Hardening, Metahuman Design, Weight Decrease SMG: Ammo Loading (no belt), Ceramic Components, Disguised System, Firing Mode (SA/BF/FA or BF/FA), Flechette Only, Heavy Barrel, High Velocity System, Improved Concealability, Improved FCU (4 levels), Increased AP (1 level), Increased Power (1 level), Melee Hardening, Metahuman Design, Recoil Compensation (2 levels), Selectable Clip, Weight Decrease Assault Rifle: Ammo Loading (Drum), Bullpup Configuration, Ceramic Components (1 level), Disguised System, East Breakdown, Firing Mode, Flechette Only, Heavy Barrel, High Velocity System, Improved Concealability, Improved FCU (1 level), Increased AP (1 level), Increased Power (1 level), Melee Hardening, Metahuman Design, Recoil Compensation (2 levels), Selectable Clip, Weight Decrease Battle Rifle: Bullpup Configuration, Ceramic Components (1 level), Disguised System, Easy Breakdown, Firing Mode (SA or BF), Flechette Only, Heavy Barrel, High Velocity System, Improved Concealability (1 level), Improved FCU (2 levels), Increased AP (1 level), Increased Power (1 level), Melee Hardening, Metahuman Design, Recoil Compensation (2 levels), Selectable Clip, Weight Decrease Shotgun: Ammo Loading (no belt), Bullpup Configuration, Ceramic Components (1 level), Disguised System, Easy Breakdown, Firing Mode (SA/BF or SA/BF/FA), Flechette Only, Heavy Barrel, High Velocity System, Improved Concealability (1 level), Improved Ammo Capacity, Improved FCU (4 levels), Improved AP (1 level), Improved Power (1 level), Melee Hardening, Metahuman Design, Recoil Compensation (1 level), Selectable Clip, Weight Decrease Sport Rifle: Ammo Loading (no belt), Bullpup Configuration, Ceramic Components (1 level), Easy Breakdown, Firing Mode (SS), Flechette Only, Heavy Barrel, Improved Ammo Capacity, Improved FCU (4 levels), Increased AP (1 level), Increased Power (2 levels), Melee Hardening, Metahuman Design, Recoil Compensation (1 level), Selectable Clip, Weight Decrease Sniper Rifle: Ammo Loading (no belt), Bullpup Configuration, Ceramic Components , Easy Breakdown, Firing Mode (SS), Flechette Only, Heavy Barrel, Improved Ammo Capacity, Improved FCU (4 levels), Increased AP (2 levels), Increased Power(2 levels), Melee Hardening, Metahuman Design, Recoil Compensation (1 level), Selectable Clip, Weight Decrease LMG: Ammo Loading (drum or belt), Firing Mode (SA/BF/FA or FA), Flechette Only, Heavy Barrel, High Velocity System, Increased AP (1 level), Increased Power (1 level), Melee Hardening, Metahuman Design, Recoil Compensation (2 levels), Selectable Clip, Weight Decrease MMG: Ammo Loading (drum or belt), Firing Mode (SA/BF/FA or FA), Flechette Only, Heavy Barrel, High Velocity System, Increased AP (1 level), Increased Power (1 level), Melee Hardening, Metahuman Design, Recoil Compensation (2 levels), Selectable Clip, Weight Decrease HMG: Ammo Loading (drum or belt), Firing Mode (FA), Flechette Only, Heavy Barrel, High Velocity System, Increased AP (1 level), Increased Power (1 level), Melee Hardening, Metahuman Design, Recoil Compensation (2 levels), Selectable Clip, Weight Decrease Assault Cannon: Ammo Loading (drum or belt), Firing Mode (SA), Heavy Barrel, Increased AP (1 level), Increased Power (2 levels), Melee Hardening, Metahuman Design, Recoil Compensation (1 level), Weight Decrease Grenade Launcher: Ammo Loading (drum or clip), Firing Mode (SA or SA/BF), Heavy Barrel, Melee Hardening, Metahuman Design, Recoil Compensation (1 level), Selectable Clip, Weight Decrease

Options List
Ammo Loading
This design option replaces the weapons normal loading method with the new method. Belt and Drum loading options require the weapon to have the clip loading option and are added in addition rather than replacing the original loading method. Changing to Break-Action limits the ammo capacity of the weapon to 1. Changing to Clip, Cylinder or Magazine changes the ammo capacity to 4. Changing to the Drum method limits changes the capacity to 25. These ammo capacities may be increased with the Improved Ammo Capacity option or Increased Clip Size modification. Weapons that accept Clips and Drums must have each loading method increased separately. At the GMs discretion, a weapon may include multiple load types not allowed above (such as a shotgun with a drum and internal magazine). PV: Belt +10, Break Action -5, Clip +10, Cylinder +8, Drum + 15, Internal Magazine +5 FCU: None Concealability: Break Action -1, Drum +1

Ceramic Configuration
Replacing the weapons parts with Ceramic and MAD shielded pieces, this option allows the weapon to bypass MAD scanners much easier than a traditional firearm. This option follows the rules for the Ceramic/Plasteel Parts modification in Arsenal. PV: +30/ +90/ +150 FCU: -.25/level Concealability: -2 per level vs. MAD (level 3 is undetectable)

Clip Mechanism
Many modern firearms have traded out the traditional magazine design for modern magazine options that allow a higher ammunition capacity with a low profile. The most common two available are Helical and Horizontal Clips. Changing to either of these options prevents the weapon from ever accepting Drum modifications. Weapons modified to use Helical or Horizontal clips have their ammunition capacity changed to 50(c). PV: +25 FCU: -.5 Concealability: -1

Disguised System
Weapons with this option are designed to appear as something non-hostile. Whether its an SMG in an attach case or an assault rifle in a guitar case, this option allows the weapon to be carried with a degree of subtlety. If combined with the Easy Breakdown option, the weapon may be designed to resemble nonweapon pieces (luggage, toiletries, and computer equipment) when disassembled. The Concealability improvement from this option is not subject to the normal minimum for the frame, but is only applicable when the weapon is in the disguised casing or

Bullpup Configuration
This configuration places the action and magazine well of the weapon behind the grip of the weapon. This allows for a longer barrel in a more compact weapon. Weapons using a Bullpup Configuration have their Recoil Compensation increased by 1 and are more concealable than traditional weapons. Bullpup weapons do not gain improvements to Concealability if using Drums. PV: +25 FCU: -.5 Concealability: -1

broken down (when combined with easy breakdown). PV: +40 FCU: -.5 Concealability: -2

High Velocity System


This modification turns the weapon into a super machine gun capable of firing faster than traditional automatic weapons. This modification allows the weapon to fire two long bursts in the same phase or twelve rounds during a full burst. A weapon must be capable of Burst Fire and Full Auto fire in order to take the High Velocity System option. PV: +100 FCU: -1.5

Easy Breakdown
Many modern firearms are designed to be easily broken down for concealable transport. Weapons with this design Option can be broken down in two complex actions. If the weapon is designed with a powered assistance to the breakdown, it may be broken down in one complex action. Reassembling the weapon takes the same amount of time. PV: +40 or +80 (powered) FCU: -1.5

Improved Ammo Capacity


A gunsmith can increase the capacity of a firearms magazine or cylinder. Firearms with Internal Magazine have a maximum of 8 rounds for pistols, 15 rounds for rifles, and 8 rounds for grenade launchers. Firearms with a cylinder have a maximum of 8 rounds. PV: +2/round FCU: -.25/2 rounds Concealability: +1/4 rounds

Firing Mode
Sometimes people want a weapon that fires differently than other weapons in its class. Each firing mode is purchased separately, but only the FCU cost of the highest firing mode is used. If a mode the weapon already contains is dropped, those points are subtracted from the weapons PV. PV: BF +100, FA +120, SA +5, SS -5 FCU: BF -1, FA -1

Improved Concealability
By streamlining the weapons firearms housing and maxing the components more compact, a firearm can be designed much more concealable than most in its class. Improved Concealability only comes in two levels, but some frames may allow for less. PV: +20/level FCU: -.25/level Concealability: +1/level

Flechette System
This modification turns the weapon into a slivergun. Rather than firing normal bullets, it fires only Flechette Ammunition. PV: +10 FCU: +.5

Heavy Barrel
This modification adds significant weight to the barrel of the weapon, either using a heavier metal or thicker build. The result is a reduced shock from the firearms. This design option grants the weapon one point of Recoil Compensation. PV: +25 FCU: -.25

Improved FCU
By paying more attention to the weapons housing and space restrictions, a firearm can be designed to fit more options and modifications. Different frames will be able to take varying amounts of this design option. PV: +10/level FCU: +.25/level

Increased AP
The firearm has been designed to produce maximum penetrating power for use against armored targets. Each level of Increased AP will lower the weapons AP by one (example -1 to -2). This comes with a drawback however. Each level also either adds one to the weapons Concealability or adds one to Perception checks to hear the weapon. PV: +60/level FCU: -.25/level Concealability: *see text

PV: +20 FCU: None

Recoil Compensation
Many modern Firearms are built to reduce recoil naturally with special chambering systems or efficient weight distribution. Each frame will list the maximum level of the Recoil Compensation option. PV: +70/level FCU: -.5/level

Selectable Clip
The weapon is built with two magazine wells and a selector switch to choose between them. While some will use the system just to double their ammo capacity, most use it to load multiple ammo types and quickly switch between them as the situation arises. PV: +35 FCU: -.5 Concealability: +1

Increased Power
This firearm is designed to produce maximum muzzle velocity and thus create maximum damage possible. Each level increases the weapons damage by one. As with Increased AP, this does not come without a price. Each level also either adds one to the weapons Concealability or adds one to Perception checks to hear the weapon. PV: +80/level FCU: -.25/level Concealability: *see text

Weight Decrease
The weapon is built out of modern alloys that are lighter than traditional metals. The resulting weapon system is treated as weighing half as much as a normal weapon of its type. PV: +60 FCU: None

Melee Hardening
The weapon is built especially sturdy and hard, allowing it to be used in Melee Combat without suffering damage. PV: +15 FCU: -.5

Modification List
Barrel Extension/Reduction
This modification follows the rules set out in Arsenal for the modification of the same name. Weapons that are not concealable can have the Barrel Reduction design option applied, but only gain a benefit from it when the GM feels its appropriate (such as when shoving an Assault Cannon in a duffel bag). PV: Extension +15, Reduction +4 FCU: -.5

Metahuman Design
The weapon is designed specifically for use by either Trolls or Dwarves. Metahumans of the corresponding type suffer no penalties for using the weapon. Races other than the corresponding type take a -2 penalty when using the weapon. Trolls using Dwarf weapons, or dwarves using troll weapons, suffer a -4 penalty.

Concealability: Extension +1, Reduction -1

Gas Vent
This modification functions as the Gas Vent modification out of Arsenal. PV: Gas Vent II 60, Gas Vent III 80 FCU: Gas Vent II -.75, Gas Vent III -1

requires a simple action to deploy the bipod and a simple action to fold it back into the weapon. PV: +15 FCU: None

Extended Clip/Drum
The extended clip/drum modification is used to increase the number of round that a weapons standard clip or drum is able to hold. Increasing a clip or drums capacity by too much will severely limit the weapons ability to be concealed. Pistols (excluding Machine Pistols) have a maximum clip capacity of 20 rounds. Other weapons have a clip maximum of 50 rounds. PV: 2/round FCU: None Concealability: +1/20 rounds (clip), +1/25 rounds (drum)

Safe Target System


This modification functions as the Safe Target System modification out of Arsenal. PV: +35 FCU: -.25

Biometric Safety
This modification functions just like the Advanced Safety Basic System out of Arsenal. PV: +15 FCU: -.25

Secondary Weapon
This modification is installed and functions like the advanced anti-theft options available to the advanced safety modification in Arsenal. PV: Immobilizer +15, Self-Destruct +55, Explosive Self Destruct +75, Glue Trap +75, Spring Spike +55, Electro Shocker +95, Pain Inducer +350 FCU: -.75

Foregrip
The Foregrip modification functions just like the Foregrip modification in Arsenal. PV: +10 FCU: None Concealability: +1

Full-Auto
The Full-Auto modification is used to replace the Burst Fire mode on some weapons whose frames dont traditionally allow FA as a firing option. This modification is available on Light Pistols, Heavy Pistols and Battle Rifles. PV: +120 FCU: -1

Smartgun System
The Smartgun System works just like the Smartgun System modification in Arsenal. PV: +Frame PV FCU: -.5

Voice Activation
The Voice Activation modification works just like the Voice Activation modification out of Arsenal. PV: +10 FCU: -.25

Imaging System
The Imaging System modifications functions just like the corresponding modifications out of Arsenal. PV: Flashlight +10, (Low-Light +35), (Thermographic +75), Guncam +70, Imaging Scope +55 FCU: -.25

Bipod
The Bipod modification provides 2 points of recoil compensation when used. It

Laser Sight
The Laser Sight modifications functions just like the Laser Sight modification our of Arsenal. PV: +15 FCU: -.25

Silencer s and Suppressors


These modifications follow the rules laid out in Arsenal. PV: Silencer +75, Suppressor +115, Thermal Suppressor +35, Revolver Silencer +400 FCU: Silencer -.25, Suppressor -.5, Thermal Suppressor -.25, Revolver Silencer -.75

Personalized Grip
The Personalized Grip modification functions just like the Personalized Grip modification out of Arsenal. As a stock modification it consists of a specialized Nanopaste that is deployed and formed by the buyer. PV: +15

Folding Stock
This modification follows the rules laid out in Arsenal and is available in normal and powered variants. PV: Normal +5, Powered +15 FCU: -.25

Improved Range Finder


The Improved Range Finder modification functions just like the Improved Range Finder modification in Arsenal. PV: +195 FCU: -.25

Underbarrel Weapon
This modification follows the rules laid out in Arsenal. PV: PV cost of Underbarrel Weapon FCU: -.5 Concealability: +2

Underbarrel Weight
This modification follows the rules laid out in Arsenal and is available in normal and Auto-Adjusting variants. PV: Normal +5, Auto-Adjusting +25 FCU: -.25

Incompatible Options/After-Market Modifications Ceramic Configuration: Ceramic/Plasteel Components Clip Mechanism: Extended Clip Easy Breakdown: Easy Breakdown Heavy Barrel: heavy Barrel Improved Ammo Capacity: Increased Cylinder Melee Hardening: Melee Hardening Selectable Clip: Additional Clip Weight Decrease: Reduced Weight Gun Creation Example Marcos has been browsing the newest 2073 Ares Manufacture on Demand catalog and has his eyes set on the new Ares Suppressor. To build the gun, the George (Marcoss Player) sits down and looks over the rules. The Suppressor is an Assault Rifle that holds a lot of ammo and can be used to spray a room down. George decides that it should be a large weapon to add to its intimidation factor, so he isnt particularly worried about its Concealability. After some quick number crunching, George comes up with the following. Ares Suppressor Assault Rifle -Ammo Loading (Drum) 0 FCU -Bullpup Configuration -.5 FCU -Barrel Extension -.5 FCU -Heavy Barrel -.25 FCU -High Velocity System -1.5 FCU -Improved FCU 1 +.25 FCU -Selectable Clip -.5 FCU -Extended Clip/Drum 75 rounds The resulting rifle has 0 FCU left and comes in at a whopping 600 PV and 11 Concealability. However, it has dual 100 round drums and two base recoil compensation before any aftermarket modifications or accessories. According to Step 4, the weapons price is determined by multiplying the PV by 5 (since it is not a heavy weapon or sniper rifle). With this being such a heavy duty weapon, Georges GM increases the multiplier to 6 instead, leaving the final cost at 3,600.

Choosing the Right Load


Choosing the right weapon for the job is only half the work in most cases. Smart runners know that choosing the right ammunition is just as important. Nothing is worse than putting six rounds in a lock only to realize you had Gel loaded in. The rules detailed below are used to allow players more flexibility in choosing their ammunition. It breaks ammo into two pieces: Powder and Payload. There are four steps to choosing custom ammo loads: 1. 2. 3. 4. Choose Powder Load Choose Payload Determine Statistics Determine Price

Powder Burns The powder used in ammunition can provide qualities just as important as the payload itself. Listed below are the most common powder loads used by runners. Cannibalizing: Cannibalizing powder loads are used by the paranoid. Within two hours of being fired, all traces of the powder eliminate themselves and fade into the atmosphere. Cannibalizing powder is often used with a deteriorating payload. Low Power: This powder is designed to produce low damage rounds most commonly used for target practice or short range sighting. A noticeable benefit of these rounds is that the low powder load results in a very quiet round. Low Power ammunition imposes a -2 penalty on all tests to hear it being fired. If the weapon is silenced or suppressed, this penalty is increased to a -4. Subsonic: This powder is designed to produce a round that does not break the sound barrier.

Unlike low power rounds, Subsonic rounds are designed to come as close to the sound barrier without breaking it as possible, leaving them slightly more powerful than low power rounds. Subsonic ammunition imposes a -1 penalty on all tests to hear it being fired. If the weapon is silenced or suppressed, this penalty is increased to a -2. High Power: This powder is designed to produce a very high velocity round. These rounds deal more damage and penetrate better than standard ammunition. High Power rounds grant a +2 bonus on all tests to hear them being fired. If the weapon is silenced or suppressed, reduce this bonus to a +1. Match Grade: Match Grade rounds are hand loaded to achieve the highest possible grain that wont damage the weapon. This grants a slight bonus over benefits of High Power rounds. Match Grade rounds are very loud and grant a +4 bonus on all tests to hear them being fired. If the weapon is silenced or suppressed, reduce this bonus to a +2. Scan Resistant: Scan Resistant powder comes in three grades. These powders are increasingly more difficult to be detected by chemical scanners. Grades one and two each add their level on tests to bypass detection. Grade three is completely undetectable. Reduce the damage value of these rounds by one at long range and two and extreme range. Suppression: Often referred to as Scary rounds, Suppression rounds use a lot of their energy to create a bright flash and louder bang. Composure tests against a weapon using Suppression rounds are at a -2 penalty. Normal: Normal powder loads are the most commonly used with most payloads.

Tagged: Tagged powder is the opposite of Cannibalizing powder. This powder coats the surfaces surrounding the weapon when its fired and after a few hours turns a bright fluorescent color. This powder is commonly used by Security Corporation and Law Enforcement, especially when using higher grade payloads. Lead Poisoning The payload used in the ammunition often determines the end result. After all, it doesnt matter how quiet the round fires if it impacts with a loud boom. The following are the most common payloads used in the sixth world. APDS: APDS rounds consist of a high density metal sleeve that peels away as the round penetrates armor. This allows a soft lead bullet to tumble through the body after the armor has been neutralized. AP-Flechette: Similar to normal flechette rounds, AP-Flechettes are made from Tungsten slivers and designed to penetrate armor easily. Unfortunately, the rounds scatter more than normal flechettes reducing the range by 20%. AV: Anti-Vehicle rounds consist of a solid high density core that easily punches through light vehicle armor and penetrates core mechanical parts of the vehicle. Unfortunately, these rounds tend over-penetrate on lightly armored personnel. AT: Anti-Tank rounds are made from Tungsten and only available in large bored weapons (Sniper Rifles and Heavy Weapons). They are devastating to personnel and vehicles alike. Capsule: These rounds consist of a thing shell filled with a chemical agent. Traditionally the chemical was paint or dye for wargames, but with the introduction of DMSO and high penetrating contact toxins, there are many more possibilities these days.

Deteriorating: These rounds are designed to disintegrate within a few hours of being fired leaving no trace of the bullet. Explosive: Explosive rounds are packed with a tiny amount of explosive that sends the bullet fragmenting inside the target. While better than normal ammunition, it offers little improvement against armored targets. EX-Explosive: An improvement on normal explosive rounds, EX-Explosive rounds have a penetrating tip that allows them to slightly penetrate the targets armor before detonating. This offers a noticeable improvement over traditional ammunition and standard explosive ammo. Flare: Only available for Shotgun ammunition, Flare rounds are intended to be used as a signal rather than an attack. For more rules on Flare rounds see Arsenal pg. 35. Flechette: Flechette rounds break apart at the target, releasing dozens of needle-like darts into the skin. Against unarmored targets, these rounds are devastating, but even the lightest armor proves problematic to them. Frangible: Frangible rounds are designed to break apart on impact. This reduces the risk of ricochets as well as damage to sensitive equipment. Double the barrier ratings of any materials hit by these rounds. Gel: Gel rounds consist of a rubberlike sleeve of gel that flattens on the target. This causes a large amount of impact stun, but is ineffective against armored targets. As noticeable side effect of these rounds is an increased ability to knock targets off their feet. Hi-C Plastic: Hi-C Plastic is a payload meant to aid in bypassing MAD detection. This payload is almost always combined with MAD resistant powder. Hollow Point: Also referred to as dum-dums, Hollow Point rounds mushroom as they enter the target creating a much larger wound tract.

They are less effective against armor than traditional ammunition. Regular: This is your standard semi-jacketed lead bullet. Shock Lock: Only available for shotgun rounds, Shock Lock rounds use ceramic pellets that quickly disintegrate after impact. These rounds are extremely efficient at breaking through locks and barriers. Halve the barrier rating of doors or similar barriers, when shock lock is used on them. Silver Bullet: Traditionally, a large portion of the bullet is replaced with silver to hunt creatures allergic to the substance. In the Sixth World, many creatures are allergic to other substances as well. At the GMs discretion, Silver Bullets of other substances may be attainable with the price to be set by the GM. Stick and Shock: Stick and Shock rounds replace the traditional bullet with a miniaturized taser that discharges upon impact. These rounds have become known as one of the most efficient ways to take down an opponent. Takedown: A coated semi-dense round designed to penetrate light armor, Takedown rounds are often issued to Security Forces and Law Enforcement officers. ThermaDye: A newer round on the market, ThermaDye is a specialized Capsule round designed to aid in tracking and apprehending individuals. A target hit by a ThermaDye round grants a +6 bonus on attempts to see him using Thermal Vision. ThermaDye requires extensive washing to remove from clothing and armor. Tracer: Tracer rounds leave a trail of smoke granting the firer a guide point to use for walking his rounds into the target. Of course, they tend to reveal the firers position to the target as well, so its a double edged sword. Tracker: The payload is actually an advanced RFID that allows the firer to easily track his target after the attack.

Powder Loads Powder Type Cannibalizing Low Power Subsonic High Power Match Grade Scan Resistant 1 Scan Resistant 2 Scan Resistant 3 Normal Suppression Tagged

DAM +0 -1 +0 +1 +2 -1 -2 -3 +0 +0 +0

AP +0 +4 +2 -1 -1 +1 +2 +4 +0 +1 +0

Avail. 14F 6 10F 16F 20F 16F 18F 20F 2 4R 2

Cost 80 10 35 35 155 50 85 110 15 15 20

Payload Types Payload Types DAM AP Avail. APDS -1 -3 16F AP-Flechette +1 +1 18F AV -1 -3/-5* 18F AT -1 -5 22F Capsule (Stun) +2 4 Deteriorating +0 +0 14F Explosive +1 +0 8F EX-Explosive +1 -1 12F Flare -2 +2 6 Flechette +2 +5 2R Frangible +0 +2 6R Gel -1(stun) +2 4R Hi-C Plastic +0 +0 8F Hollow Point +1 +2 6F Regular +0 +0 2 Shock Lock +1 +0 10F Silver Bullet +0 +2 12R Stick and Shock 6S(e) -half 5R Takedown +0 -1 12R ThermaDye (Stun) +2 8R Tracer +0 +0 5R --Tracker -Stealth +0 +0 6R -Security +0 +0 8R *-3 against personnel/-5 against vehicles

Cost 35 125 85 125 15 80 35 85 10 85 35 15 40 35 5 55 235 65 15 35 60 60 135

Powder and Payload Limitations Some payloads just are not feasible with certain powder loads. The section below will detail how certain payloads works with respect to powder loads other than their normal counterparts. Explosive and EX-Explosive: These payloads are traditionally unstable to begin with. When subjected to the increased pressure and heat of High Power and Match Grade powder loads, these rounds count all 1s and 2s rolled for the purposes of glitches. Worse yet, when fired in bursts like this, each additional round after the first lowers the number of 1s or 2s need for a glitch by one. Flechette: When combined with High Power and Match Grade powder loads, Flechette rounds have a tendency to break apart before reaching their target. Reduce the range by 20% and do not apply any AP modifiers from the powder load in these cases. Stick-n-Shock: When used with Low Power or Subsonic powder loads, apply the AP modifier after halving the targets impact armor. Determining the Statistics and Price Once the right powder load and payload has been chosen, the rest of the process is simple math. The DAM and AP modifiers are added together to come up with the modifiers for the round. The highest availability of the two parts is used for the round. To determine the price of the round, simply add the price of the powder to the price of the payload and the result is the final price. This price may not come out to the same as many standard ammo types. If this is the case, use the standard ammo type price instead. Factories produce the standard ammo types in bulk to keep costs down.

Standard Ammunition Ammo Type Powder Cost APDS High Power 70 AP-Flechette High Power 160 AV High Power 120 AT High Power 160 Capsule Normal 30 Deteriorating Cannibalizing 160 Explosive Normal 50 EX-Explosive Normal 100 Flare Normal 25 Flechette Normal 100 Frangible Normal 50 Gel Normal 30 Hi-C Plastic Scan Resist 3 150 Hollow Point Normal 50 Regular Normal 20 Shock Lock Normal 70 Silver Bullets Normal 250 Stick-n-Shock Normal 80 Takedown Normal 30 ThermaDye Normal 50 Tracer Normal 75 Tracker Normal *Type *Security Tag = 150/Stealth Tag = 75