Ammunition

Ammunition Weight:

  • Firearms: 1 lb=25 bullets

  • Shotguns: 1 lb=10 shells

  • 20mm Round: 1 lb=5 shells

  • Autocannon Round: 1 lb per shell

  • Heavy Cannon Round: 2 lb per shell

  • Rockets: 1 lb=2 rockets

Weights given for Medium ammunition. Each size category above Medium doubles the weight of ammunition, while each size category below Medium halves it.

Special Rounds

  • Seeker Round: Reduce the concealment level of the target by one step; partial concealment becomes no concealment, and total concealment becomes partial.

  • Cyclonic Round: This round is designed to work in any fluid, preventing any environmental factors that result from liquids and gases from affecting the attack.

Shotgun Shells

With a larger projectile than most weapons, shotguns can load diverse ammo types that can have a variety of effects.

  • Flechette: Ignore concealment and similar effects, such as fog, smoke, blur, and mirror image. Targets wearing light armor gain DR 5/- and targets wearing medium or heavy armor gain DR 10/- against such an attack, stacking with any DR they already possess. Natural armor or effects like mage armor count as light armor. This does not counter the effects of total concealment.

  • Buckshot: When within one range increment, deal an extra die of damage for each 5 points by which the attack roll exceeds AC, up to 3 total hits.

  • Slug: Double the range increment of the weapon

  • Rubber Slug: Double the range increment of the weapon and converts the damage to nonlethal bludgeoning damage.

  • Designator: This shell is loaded with luminescent paint that tags a target until washed off. The round deals nonlethal bludgeoning damage and reduces the target's AC by 1 (does not stack with itself). An invisible creature struck by this round gains no benefit to stealth from its invisibility.

  • Disruptive: This ammo deals an additional weapon die of damage to undead targets.

  • Exhauster: A creature struck with a critical hit from this ammo must succeed at a Fortitude save with a DC equal to half the damage dealt or become fatigued for 1d4 rounds.

  • Medical Slug: Target is healed for the weapon damage, then takes half as much nonlethal damage.

  • Brightblast: Deals half damage and dazzles the target for 1d4 rounds. On a critical hit, the target must make a DC 14 Fortitude save or be blinded for the duration.

  • Wyverntongue: May be purchased/created in Fire, Ice, or Electric varieties. Changes the weapon's damage type to the associated element.