TEXT: 13 Classified and
  experimental
  ammunition types
  by Philip Reed
  Requires the use of the d20 Modern™ Roleplaying Game, published by Wizards of the Coast, Inc.
  
  Modern: 
  13 
  Classified 
  and
  Experimental Ammunition Types provides
  players and GMs with more ammunition
  that is designed specifically for use in a cin-
  ematic or FX campaign. These ammunition
  types can also be included in a near-future or
  futuristic campaign. The GM must approve
  each type of ammo before it may be used in
  a campaign.
  Of course, there’s nothing stopping the
  GM from introducing an ammo type by
  shooting a PC with it – it’s mean but it will
  certainly have the player characters search-
  ing for the source of the ammo.
  RESTRICTED
  All of the ammunition presented in this
  PDF is considered military equipment and,
  for that reason, extremely hard to find and
  very much illegal. Classified and experi-
  mental ammunition, just like all military
  ammunition, is headstamped (see box) mak-
  ing it easier for the authorities to track down
  – and eliminate – the source of such ammo
  to the blackmarket.
  Modern
  13 classified and experimental ammunition types
  2 of 8
  Introduction
  HEADSTAMP CODES
  Military ammunition – especially that of a classified
  or experimental nature – is carefully tracked by the gov-
  ernment from manufacture to field use. Each case is
  stamped with the ammunition’s serial number, type, and
  source. Additionally, each and every round is stamped
  with the year it was made and the factory (or, in the case
  of experimental rounds, laboratory) in which it was
  manufactured. These “headstamp” codes allow the mili-
  tary to track the source of military ammo taken from the
  blackmarket and organizations not licensed to possess
  such ammo.
  With work and time, the military can often identify
  the individual responsible for the ammunition making it
  from a military warehouse into the hands of unautho-
  rized personnel. These headstamp codes can only be
  removed with a buffer and, even then, it is a difficult job
  (successful Craft (mechanical) check required against
  DC 25, a failed check renders the ammunition unus-
  able).
  These headstamp codes can often be read after the
  round has been fired.
  13 Types of Ammo
  The following 13 types of ammunition are suit-
  able for most cinematic or near-future D20 Modern
  campaigns. One ammo type (mind control rounds) is
  designed for use in FX campaigns. GMs of more
  realistic campaigns will get the most use out of the
  DDR, NSDR, and TI-HD ammo types.
  DDR (DISEASE DELIVERY ROUND)
  This ammunition carries trace amounts of a
  selected disease (preferably injury though contact
  diseases can also be loaded into a DDR). The disease
  loaded into DDR ammunition is in a liquid solution
  and is injected into a cavity within the round. An
  unarmored target hit by a DDR sustains not only the
  damage from being shot but also must check against
  the disease the round carried. The DC of the disease
  is increased by +1 for every 3 points of damage
  (round up) the DDR shot inflicted.
  The round, hollowed out to accept the disease
  solution, is treated as if it were hollow point ammu-
  nition. If the target has armor or natural armor you
  take a –1 penalty on attack rolls when using this
  ammunition. However, you gain a +1 circumstance
  bonus on damage rolls.
  DDR ammunition has a purchase DC of 4 + the
  purchase DC of the standard ammunition of similar
  caliber.
  
  EMPRR (ELECTROMAGNETIC
  PULSE RELEASE ROUND)
  EMPRR ammunition is designed to generate a
  small electromagnetic pulse that knocks out com-
  puters and other electronic gear. Due to the amount
  of electronic gear that must be installed, and the
  limits of miniaturization, EMPRR rounds are only
  available for .50 caliber rifles and machine guns and
  10- or 12-guage shotguns.
  A shot fired with an EMPRR suffers a –1 penal-
  ty on damage rolls but immediately generates a
  small EMP when it impacts a target. This EMP cov-
  ers a 10 foot radius area and all electronic and com-
  puter devices in range of the EMP blast – that are
  not properly shielded – are knocked offline for 1d4
  seconds. Additionally, there is a 15% chance that
  each affected device is permanently destroyed –
  beyond repair – by the electromagnetic pulse. 
  EMPRR ammunition has a purchase DC of 4 +
  the purchase DC of the standard ammunition of
  similar caliber.
  ETR (EXPLOSIVE-TIPPED ROUND)
  ETR ammunition mounts a small amount of
  plastic explosive in the round, set to detonate on
  impact. The slight increase in weight makes the
  ammo less accurate –  –1 penalty on attack rolls.
  The explosive force of the round increases the dam-
  age of the shot depending upon the weapon’s origi-
  nal damage range: 
  For firearms that normally deal 2d6 points of
  damage, ETR ammunition grants a +1 circumstance
  bonus on damage rolls. For firearms that normally
  deal 2d8 or 2d10 points of damage, ETR ammuni-
  tion grants a +3 circumstance bonus on damage
  rolls. For firearms that normally deal more than
  2d10 points of damage, ETR ammunition grants a
  +5 circumstance bonus on damage rolls.
  ETR ammunition has a purchase DC of 3 + the
  purchase DC of the standard ammunition of similar
  caliber.
  EXR #5076 (GLASS ROUND)
  One of the earliest successful ammunition
  designs implemented in the field by Department-7,
  glass rounds are lightweight, easy to sneak past
  metal detectors, and brutally devastating when
  they’re used on an organic target. A shot with a glass
  round doubles the damage due to the countless
  splinters of glass tearing into the target’s body.
  Glass rounds have no effect on an armored target,
  vehicles, building – in short, anything not flesh.
  Treating the wound resulting from a glass round
  is more difficult, as the doctor must remove each
  plastic splinter separately. The Treat Injury DC for
  treating such a wound is increased by +6.
  Slivers of glass remain in the gun when a glass
  round is fired, making it unreliable (see box, p. 7).
  Each shot made with a glass round increases the
  weapon’s chance of failure by 5%. Each half hour of
  special maintenance reduces the unreliability of the
  weapon, after glass rounds have been fired with it,
  by 5%.
  The glass round concept was improved using
  plastics (see below).
  Glass ammunition has a purchase DC of 2 + the
  purchase DC of the standard ammunition of similar
  caliber.
  EXR #5194 (PLASTIC ROUND)
  An old design still in use, plastic ammunition is
  constructed of an extremely durable plastic mixture
  designed to withstand the force of being fired by a
  handgun. Plastic rounds are designed to splinter on
  impact and, for that reason, are less effective against
  hard targets (other plastics, metal, brick, etc.)
  inflicting only one-half their usual damage (round
  down). When used on a soft target, such as organic
  tissue, the splinter effect of a plastic round grants a
  +1d4 circumstance bonus to damage.
  Treating the wound resulting from a plastic
  round is more difficult, as the doctor must remove
  each plastic splinter separately. The Treat Injury DC
  for treating such a wound is increased by +5.
  Plastic ammunition has a purchase DC of 2 +
  the purchase DC of the standard ammunition of
  similar caliber.
  Modern
  13 classified and experimental ammunition types
  3 of 8
  
  EXR #7628 (SEEKER ROUND)
  This round is actually a miniature rocket with a
  homing system designed to track a small transmit-
  ter. The round will make only the most minor of
  corrections in flight – +2 equipment bonus to attack
  rolls – and only if fired at a transmitter-carrying tar-
  get. When fired at a target that does not have a trans-
  mitter carried on it the attack roll suffers a –4 penal-
  ty due to the weight of the round throwing off the
  aim of the firer.
  The transmitter is microscopic and must be
  ingested by the target. One transmitter is custom-
  designed for each case of 50 seeker rounds – a trans-
  mitter will not work for rounds other than the ones
  it has been programmed for.
  Seeker ammunition has a purchase DC of 3 +
  the purchase DC of the standard ammunition of
  similar caliber. This purchase price also includes the
  transmitter.
  EXR #8123 
  (HIGH-VELOCITY ROUND)
  An increased propellant charge launches this
  round at a more extreme velocity than standard
  ammunition. The sound of a high-velocity sound is
  louder, and carries further, than a standard round.
  The increased speed of this ammunition type gives
  you a +2 circumstance bonus on damage rolls.
  High-velocity rounds cannot be used in silenced
  weapons.
  High-velocity ammunition has a purchase DC
  of 2 + the purchase DC of the standard ammunition
  of similar caliber.
  EXR #9002 (GRAY ROUND)
  Crafted from a plastic/metal composite material
  learned from captured Grays, the gray round is a
  hybrid type of ammunition that combines alien
  technology with firearms advances. The composite
  material makes the rounds lighter and faster, mov-
  ing faster than high-velocity rounds (see left). The
  increased speed of this ammunition type gives you
  a +3 circumstance bonus on damage rolls.
  The composite material is slightly radioactive,
  and a victim hit by it must make a Fortitude check
  to resist the effects of the radiation – treat it like a
  disease (see above).
  Luckily for the victim, the radiation dosage is
  quite mild – for each day after being shot by the
  round the DC of the radiation is reduced by 4.
  Gray ammunition has a purchase DC of 5 + the
  purchase DC of the standard ammunition of similar
  caliber.
  FXA-09-2723 
  (MIND CONTROL ROUND)
  Mind control rounds are only suitable to cam-
  paigns that include FX powers.
  This round releases a serum into the target’s
  bloodstream that works its way to the target’s brain.
  After one hour of being shot the target is more sus-
  ceptible to mind-affecting powers and spells – the
  victim gets no bonus to saves to resist such effects
  and must roll an unmodified d20.
  Mind control ammunition has a purchase DC of
  6 + the purchase DC of the standard ammunition of
  similar caliber. 
  NSDR (NERVOUS SYSTEM
  DESTROYER ROUND)
  The NSDR carries a liquid that, when it hits the
  target, drops the target to the ground. The victim
  suffers the damage of the shot and is paralyzed for
  2d6 rounds. A Fortitude save (DC 20) reduces the
  paralysis time by half (round up).
  The round, hollowed out to accept the paralysis
  agent, is treated as if it were hollow point ammuni-
  tion. If the target has armor or natural armor you
  Modern
  13 classified and experimental ammunition types
  4 of 8
  Gray Round Radiation
  Disease
  Type
  Incubation Period
  Initial Damage
  Secondary Damage
  Radiation
  Injury DC 20
  1 day
  2 Con
  1d3 Con
  
  take a –1 penalty on attack rolls when using this
  ammunition. However, you gain a +1 circumstance
  bonus on damage rolls.
  DDR ammunition has a purchase DC of 4 + the
  purchase DC of the standard ammunition of similar
  caliber.
  TI-HD (TITANIUM CORE ROUND)
  Ammunition crafted primarily of a super-dense,
  artificial titanium alloy, TI-HD rounds are heavier
  and slower than average ammunition. TI-HD rounds
  do not exceed the speed of sound and, unlike cold-
  loaded ammunition (see p. 6) this decrease in veloc-
  ity has no effect on the ammo’s damage (being off-
  set by the dense metal used in the rounds construc-
  tion).
  TI-HD rounds are silent – noticing the sound of
  a semiautomatic or automatic weapon firing TI-HD
  rounds requires a successful Listen check (DC 15).
  TI-HD ammunition has a purchase DC of 2 +
  the purchase DC of the standard ammunition of
  similar caliber.
  TR-08-743A
  (LIQUID NITROGEN ROUND)
  Within this round, commonly called “the freez-
  er” by Department-7 field agents, is a miniscule
  amount of liquid nitrogen. On the round after being
  hit by LNR ammunition the victim must make a
  Fortitude check (DC 15 + the amount of damage
  caused by the shot) – failure means that the charac-
  ter loses an additional 1d4 hit points. A check must
  be made each subsequent round after a failed check,
  with the DC decreasing by 5 for each check), until
  the character succeeds a check or the check DC
  reaches 0 (whichever comes first). Each check fail-
  ure inflicts an additional 1d4 points of damage.
  The round, hollowed out to accept the liquid
  nitrogen, is treated as if it were hollow point ammu-
  nition. If the target has armor or natural armor you
  take a –1 penalty on attack rolls when using this
  ammunition. However, you gain a +1 circumstance
  bonus on damage rolls.
  LNR ammunition has a purchase DC of 3 + the
  purchase DC of the standard ammunition of similar
  caliber.
  Note: LNR ammo must be kept in a custom
  ammo case and, once removed from the case, will
  function as described for only 15 minutes.
  TR-09-524D
  (NANITE CARRIER ROUND)
  This near-future ammunition is loaded with
  hundreds of tiny nanite engines, each one pro-
  grammed to break down organic matter. The dam-
  age of a nanite carrier round is reduced to one-half
  (round down) but forces the target – if unarmored –
  to make a Fortitude check. The nanites are treated as
  if they were a disease.
  If the target is brought into surgery before he
  succumbs to the nanites the doctor must make a
  Treat Injury check (DC 35) to identify the nanites in
  the victim’s system. This DC is reduced to 20 if the
  doctor has information on the type of ammunition
  the victim was shot with. A second Treat Injury
  check (DC 30) is required to halt the effects of this
  ammunition and to destroy the nanites.
  Nanite carrier ammunition has a purchase DC of
  6 + the purchase DC of the standard ammunition of
  similar caliber.
  Modern
  13 classified and experimental ammunition types
  5 of 8
  Nanite Round Sickness
  Disease
  Type
  Incubation Period
  Initial Damage
  Secondary Damage
  Nanite
  Injury DC 25
  15 minutes
  4 Con
  1d6 Con
  
  The following six types of ammunition – and the
  reliability rules – are reprinted from an existing open
  game content source. They have been included here for
  your convenience.
  If you would like an even larger selection of
  ammunition for use in your D20 Modern campaigns,
  be sure to consider Bleeding Edge: Ammunition from
  Devil’s Workshop. Bleeding Edge: Ammunition
  includes 16 more types of ammunition and an assort-
  ment of firearms modifications and ammunition carry-
  ing devices. You can find it right now at www.rpg-
  now.com.
  AET AMMUNITION
  Accelerated energy transfer (AET) ammunition
  provides a +1 equipment bonus on damage rolls. Using
  AET ammunition makes a weapon unreliable (see
  box).
  AET ammunition has a purchase DC of 5 + the
  purchase DC of the standard ammunition of similar
  caliber.
  ARMOR-PIERCING AMMUNITION
  If the target has armor or natural armor, you gain a
  +1 circumstance bonus on attack rolls when using this
  ammunition. However, you take a –1 penalty on dam-
  age rolls (whether the target is armored or not).
  Armor-piercing ammunition has a purchase DC of
  1 + the purchase DC of standard ammunition of simi-
  lar caliber.
  COLD-LOADED AMMUNITION
  Cold-loaded ammunition is prepared with a
  reduced propellant charge so that the bullets do not
  exceed the speed of sound. For firearms that normally
  deal 2d4 points of damage, cold-loaded ammunition
  has no special effect. For firearms that normally deal
  2d6 points of damage, cold-loaded ammunition impos-
  es a –1 penalty on damage rolls. For firearms that nor-
  mally deal 2d8 or 2d10 points of damage, cold-loaded
  ammunition imposes a –2 penalty on damage rolls.
  Cold-loaded ammunition is not available for weapons
  that normally deal more than 2d10 points of damage.
  Some silenced weapons do not require cold-loaded
  ammunition. However, using standard ammunition in
  these weapons imposes the same penalties on damage
  rolls as the use of cold-loaded ammunition (because
  the weapon slows the bullets speed in the same manner
  that cold-loading does).
  Cold-loaded ammunition has a purchase DC of 1 +
  the purchase DC of standard ammunition of similar
  caliber.
  GLASER AMMUNITION
  If the target has armor or natural armor, you take a
  –2 penalty on attack rolls when using this ammunition.
  However, you gain a +2 circumstance bonus on dam-
  age rolls (whether the target is armored or not).
  Glaser ammunition has a purchase DC of 4 + the
  purchase DC of standard ammunition of similar cal-
  iber.
  HOLLOW-POINT AMMUNITION
  If the target has armor or natural armor, you take a
  –1 penalty on attack rolls when using this ammunition.
  However, you gain a +1 circumstance bonus on dam-
  age rolls.
  Hollow-point ammunition has a purchase DC
  equal to the purchase DC of standard ammunition of
  similar caliber.
  TRACER AMMUNITION
  This ammunition grants a +1 equipment bonus on
  attack rolls, but only when the weapon is fired on aut-
  ofire and 10 bullets are used in the attack. For instance,
  this bonus applies if you make a standard autofire
  attack. If you use the Burst Fire feat, you gain the
  bonus only if you choose to fire 10 bullets instead of
  the 5 normally required by the Burst Fire feat (firing
  these additional bullets does not otherwise affect your
  attack or damage rolls).
  Tracer ammunition has a purchase DC of 2 + the
  purchase DC of standard ammunition of similar cal-
  iber.
  Modern
  13 classified and experimental ammunition types
  6 of 8
  Additional Ammo
  
  Modern
  13 classified and experimental ammunition types
  7 of 8
  Some firearms are less reliable than others, and
  all firearms become less reliable if they are not well
  maintained Of course, that’s true for all forms of
  equipment, and for other types of weapons as well.
  The game system assumes that characters carry out
  reasonable maintenance on their equipment in their
  rest time and between adventures. For this reason,
  reductions in reliability aren’t normally a part of the
  game rules.
  In some circumstances, however, firearm relia-
  bility can be a significant issue, and these rules are
  presented for that reason. Reliability may be a factor
  if the characters spend a great deal of time in harsh
  environments, if they tend to use cheap and shoddy
  weapons and ammunition, or if the setting (a post-
  apocalyptic campaign, for example) makes mainte-
  nance and upkeep difficult.
  All firearms are normally considered reliable
  unless noted otherwise in a weapon’s description. No
  special rules apply to reliable weapons.
  An unreliable weapon has a 5% chance of
  weapon failure every time it is used. Each additional
  separate cause of unreliability increases the chance
  of failure by 5%. For example, a weapon that is using
  unreliable ammunition and has been immersed has a
  10% chance of failure.
  A character using an unreliable weapon checks
  for weapon failure before making the attack roll If a
  d% roll is equal to or lower than the weapon failure
  chance, the firearm has become jammed – the
  weapon can’t be fired until the shooter takes a full-
  round action to clear the jam.
  A firearm can become unreliable from a number
  of circumstances, as outlined below.
  Age: Age and heavy use can render a weapon
  unreliable. While this should never be a factor
  through the degree of time and use typical to a nor-
  mal campaign, the GM can determine that an older
  weapon obtained by the characters is already unreli-
  able due to age. A weapon that has been sitting in a
  museum might not become unreliable for fifty years,
  but one that has sat in the leaky trunk of an aban-
  doned car for a couple of months might be unreli-
  able. This cause of unreliability only goes away if the
  weapon is overhauled. Overhauling a weapon is a
  complex repair task (see the Repair skill description
  in the main rulebook for details).
  Damage: Any firearm that has taken 1 point or
  more of damage is unreliable. This cause of unrelia-
  bility only goes away if the weapon is repaired.
  Environment: A steamy jungle, dusty desert, or
  similarly rough environment can make a weapon
  unreliable. Whenever the characters spend an
  extended period of time in an extreme environment
  the GM can determine that firearms require extra
  care to avoid becoming unreliable. When that’s the
  case, the characters must spend a half-hour per day
  (per weapon) on extra maintenance. Any weapon not
  so maintained becomes unreliable. This cause of
  unreliability goes away when the weapon receives a
  half-hour of special maintenance.
  Immersion: Immersion in water, mud, or other
  liquids can affect reliability. Any time a weapon is
  immersed, it becomes unreliable. (Slight wetness,
  such as that caused by rain, is not sufficient to affect
  reliability.) This cause of unreliability goes away
  when the weapon is dried out, which takes 1 minute
  if the weapon is disassembled and dried by hand, or
  6 hours if it is left to dry on its own.
  Unreliable Ammunition: Ammunition can
  become unreliable due to age, damage, or environ-
  ment, just as firearms can. A weapon firing unreli-
  able ammunition is unreliable. This cause of unrelia-
  bility occurs only when the weapon is used with
  unreliable ammunition.
  RELIABILITY
  Modern: 13 Classified and Experimental Ammunition Types is copyright © 2004 Philip Reed. All text in this book is designated as open game
  content. You may not distribute this PDF without permission of the author. d20 Modern™ is a trademark of Wizards of the Coast, Inc., a sub-
  sidiary of Hasbro, Inc., and is used with permission. Wizards of the Coast® is a registered trademark of Wizards of the Coast, Inc., a subsidiary
  of Hasbro, Inc., and is used with permission. 
  
  OPEN GAME LICENSE Version 1.0a 
  The following text is the property of Wizards
  of the Coast, Inc. and is Copyright 2000
  Wizards of the Coast, Inc ("Wizards"). All
  Rights Reserved. 
  1. Definitions: (a)"Contributors" means the
  copyright and/or trademark owners who have
  contributed 
  Open 
  Game 
  Content;
  (b)"Derivative Material" means copyrighted
  material including derivative works and trans-
  lations (including into other computer lan-
  guages), potation, modification, correction,
  addition, extension, upgrade, improvement,
  compilation, abridgment or other form in
  which an existing work may be recast, trans-
  formed or adapted; (c) "Distribute" means to
  reproduce, license, rent, lease, sell, broadcast,
  publicly display, transmit or otherwise distrib-
  ute; (d)"Open Game Content" means the
  game mechanic and includes the methods,
  procedures, processes and routines to the
  extent such content does not embody the
  Product Identity and is an enhancement over
  the prior art and any additional content clear-
  ly identified as Open Game Content by the
  Contributor, and means any work covered by
  this License, including translations and deriv-
  ative works under copyright law, but specifi-
  cally excludes Product Identity. (e) "Product
  Identity" means product and product line
  names, logos and identifying marks including
  trade dress; artifacts; creatures characters; sto-
  ries, storylines, plots, thematic elements, dia-
  logue, incidents, language, artwork, symbols,
  designs, depictions, likenesses, formats,
  poses, concepts, themes and graphic, photo-
  graphic and other visual or audio representa-
  tions; names and descriptions of characters,
  spells, enchantments, personalities, teams,
  personas, likenesses and special abilities;
  places, locations, environments, creatures,
  equipment, magical or supernatural abilities
  or effects, logos, symbols, or graphic designs;
  and any other trademark or registered trade-
  mark clearly identified as Product identity by
  the owner of the Product Identity, and which
  specifically excludes the Open Game
  Content; (f) "Trademark" means the logos,
  names, mark, sign, motto, designs that are
  used by a Contributor to identify itself or its
  products or the associated products con-
  tributed to the Open Game License by the
  Contributor (g) "Use", "Used" or "Using"
  means to use, Distribute, copy, edit, format,
  modify, translate and otherwise create
  Derivative Material of Open Game Content.
  (h) "You" or "Your" means the licensee in
  terms of this agreement. 
  2. The License: This License applies to any
  Open Game Content that contains a notice
  indicating that the Open Game Content may
  only be Used under and in terms of this
  License. You must affix such a notice to any
  Open Game Content that you Use. No terms
  may be added to or subtracted from this
  License except as described by the License
  itself. No other terms or conditions may be
  applied to any Open Game Content distrib-
  uted using this License. 
  3.Offer and Acceptance: By Using the Open
  Game Content You indicate Your acceptance
  of the terms of this License. 
  4. Grant and Consideration: In consideration
  for agreeing to use this License, the
  Contributors grant You a perpetual, world-
  wide, royalty-free, non-exclusive license with
  the exact terms of this License to Use, the
  Open Game Content. 
  5.Representation of Authority to Contribute:
  If You are contributing original material as
  Open Game Content, You represent that Your
  Contributions are Your original creation
  and/or You have sufficient rights to grant the
  rights conveyed by this License. 
  6.Notice of License Copyright: You must
  update the COPYRIGHT NOTICE portion of
  this License to include the exact text of the
  COPYRIGHT NOTICE of any Open Game
  Content You are copying, modifying or dis-
  tributing, and You must add the title, the
  copyright date, and the copyright holder's
  name to the COPYRIGHT NOTICE of any
  original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to
  Use any Product Identity, including as an
  indication as to compatibility, except as
  expressly licensed in another, independent
  Agreement with the owner of each element of
  that Product Identity. You agree not to indi-
  cate compatibility or co-adaptability with any
  Trademark or Registered Trademark in con-
  junction with a work containing Open Game
  Content except as expressly licensed in anoth-
  er, independent Agreement with the owner of
  such Trademark or Registered Trademark.
  The use of any Product Identity in Open
  Game Content does not constitute a challenge
  to the ownership of that Product Identity. The
  owner of any Product Identity used in Open
  Game Content shall retain all rights, title and
  interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game
  Content You must clearly indicate which por-
  tions of the work that you are distributing are
  Open Game Content. 
  9. Updating the License: Wizards or its desig-
  nated Agents may publish updated versions of
  this License. You may use any authorized ver-
  sion of this License to copy, modify and dis-
  tribute any Open Game Content originally
  distributed under any version of this License. 
  10. Copy of this License: You MUST include
  a copy of this License with every copy of the
  Open Game Content You Distribute. 
  11. Use of Contributor Credits: You may not
  market or advertise the Open Game Content
  using the name of any Contributor unless You
  have written permission from the Contributor
  to do so. 
  12. Inability to Comply: If it is impossible for
  You to comply with any of the terms of this
  License with respect to some or all of the
  Open Game Content due to statute, judicial
  order, or governmental regulation then You
  may not Use any Open Game Material so
  affected. 
  13. Termination: This License will terminate
  automatically if You fail to comply with all
  terms herein and fail to cure such breach with-
  in 30 days of becoming aware of the breach.
  All sublicenses shall survive the termination
  of this License. 
  14. Reformation: If any provision of this
  License is held to be unenforceable, such pro-
  vision shall be reformed only to the extent
  necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000,
  Wizards of the Coast, Inc. 
  System Reference Document Copyright
  2000-2003, Wizards of the Coast, Inc.:
  Authors Jonathan Tweet, Monte Cook, Skip
  Williams, Rich Baker, Andy Collins, David
  Noonan, Rich Redman, Beruce R. Cordell,
  based on original material by E. Gary Gygax
  and Dave Arneson.
  Modern System Reference Document
  Copyright 2002, Wizards of the Coast, Inc.:
  Authors Bill Slavicsek, Jeff Grubb, Rich
  Redman, Charles Ryan, based on material by
  Jonathan Tweet, Monte Cook, Skip Williams,
  Rich Baker, Peter Adkison, Bruce R. Cordell,
  John Tynes, Andy Collins, and JD Wiker.
  Modern: 
  13 
  Classified 
  and
  Experimental Ammunition Types Copyright
  2004 Philip Reed. Published by Ronin Arts,
  www.roninarts.com.
  Ultramodern Firearms d20, Copyright
  2002, Charles McManus Ryan.
  d20 
  Modern 
  Weapons 
  Locker,
  Copyright 2004, Wizards of the Coast, Inc.;
  Author Keith Potter.
  Modern
  13 classified and experimental ammunition types
  8 of 8
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/Ronin Arts/13 Classified and Experimental Ammunition Types.pdf