TEXT: ™
  ™
  Ammunition Variants
  by Rich Redman
  The Game Mechanics, Inc
  P.O. Box 1125, Renton WA 98057
  www.thegamemechanics.com
  ‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are used according to the terms of the d20 
  System License version 4.0. A copy of this License can be found at www.wizards.com/d20. 
  d20 Modern™ and Urban Arcana™ are a trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and are 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.
  Ammunition Variants ©2003 The Game Mechanics, Inc. All rights reserved. 
  For information on the designation of Open Game Content and Product Identity in this publication, refer to the Appendix. 
  THE GAME MECHANICS and The Game Mechanics logo are trademarks of The Game Mechanics, Inc. All rights reserved. 
  This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is 
  prohibited without the express written permission of The Game Mechanics, Inc.
  This product is a work of fi ction. Any similarity to actual people, organizations, places, or events is purely coincidental.
  Made in the U.S.A.
  Editing: Marc Schmalz
  Art: Marc Schmalz
   Layout and Typesetting: Marc Schmalz
  Ammunition Variants originally appeared on The Game Mechanics website as a free download, and was included as an appendix in Modern Player’s 
  Companion. 
  Heroes can face some pretty tough decisions. But nothing compares to the choices a player has to make. Whether 
  at character creation or when leveling up, just figuring out how to get the hero on your character sheet to match 
  the one in your imagination can be the toughest challenge in the game. Modern Player’s Companion provides 
  expanded options for creating, developing, and equipping characters, offering even more ways to personalize 
  and customize the heroes of any modern-world d20 game. 
  Modern Player’s Companion includes:
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  • nine class combinations that illustrate how to flesh out a character concept by multiclassing with just the six 
  basic classes; 
  • eight new advanced classes, such as the Enforcer and the Survivalist; 
  • twenty-five feats including Cross-Training, Poker Face, and Sidestep; 
  • new equipment, from duffle bags to laser pointers, along with equipment packages that enable heroes to 
  quickly gear up for action; 
  • and a whole lot more. 
  Give your d20 character the edge with the Modern Player’s Companion.
  This product requires the use of the d20 Modern Roleplaying Game core rulebook and the Urban Arcana Campaign Setting, published by Wizards of 
  the Coast, Inc. For players and Gamemasters, this product is compatible with other d20 System roleplaying games.
  
  70
  Appendix 1: Ammunition Variants
  Proper ammunition customizes a firearm for a particular 
  situation.
  Some ammunition can make a weapon unreliable. Such 
  a weapon jams if you roll a natural 1 on an attack roll. Each 
  source of unreliability increases the “failure range” by 1. This 
  means a weapon with three sources of unreliability fails on a 
  natural 1, 2, or 3. Clearing a jam is a full-round action. GMs 
  may rule that damage to a weapon or immersion of a weapon 
  also counts as a source of unreliability.
  Damage Modifiers: When ammunition does +1 or more, or 
  –1 or less, points of damage, it does an additional +1 or –1 
  point of damage per die of additional damage done with Burst 
  Fire or Double Tap. When used with Strafe or automatic fire, it 
  does +1 or –1 point of damage to each affected target.
  AET (accelerated energy transfer): AET is a 
  classification of bullets, all of which incorporate a 
  light, high-velocity bullet with an unusual shape. They 
  penetrate cover and light armor but still rapidly shed 
  velocity when striking soft material, like flesh. Because 
  of their unusual shape, AET bullets cause feed problems 
  in self-loading (semi-automatic or automatic) weapons, 
  making them unreliable.
  AP (armor-piercing): If your target has armor or 
  natural armor, you gain a +1 circumstance bonus on attack 
  rolls when using AP ammunition. However, you suffer a –1 
  penalty on damage rolls regardless of whether your target 
  is armored or not. AP bullets do not provide any additional 
  benefit when using Burst Fire or Double Tap. AP bullets have 
  no effect on the Reflex save caused by Strafe or automatic fire.
  Ball: Ball ammunition is the standard load for most 
  weapons. No special rules apply.
  Explosive: The tips of these bullets contain an unstable 
  substance, like mercury fulminate. Firing the bullet arms the 
  detonator, and the round then explodes on impact. Below 
  .38 caliber pistol ammunition, there isn’t enough explosive 
  to make these functionally different from hollow-points (see 
  below). Explosive pistol bullets do an additional 1d4 points of 
  damage. Explosive rifle bullets up to and including 7.62mm do 
  an additional 1d6 points of damage. Explosive rifle bullets over 
  7.62mm do an additional 2d4 points of damage. Any time a 
  character carrying explosive bullets takes more than 6 points 
  of damage from falling, fire, or an explosion, that character 
  must make a Fortitude save (DC 20). If the character fails 
  that saving throw, all the bullets explode at once and do their 
  additional damage all at once to the character and any other 
  character within 5 feet (Reflex save [DC 5 + the number of 
  bullets] for half).
  Flechette: Flechette ammunition turns any weapon 
  into a shotgun. Instead of firing a single bullet, flechette 
  ammunition fires a bundle of metal darts. When firing flechette 
  ammunition, attacks suffer a –2 penalty to damage per range 
  increment rather than the normal –2 penalty to hit (minimum 1 
  point of damage).
  Glaser: Glaser is a specific brand of frangible bullet. 
  Frangible rounds break apart, spreading out within the target. 
  If your target has armor or natural armor, you suffer a –2 
  penalty to your attack roll when using Glaser ammunition. 
  However, you gain a +2 circumstance bonus to damage rolls. If 
  you use Glaser ammunition with automatic fire, you don’t suffer 
  the –2 penalty (you’re firing at a square, not an armored 
  target), but neither do you gain the bonus to damage.
  Hollow-point: Hollow-point ammunition has a hollow tip, 
  or a tip filled with soft lead or plastic. It deforms on impact. If 
  your target has armor or natural armor, you suffer a –1 penalty 
  when using hollow-point ammunition. However, you gain a +1 
  circumstance bonus to damage rolls.
  Incendiary: The tips of these bullets contain a highly 
  flammable substance. Firing the bullet arms the detonator, and 
  the round then bursts into flame on impact. Below .38 caliber 
  pistol ammunition, there isn’t enough flammable material to 
  make these functionally different from hollow-points 
  (see above). Incendiary pistol bullets do an additional 
  1d4 points of fire damage. Incendiary rifle bullets up 
  to and including 7.62mm do an additional 1d6 points 
  of fire damage. Incendiary rifle bullets over 7.62mm 
  do an additional 2d4 points of fire damage. Any time 
  a character carrying incendiary bullets takes more than 
  6 points of damage from falling, fire, or an explosion, 
  that character must make a Fortitude save (DC 20). If the 
  character fails that saving throw, all the bullets explode at once 
  and do their additional fire damage all at once to the character 
  and any other character within 5 feet.
  Tracer: Coated with a chemical that burns, leaving a glowing 
  trail behind it, tracer ammunition grants a +1 equipment bonus 
  on attack rolls, but only when using automatic fire (or Strafe) 
  and only when using at least 10 bullets in the attack.
  Ammunition Modifiers
  Hot Loads: Hot loads use a heavier propellant charge than is 
  standard for the weapon. Hot loads do +1 point of damage. 
  Hot loaded ammunition is a source of unreliability. You cannot 
  combine hot loads with cold loads, but you may combine them 
  with other types. If combined with ammunition that causes 
  unreliability, such as AET, hot loads count as a separate 
  source of unreliability. For instance, a weapon loaded 
  with AET hot loads will jam on a natural 1 or 2 on 
  its attack roll. Hot loaded ammunition doubles the 
  purchase DC.
  Cold Loads: This ammunition suffers an 
  additional –1 penalty for each range increment 
  over which it is fired due to its reduced 
  propellant charge. Some weapons require this 
  ammunition to be truly silent. Cold-loaded 
  ammunition increases the purchase DC by +1.
  Shotgun Ammunition
  Shotgun ammunition comes in a variety of 
  special types described here.
  Birdshot: Similar to the standard 
  ammunition, buckshot (see below), but 
  with more and smaller pellets. Designed 
  for hunting small game, birdshot leaves 
  
  71
  Appendix 1: Ammunition Variants
  more of the meat intact. 12-gauge birdshot shells do 2d3 
  points of damage, and 10-gauge birdshot shells do 
  2d4 points of damage. Birdshot suffers a –2 
  penalty to damage per range increment rather 
  than the standard –2 penalty to hit (minimum 
  1 point of damage). This rule supersedes 
  the rule in the d20 Modern rulebook (see d20 
  Modern Roleplaying Game Chapter 4, Weapons, 
  Ranged Weapons, Longarms) which penalizes 
  damage in addition to penalizing the attack role.
  Buckshot: Standard load for shotguns, buckshot 
  suffers a –2 penalty to damage per range increment 
  rather than the standard –2 penalty to hit (minimum 
  1 point of damage). This rule supersedes the rule in 
  the d20 Modern rulebook (see d20 Modern Roleplaying 
  Game Chapter 4, Weapons, Ranged Weapons, Longarms) 
  which penalizes damage in addition to penalizing the 
  attack role.
  CS: This shell fires a tiny tear gas grenade. A target struck 
  by the shell takes 2d4 points of nonlethal damage. However, 
  users normally fire the shell at a 5-foot square. On the round 
  that it is fired, the CS gas fills the square in which it lands. 
  On the following round, the cloud fills all adjacent squares. It 
  disperses after 10 rounds, though a moderate wind disperses 
  the smoke in 4 rounds, and a strong wind disperses the smoke 
  in 1 round. Anyone caught in a cloud of CS gas must succeed 
  at a Fortitude save (DC 20) or be stunned for 1d6 rounds. A 
  gas mask renders the target immune to the effects. A wet cloth 
  held over the eyes, nose, and mouth grants a +2 equipment 
  bonus on the Fortitude save.
  CS Penetrating: Similar to the CS shell, this one is designed 
  to fire through doors and other barriers. If the target has armor 
  or natural armor, the firer gains a +1 circumstance bonus on 
  attack rolls when using this ammunition type. A CS penetrating 
  shell deals 2d6 points of lethal damage. If it deals more damage 
  than an intervening barrier’s hardness, it penetrates the barrier 
  and effects the 5-foot square immediately on the other side. It 
  releases its gas exactly like a CS shell.
  Dragon: This shell effectively turns a shotgun into a 
  low-powered flamethrower. When fired, the shotgun shoots 
  a five-foot-wide, 20-foot-long line of flame that deals 2d6 
  points of fire damage (Reflex save, DC 15, for half) to all 
  creatures and objects in its path. No attack roll is required. 
  Any creature or flammable object that takes damage from 
  a dragon shell risks catching on fire (see the d20 Modern
  rulebook, Chapter 7, Catching on Fire). Dragon shells lack 
  sufficient power to operate semiautomatic or automatic 
  shotguns. Such weapons must be operated manually to 
  chamber the next shell. Furthermore, any weapon that 
  fires a dragon shell becomes unreliable until it receives 
  special maintenance (requiring 30 minutes).
  Riot: Riot shells do the same damage as buckshot 
  rounds, except that the damage is nonlethal. They 
  are meant for dispersing crowds.
  Slug: A slug shell contains a single, heavy 
  projectile, similar to a conventional bullet. 
  Because of their size, low velocity, and the lack of rifling 
  in a shotgun barrel, shotgun slugs are not as accurate as rifle 
  bullets. Shotgun slugs suffer a –2 penalty per range increment 
  on the attack roll and a –2 penalty per range increment on 
  damage. If the target of the attack has armor or natural armor, 
  the firer suffers a –1 penalty on attack rolls when using this 
  ammunition type.
  Shotgun slugs can be used to fire explosive and incendiary 
  rounds from shotguns. Such slugs do additional damage as 
  rifle bullets over 7.62mm.
  Slug, penetrating: This is a slug shell designed to 
  penetrate armor or cover. 
  Penetrating slug ammunition is most often used to get 
  explosive or incendiary loads past intervening barriers. 
  Penetrating slugs suffer the same -2 penalty per range 
  increment on the attack roll and a -2 penalty per range 
  increment on damage as other shotgun slugs. If the target 
  of the attack has armor or natural armor, the firer gains 
  a +1 circumstance bonus on attack rolls when using this 
  ammunition type. If it deals more standard damage than an 
  intervening barrier’s hardness, it penetrates the barrier and 
  deals its additional damage to the target. If it fails to deal 
  more standard damage than the barrier, then it deals both the 
  standard and additional damage to the barrier.
  
  72
  Appendix 1: Ammunition Variants
  Caliber/Ammo
  Damage
  Purchase 
  DC
  Restriction
  Handguns
  0.22
  Ball
  2d4 
  4
  Normal
  Glaser 1
  2d4+2 
  8
  Normal
  Hollow-point 2
  2d4+1 
  4
  Normal
  0.32
  Ball
  2d4 
  5
  Normal
  Glaser 1
  2d4+2 
  9
  Normal
  Hollow-point 2
  2d4+1 
  4
  Normal
  .38 Special
  Ball
  2d6 
  5
  Normal
  AP 3
  2d6-1 
  6
  Restricted (+2)
  Flechette 4
  2d6 
  6
  Normal
  Glaser 1
  2d6+2 
  9
  Normal
  Hollow-point 2
  2d6+1 
  5
  Normal
  9mm
  Ball
  2d6 
  5
  Normal
  AET
  2d6+1 
  10
  Restricted (+2)
   AP 3
  2d6-1 
  6
  Restricted (+2)
  Explosive
  2d6+1d4 
  10
  Military (+3)
  Flechette 4
  2d6 
  6
  Normal
  Glaser 1
  2d6+2 
  9
  Normal
  Hollow-point 2
  2d6+1 
  5
  Normal
  Incendiary
  2d6+1d4 
  fi re 
  10
  Military (+3)
  Tracer 5
  2d6
  7
  Normal
  10mm
  Ball
  2d6 
  5
  Normal
  AET
  2d6+1 
  10
  Restricted (+2)
  AP 3
  2d6-1
  6
  Restricted (+2)
  Explosive
  2d6+1d4 
  10
  Military (+3)
  Flechette 4
  2d6 
  6
  Normal
  Glaser 1
  2d6+2 
  9
  Normal
  Hollow-point 2
  2d6+1 
  5
  Normal
  Incendiary
  2d6+1d4 
  fi re 
  10
  Military (+3)
  Tracer 5
  2d6 
  7
  Normal
  .357 Magnum
  Ball
  2d6 
  5
  Normal
   AET
  2d6+1 
  10
  Restricted (+2)
  AP 3
  2d6-1
  6
  Restricted (+2)
  Caliber/Ammo
  Damage
  Purchase 
  DC
  Restriction
  .357 Magnum (con’t)
  Explosive
  2d6+1d4 
  10
  Military (+3)
  Flechette 4
  2d6 
  6
  Normal
  Glaser 1
  2d6+2
  9
  Normal
  Hollow-point 2
  2d6+1 
  5
  Normal
  Incendiary
  2d6+1d4 
  fi re 
  10
  Military (+3)
  Tracer 5
  2d6
  7
  Normal
  .44 Magnum
  Ball
  2d8 
  5
  Normal
  AET
  2d8+1
  10
  Restricted (+2)
  AP 3
  2d8-1
  6
  Restricted (+2)
  Explosive
  2d8+1d4
  10
  Military (+3)
  Flechette 4
  2d8
  6
  Normal
  Glaser 1
  2d8+2 
  9
  Normal
  Hollow-point 2
  2d8+1
  5
  Normal
  Incendiary
  2d8+1d4 
  fi re
  10
  Military (+3)
  Tracer 5
  2d8
  7
  Normal
  0.45
  Ball
  2d6 
  5
  Normal
  AET
  2d6+1 
  10
  Restricted (+2)
  AP 3
  2d6-1 
  6
  Restricted (+2)
  Explosive
  2d6+1d4 
  10
  Military (+3)
  Flechette 4
  2d6 
  6
  Normal
  Glaser 1
  2d6+2 
  9
  Normal
  Hollow-point 2
  2d6+1 
  5
  Normal
  Incendiary
  2d6+1d4 
  fi re 
  10
  Military (+3)
  Tracer 5
  2d6 
  7
  Normal
  .50 AE
  Ball
  2d8 
  6
  Normal
  AET
  2d8+1 
  12
  Restricted (+2)
  AP 3
  2d8-1 
  7
  Restricted (+2)
  Explosive
  2d8+1d4 
  12
  Military (+3)
  Flechette 4
  2d8 
  7
  Normal
  Glaser 1
  2d8+2 
  9
  Normal
  Hollow-point 2
  2d8+1 
  6
  Normal
  Incendiary
  2d8+1d4 
  fi re 
  12
  Military (+3)
  Tracer 5
  2d8 
  7
  Normal
  1 If your target has armor or natural armor, you suffer a –2 penalty on attack rolls when using this ammunition type.
  2 If your target has armor or natural armor, you suffer a –1 penalty on attack rolls when using this ammunition type.
  3 If your target has armor or natural armor, you gain a +1 circumstance bonus on attack rolls when using this ammunition type.
  4 When using this ammunition, you suffer a –2 penalty to damage per range increment rather than the standard –2 penalty to hit.
  5 When using this ammunition, you gain a +1 equipment bonus on attack rolls, but only when using automatic fire (or Strafe) and only when using at least 10 
  bullets in the attack.
  
  73
  Appendix 1: Ammunition Variants
  1 If your target has armor or natural armor, you suffer a –2 penalty on attack rolls when using this ammunition type.
  2 If your target has armor or natural armor, you suffer a –1 penalty on attack rolls when using this ammunition type.
  3 If your target has armor or natural armor, you gain a +1 circumstance bonus on attack rolls when using this ammunition type.
  4 When using this ammunition, you suffer a –2 penalty to damage per range increment rather than the standard –2 penalty to hit.
  5 When using this ammunition, you gain a +1 equipment bonus on attack rolls, but only when using automatic fire (or Strafe) and only when using at least 10 
  bullets in the attack.
  6 When using this ammunition, you also suffer a –2 penalty to damage per range increment as well as the standard –2 penalty to hit.
  Caliber/Ammo
  Damage
  Purchase 
  DC
  Restriction
  Longarms
  5.56mm
  Ball
  2d8 
  4
  Normal
  AET
  2d8+1 
  9
  Restricted (+2)
  AP 3
  2d8-1 
  5
  Restricted (+2)
  Explosive
  2d8+1d6 
  8
  Military (+3)
  Flechette 4
  2d8 
  5
  Normal
  Glaser 1
  2d8+2 
  8
  Normal
  Hollow-point 2
  2d8+1 
  4
  Normal
  Incendiary
  2d8+1d6 
  fi re 
  8
  Military (+3)
  Tracer 5
  2d8 
  5
  Normal
  7.62mm
  Ball
  2d10 
  4
  Normal
  AET
  2d10+1 
  9
  Restricted (+2)
  AP 3
  2d10-1 
  5
  Restricted (+2)
  Explosive
  2d10+1d6 
  8
  Military (+3)
  Flechette 4
  2d10 
  5
  Normal
  Glaser 1
  2d10+2 
  8
  Normal
  Hollow-point 2
  2d10+1 
  4
  Normal
  Incendiary
  2d10+1d6 
  fi re 
  8
  Military (+3)
  Tracer 5
  2d10 
  5
  Normal
  7.62mmR
  Ball
  2d8 
  4
  Normal
  AP 3
  2d8-1 
  5
  Restricted (+2)
  Explosive
  2d8+1d6 
  8
  Military (+3)
  Hollow-point 2
  2d8+1 
  4
  Normal
  Incendiary
  2d8+1d6 
  fi re 
  8
  Military (+3)
  Tracer 5
  2d8 
  6
  Normal
  0.444
  Ball
  2d10 
  6
  Normal
  AET
  2d10+2 
  13
  Restricted (+2)
  AP 3
  2d10-1 
  7
  Restricted (+2)
  Explosive
  2d10+2d4 
  12
  Military (+3)
  Flechette 4
  2d10 
  7
  Normal
  Glaser 1
  2d10+2 
  12
  Normal
  Hollow-point 2
  2d10+1 
  6
  Normal
  Incendiary
  2d10+2d4 
  fi re 
  12
  Military (+3)
  Tracer 5
  2d20 
  6
  Normal
  Caliber/Ammo
  Damage
  Purchase 
  DC
  Restriction
  Shotguns
  12-gauge
  Buckshot 4
  2d8 
  4
  Normal
  Birdshot 4
  2d3 
  3
  Normal
  CS
  2d4 non-
  lethal 
  12
  Restricted (+2)
  CS 
  penetrating 3
  2d6 
  14
  Restricted (+2)
  Dragon
  Special
  12
  Military (+3)
  Riot
  2d8 non-
  lethal 
  5
  Normal
  Slug 2, 6
  2d8 
  4
  Normal
  Slug, 
  explosive 2, 6
  2d8+2d4 
  8
  Military (+3)
  Slug, 
  incendiary 2, 6
  2d8+2d4 
  fi re 
  8
  Military (+3)
  Slug, 
  penetrating 3, 6
  2d8 
  6
  Restricted (+2)
  10-gauge
  Buckshot 4
  2d10 
  4
  Normal
  Birdshot 4
  2d4 
  3
  Normal
  Riot
  2d10 
  nonlethal 
  5
  Normal
  Slug 2, 6
  2d10 
  4
  Normal
  Slug, 
  explosive 2, 6
  2d10+2d4 
  8
  Military (+3)
  Slug, 
  incendiary 2, 6
  2d10+2d4 
  fi re 
  8
  Military (+3)
  Slug, 
  penetrating 3, 6
  2d10
  6
  Restricted (+2)
  
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  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute 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 within 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 provision shall be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  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, Richard Baker, Peter 
  Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
  Modern Player’s Companion, Copyright 2003, The Game Mechanics, Inc.; Author: Stan!
  Ammunition Variants, Copyright 2003-2004 The Game Mechanics, Inc.; Author: Rich Redman.
  Appendix: Open Game License
  Designation of Product Identity: 
  The Game Mechanics company name and logos, the Modern Player’s Companion name and logo, all artwork, trade dress, and graphic design elements. 
  Designation of Open Game Content:
  The text of the pages numbered 70 through 73, except those portions designated Product Identity. Note that Open Game Content is still copyrighted material, and any use of Open Game Content from this publication must be 
  accompanied by the following: “Ammunition Variants, Copyright 2003-2004 The Game Mechanics, Inc.; Author: Rich Redman”
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/The Game Mechanics/Ammunition Variants.pdf