Combat 2nd edition


Ammunitions


This document covers a variety of ammunition types available in the World of Darkness and for use in the CoLA game. But the character Nekoko invented several of these (via the Skill, Gunsmithy), and they’re only available from her armory. (That is, those noted as Nekoko’s inventions are only available with Storyteller permission). The Damage field refers to the damage bonus that ammo type adds to the firearm’s base damage.


    Small Arms

    Small arm munitions are available for handguns, submachine guns, rifles, heavy weapons, and assault rifles unless otherwise noted. Please note that many of these munitions are difficult and/or illegal to obtain and use.

  1. Armor Piercing: These bullets are designed to cut through body armor, cover, and other obstacles with ease.
    Damage: -1; Notes: Ignores half of armor

  2. AP Explosive: A standard ammunition for 1st-world militaries, the “explosive” aspect of the round helps punch through armor all the better.
    Damage: +0; Notes: Ignores half of armor

  3. AP Incendiary: This combines an incendiary effect with armor-piercing, scorching and penetrating at once.
    Damage: +0; Notes: Ignores half of armor, inflicts aggravated damage, may cause fires

  4. Caseless: Caseless bullets have the propellant molded around the rounds themselves. This leaves no casings to eject, which not only leaves no evidence, but increases the gun’s firing rate. Caseless ammo is rare, though when found it is often combined with other ammo types (especially AP explosive, in the hands of special forces troops).
    Damage: +0; Notes: No casing to eject, +1 to fire rate

  5. Chitama: One of Nekoko’s most ruthless creations, this further fills out her “Blood Armory”. Chitama are Glaser-like bullets. However, the pellets are actually small amounts of blood and bones taken from her vampire victims, boiled down into poisonous chemical bases. This causes a Chitama bullet to always cause at least one level of damage provided the shooter hits his target.
    Damage: +0; Notes: Always inflicts at least one level of damage; damage reduced by 4 if target has cover/armor

  6. Duplex: This bullet separates upon discharge, allowing the shooter two attack rolls and one damage test for each successful hit.
    Damage: -2; Notes: Two “shots”

  7. Equalloy: This bullet is made from aluminum and sheathed in nylon, enabling it to be fired at higher velocity and to expand inside its victim when it hits.
    Damage: +2; Notes: --

  8. Explosive: This bullet has a hollow tip filled with a flammable matter or liquid substance, often mercury. Upon contact, the liquid “explodes”, causing larger wounds. This is often known as “HE” (High Explosive) ammo.
    Damage: +1; Notes: --

  9. Fiberglass/Plastic: These bullets are harder to detect with X-rays or during autopsies.
    Damage: +0; Notes: Difficult to locate in body via autopsy or X-rays

  10. Firebolt: One of Nekoko’s masterwork specialized ammunitions, firebolts combine explosive rounds with flechettes, creating the tiny arrow-like’s head to be hollow and filled with mercury. This allows it to travel at higher range, cut through armor, and blast anything it hits with full force. However, like other flechettes it can be affected by heavy weather.
    Damage: +3; Notes: Combines flechette and explosive benefits

  11. Flechette: A flechette isn’t a true bullet, but a small metal “arrow” in a bullet-shaped casing. When firing, the casing falls away, allowing the flechette to travel long distance and cut deeply, punching right through armor. However, they are effectively tiny arrows, and heavy winds and rains can knock them off course (subtract 3 successes from the attack roll in such circumstances).
    Damage: +2; Notes: x 1.5 range, ignores half of armor, affected by heavy weather

  12. Glamour: This unusual and whimsical ammunition was created by Nekoko after her many positive dealings with the fae. The bullet is a hollowtip filled with water that vents tiny amounts of liquid during flight. So long as the bullet is discharged in broad sunlight, this causes a brief rainbow. When multiple rounds are discharged, this thus can cause a brief and minor Reverie for any onlooking changeling (one-time benefit of +1 Glamour).
    Damage: +0; Notes: May offer small Reverie for observing fae

  13. Glaser: This bullet contains many small metal pellets, basically creating a shotgun shell with a bullet’s range. The pellets explode outward on contact. But when the target has cover or wears armor, many of the pellets tend to miss, reducing the damage pool by 4.
    Damage: +2; Notes: Damage reduced by 4 if target has cover/armor

  14. Gyrojet: Gyrojets are essentially miniature rockets with their own fuel supplies. They can travel greater distances and lack casings. Gyrojets also invoke little recoil (reduce multiple fire difficulty increases by 1). However, a special pistol or rifle is needed to fire Gyrojet ammo.
    Damage: +0; Notes: +1 to fire rate, x 1.5 range, reduced recoil, requires specialized weapon

  15. Hanabi: Nekoko crafted hanabi bullets with miniaturized “flash-banger” effects, designed to overwhelm a target with both injury, dazzling light, and concussive and deafening force. A victim must make a Stamina roll (difficulty 4+damage sustained from the hanabi ammunition that turn). Failure causes the victim to be stunned and helpless for one turn (botching that Stamina roll causes unconsciousness instead).
    Damage: +0; Notes: Causes a “flash-bang” effect on the victim

  16. Hellbat: Another of Nekoko’s designs, the Hellbat ammo actually combines two earlier designs, the Whistlers and Drill Bits. The Whistler aspect causes a deafening and piercing noise upon impact (hit or miss). Whoever struck suffers this aspect of the Hellbat’s hazard; anyone within 5 feet of the bullet’s impact must also check to see if they suffer deafness. The victim(s) rolls Stamina (difficulty 8). Failure causes deafness for 3 turns (a botch may inflict permanent hearing damage). The Drill Bit element of the Hellbat rounds involves the bullet spinning itself out faster than normal. This drills it deeper into a victim, dealing greater damage, though this strips away half of the bullet’s potential range.
    Damage: +2; Notes: High-noise impact, spins deeper into target for greater damage at a loss of range

  17. Hollow Point: Also (mistakenly) known as “dum-dum” bullets, this bullet has part of its metal jacket cut away, exposing the lead center. This causes the bullet to “mushroom” on impact, causing greater wounds. The same penalties apply for hollow points as glasers, however.
    Damage: +2; Notes: Damage reduced by 4 if target has armor/cover

  18. Hollowtip: Hollowtip are bullets with a tiny amount of unfilled space in the tip, enabling a shooter to place water (for expansion) or some other matter or liquid to inflict a variety of possible injuries. Explosive and incendiary ammunition is essentially hollowtip ammo.
    Damage: +0; Notes: May contain volatile or poisonous matter or liquids

  19. Improved Glaser: This bullet works like a Glaser round but the pellets are smaller yet heavier (often spent uranium), doing terrible damage with no loss even against armor or cover.
    Damage: +3; Notes: --

  20. Incendiary: This bullet’s hollow tip contains flammable material, often magnesium, which causes the bullet to inflict fire-based aggravated damage (difficulty 7 to soak if soaking is possible), and is likely to set fires.
    Damage: +1; Notes: Inflicts aggravated damage, may cause fires

  21. Reversed Ogive: This bullet’s special shape allows it to cut through armor easily while still inflicting terrible wounds.
    Damage: +2; Notes: Ignores half of armor

  22. Rubber: Though often used by riot police, a well-placed rubber bullet can still easily kill or permanently maim.
    Damage: +0; Notes: Converts damage to bashing

  23. Semi-Armor Piercing: A bullet with a steel core instead of lead, this creates a slight armor-piercing effect.
    Damage: -1; Notes: Ignores one quarter of armor

  24. Shinobi: This special flechette was built with a special sabot design that traps the gases of the discharged round, but was also built so that less gunpowder is required. This reduces flash and recoil as well as any recoil compensator or flash suppressor can. The shooter cannot be spotted by sighting muzzle flash, and reduces the difficulty for firing multiple shots by one. However, the reduced gunpowder and trapped gases comes at a price, halving range and stealing much of the bullet’s impact. Plus, it’s a flechette, and thus subject to heavy weather. Nekoko’s Shinobi round emphasizes the need for expertise and accuracy!
    Damage: -2; Notes: Suppresses flash and recoil at a price of damage and range, affected by heavy weather

  25. Silver Nitrate: A silver nitrate bullet is essentially a hollowtip with the tip filled with a small amount of liquid silver nitrate, a corrosive silver salt. Some mistakenly believe that a silver nitrate will prove the bane of werewolves and other shapeshifters. Eye witness evidence supports this, as the bullets do indeed inflict awful wounds. This is an incorrect assumption though: only pure silver profoundly affects shapeshifters. The aggravated damage silver nitrate does is just extremely painful, to lycans and anything else! (Silver nitrate inflicts a chemical burn: aggravated damage soakable only at difficulty 9.)
    Damage: +0; Notes: Inflicts chemical burn

  26. Spartan: This is a mixture of polymer and lead dust molded into the shape of a bullet. The round fragments upon impact, and it works just like a Glaser.
    Damage: +2; Notes: Damage reduced by 4 if target has cover/armor

  27. Spent Uranium: Spent (non-radioactive) uranium is heavier than lead, allowing the bullet to be smaller yet as heavy as a lead round. This means more propellant can be used, causing the bullet to go faster and hit harder.
    Damage: +2; Notes: --

  28. Splinter: This vicious creation of Nekoko is similar to the Spartan bullet in manufacture. So long as it injures its victim (inflicts one level of damage), it automatically does an additional 3 dice of damage the next turn as the bullet splinters off in multiple directions within the victim’s body.
    Damage: +0; Notes: Inflict +3 dice of damage on the next turn, damage reduced by 4 if target has cover/armor

  29. Thunderzap: This is a sort of plastic bullet that mushrooms sharply inside the victim’s body. However, its plastic build doesn’t penetrate armor well, and suffers the same penalties a Glaser does.
    Damage: +3; Notes: Damage reduced by 4 if target has cover/armor

  30. Tracer: This bullet contains chemicals (including magnesium) that ignite when fired, “tracing” a path of light that shows where the bullet goes. This improves the chance of hitting your target with subsequent shots, but also lets your target know your location. Because of the flammable material involved, a tracer round inflicts aggravated damage (difficulty 7 to soak, if possible). But the material burns mid-flight, consuming much of the bullet’s mass.
    Damage: -3; Notes: Inflicts aggravated damage, -1 difficulty after 1st shot

  31. Tumbler: Most bullets spin around their long axis, causing them to fly point-first. Tumbler bullets flip end over end, so when they hit the target they tear into him and ricochet around his body, inflicting awful wounds.
    Damage: +2; Notes: --

    Shotgun

    Shotgun munitions are available only for shotguns and autoloader shotguns. Please note that many of these munitions are difficult and/or illegal to obtain and use.

  32. Air Bomb: This shell is designed to explode in the air near the target, knocking him out with pure concussive force.
    Damage: +2; Notes: Converts to bashing damage

  33. Armor Piercing Slug: A shotgun slug with an armor-piercing effect.
    Damage: -1; Notes: Ignores half of armor

  34. Bouncer: This shotgun slug actually angles upwards upon impact. Nekoko designed this ammunition when facing “tough guy” shen. So long as one level of damage is inflicted, the victim automatically suffers a knockdown.
    Damage: +1; Notes: May cause knockdown

  35. BRI Slug: A slug that is made more in the shape of a bullet than normal slugs, giving it increased range.
    Damage: +0; Notes: x 1.5 range

  36. Dragon’s Breath: Dragon’s Breath is a special incendiary round (usually zirconium) that can cause horrific burns (difficulty 9 to soak, if possible) on their victims. However, unless the shooter uses a specially prepared shotgun, the zirconium will burn out the barrel of the weapon after a single clip’s use. Dragon’s Breath cannot be used in autoloader (semi-automatic) shotguns.
    Damage: +0; Notes: Inflicts aggravated damage

  37. Explosive: This slug explodes (typically fueled by mercury or some other explosive chemical) upon impact.
    Damage: +1; Notes: --

  38. Fireball: This slug is filled with flammable material (such as magnesium) that bursts into a small fireball on the target’s body. This causes aggravated damage (difficulty 7 to soak, if possible).
    Damage: +1; Notes: Inflicts aggravated damage, may cause fires

  39. Flare: This shell does little to no damage, instead exploding in a blinding flash. If the attack roll hits, roll 8 dice (difficulty 6). Each success inflicts one turn of blindness in the victim. (Each dodge success reduces the total by one.) If 6+ successes are scored, the blindness may be permanent.
    Damage: N/A; Notes: Converts to bashing damage, blinds target

  40. Flechette: These are similar to the flechettes used in bullets, but larger and deadlier.
    Damage: +2; Notes: x 1.5 range, ignores half of armor, affected by heavy weather

  41. Hanabi: Nekoko crafted hanabi slugs with miniaturized “flash-banger” effects, designed to overwhelm a target with both injury, dazzling light, and concussive and deafening force. A victim must make a Stamina roll (difficulty 4+damage sustained from the hanabi ammunition that turn). Failure causes the victim to be stunned and helpless for one turn (botching that Stamina roll causes unconsciousness instead).
    Damage: +0; Notes: Causes a “flash-bang” effect on the victim

  42. Ice: This slug is made of solid ice and once they melt in a victim, the cause of death becomes mysterious.
    Damage: +0; Notes: Hides cause of death

  43. Lockbreaker: This shell is filled with metallic powder, which makes it useful for blowing open locks.
    Damage: -4; Notes: Used to open doors

  44. Ropethrower: This is actually an attachment that uses the force of a shotgun shell to fire a rope and grapnel.
    Damage: N/A; Notes: Launches a line

  45. Rubber Shot: This is a shotgun shell filled with large rubber pellets.
    Damage: +0; Notes: Converts to bashing damage

  46. Silenced: This flechette shell is constructed so that the gases that propel it are trapped inside the shell itself, silencing the round (+3 difficulty on rolls to perceive it).
    Damage: -1; Notes: Suppresses sound of discharge

  47. Smoke: This round causes little to no damage, instead creating a 10 ft. x 10 ft. cloud of smoke.
    Damage: N/A; Notes: Creates a cloud of smoke

  48. Stake Launcher: This is actually an attachment that uses the force of a shotgun shell to launch a wooden stake (usually at a vampire’s heart). The shooter must still accept a –4 accuracy penalty to hit the heart! However, the launcher makes meeting that minimum 3 levels of damage easier, as the shooter can add the shotgun’s power to the attack.
    Damage: +0; Notes: Fires a wooden stake

  49. Tear Gas: This round causes little to no damage, instead creating a 10 ft. x 10 ft. cloud of tear gas (subtract 5 dice from all rolls while exposed and 2 dice for ten minutes after exposure ends).
    Damage: N/A; Notes: Creates a cloud of tear gas

  50. White Noise: This is Nekoko’s technological masterpiece and trump card against any technomancers she might face. Few have accomplished this wizardry (and with mundane knowledge). A White Noise slug explodes nearby a target, causing no bodily harm. Instead, it detonates a tiny electro-magnetic pulse, permanently shorting out any unprotected electrical and electronic equipment!
    Damage: N/A; Notes: Causes a small EMP explosion

    Arrow

    These special arrow types can be used for all kinds of bows. Most of these types are also made for crossbows (where they’re called bolts or quarrels).

  51. Explosive: This arrowhead is effectively a miniature grenade, exploding on impact and devastating everything within a six-foot radius.
    Damage: +6; Notes: The explosion causes 6 dice of damage to everyone nearby. For every foot from the explosion’s “ground zero” source, one die is subtracted from this damage.

  52. Flare: This arrow has a hollow tip filled with flammable materials like magnesium, tracing a path of light and blinding whoever it hits.
    Damage: -2; Notes: Inflicts aggravated damage (difficulty 7 to soak if possible); -1 difficulty to hit after the first shot. Victim may also be blinded for 5 turns (minus Stamina).

  53. Hunting: This arrow has an unusually broad and razor-sharp edge, inflicting terrible wounds. However, it doesn’t penetrate armor very well.
    Damage: +2; Notes: Damage reduced by 4 if target has cover/armor.

  54. Target: This kind of arrow has a blunt bullet-shaped head designed for penetrating simple bulls eye targets, not flesh and bone.
    Damage: -2; Notes: --

  55. Tranquilizer: This is a special kind of arrow (or more often a crossbow bolt) that in actuality is really a dart with a chemical payload. This tranquilizing compound (such as phenobarbital) can calm anything down with a good shot, although a big and angry animal (or man) may need more than one. Repeated applications (i.e., an overdose), however, may cause unconsciousness or worse.
    Damage: -1; Notes: The target must make a Stamina roll (difficulty 9). Failure reduces all dicepools by 1 per turn for a total of 5 turns. The undead are immune to this (unless they drink affected blood). Shapeshifters are not immune per se but regenerate lost dice as if it were lethal damage (so it barely slows them down), provided they’re able to regenerate at the time.