Special Ammuntion

Anarher way to increase the effectiveness (damage) of a firearm is by using special ammunition. Below is a lit of damages comments, and prices for some special ammunition by weapon type. All prices are for 100 rounds. Anows for bows and crosslows can be outfitted with heads to duplicate any of these special ammunitions. Use the pistol damage listed but double the cost for arrows.

Flex-Steel Ammunition: Flex-Steel ammunition came about because of the specail ammo used in the SN-17 Auto Cannon. This is a ligher, stronger ammo, that has proven to be good at penitration, as well as effective stopping power.
Damage:
Pistols & Sub-Machineguns: add 1d6 damage per round, cost: Not for Sale. No one outside of S.N.A.I.L. has ever seen or heard of it.
Shotguns (slugs): add 3d6 damage per round, cost: Not for Sale. No one outside of S.N.A.I.L. has ever seen or heard of it.
Semi- and Fully Automatic Rifles: add 2d6 damage per round cost: Not for Sale. No one outside of S.N.A.I.L. has ever seen or heard of it.
Note: The ammo is a bit more expensive to make then normal ammo, so it is not given out that offten to agents. It gives you a +1 to penitrate the A.R. of any armor. Half the damage of the round is expended to the armor, while the rest goes to the person. When dealing with people with natural A.R. they will take half damage if you get over there A.R. (Normally if you do not get over the Natural A.R. they take no damage, so if you do 12 points of damage, they only take 6. Half to them, the other have to the Natural A.R. that normally takes no damage.) The ammo was first desined to be used agenst armored foes. It has been found that the when used agenst unarmored people it does extra damage. (Add +1d6 to all damages above when shooting an unarmored person. If you penitrate the A.R. do half normal damage, then add the 1d6.)

Exploding/Mercury Tipped: Exploiinm/Mercury tipped rounds have a channel drilled in them that is filled with mercury, then capped. When the bullet hits a target, the round literally explodes as the mercury is compressed and ruptures the lead.
Damage:
Pistols & Sub-Machineguns: add 1d6 damage per round, cost: $500
Shotguns (slugs): add 3d6 damage per round, cost: $800
Semi- and Fully Automatic Rifles: add 2d6 damage per round cost: $500
Note:There is a 30% chance of jamming when burst firing. If jammes only about 25 to 50% of the bullets fire (3 to 6 rounds). Also a 80% chance that it will destroy the gun as well when they jam. Player takes 2d4 points of damage.

Exploding/Plastique Tipped Ammunition: Exploding/Plastique rounds are like miniature rockets that explode on contact.
Damage:
Pistols & Sub-Machineguns: add 2d6. per round, 1 foot (0.3 m) blast radius, Cost: $750
Shotguns (slugs): add 4d6 per round, Cost: $1000
Semi- and Fully Automatic Rifles: add 3d6 per round; Cost: $900.
Note:There is a 35% chance of detonating when burst firing. If they deronate only about 25 to 50% of the bullets fire (3 to 6 rounds). There is a 75% chance that the remaining rounds in the clip will also explode. The player will take half the remaining damage of the burst, and all the damage from the remaining rounds if they explode.

Hollow Point Ammunltion: Hollow points have a hollow cavity in their nose that allows the round to expand on impact for greater damage.
Pistols, Sub-Machinepuns and Rifles: add 1d6 per round. Cost: $350.
Shotguns (slugs): add 2d6 per round, Cost: $600
Note: Hollow Points are not very effective agenst hard armor, or vehicals. Subtract 1d6 from the damage of the weapon. (ie: 9mm normal: 2d6, 3d6 vs. People, 1d6 vs. Armor).

Armor Piercing Ammunition: Armor piercing rounds are constructed of teflon or some other materials that are strong enough to penetrate hard substances easily. It gives you a +2 to penitrate the A.R. of any armor. Half the damage of the round is expended to the armor, while the rest goes to the person. When dealing with people with natural A.R. they will take half damage if you get over there A.R. (Normally if you do not get over the Natural A.R. they take no damage, so if you do 12 points of damage, they only take 6. Half to them, the other have to the Natural A.R. that normally takes no damage.)
Damage:
Pistols & Sub-Machineguns: add 1d6. per round, Cost: $150
Semi- and Fully Automatic Rifles: add 1d6 per round, Cost: $200.

Incendiary Ammunition: Incendiary Ammunition is a combination os special flame jell. The ammunition will explode in a small burst of flame when the jell is exposted to air. This ammo is very dangerous, and is not very offten used because it can be unstable. If a shell would break or rupture it could set off the rest of the ammo in the clip. It is not normally used in anything other then a shotgun or small pistols. No known company outside of S.N.A.I.L. is known to still make the ammo, but they where not the ones to creat it, so it is posible that other companys have the knowledge to make it.
Damage:
Pistols & Sub-Machineguns: add 1d6 per round for standard mix, add 2d6 per round for thickend gel, Cost: $500/$650
Shotguns (slugs): add 2d6 per round for standard mix, add 3d6 per round for thickend gel Cost: $800/$1000
Semi- and Fully Automatic Rifles: add 2d6 per round; Cost: $900.
Note:Also if using standard mix there is a 35% chance of starting any combustible materil. There is a 55% chance of detonating when burst firing. If they deronate only about 25 to 50% of the bullets fire (3 to 6 rounds). There is a 100% chance that the remaining rounds in the clip will also explode. The player will take half the remaining damage of the burst, and all the damage from the remaining rounds if they explode. Also the person will be on fire for 2d4 rounds. Take 2d6 points per additional round the person is on fire.


Most of the ammunition information is taken from diffrent Palladium books, and is subject to copy right laws. I've reprinted it here for ease of use, as well as some modifications to fit my campaine. 1