Anyways…
For shottys...
Slugs-This round fires a single bullet instead of a swarm of small projectiles. The large projectile is devastating, and has AP effect.
APFSDS (Armor Piercing, Fin Stabilized, DiscardingSabot)-
The projectile here is a small (5,5mm) arrow, with finsto increase accuracy, encased in a plastic "sabot" which separate whenleaving the barrel. The light projectile has a high speed, enhancing it'sarmor-piercing abilities
HE-explosive.
HEAT-This small shaped-charge cartridge deal 4D6 damages toa single target. Armor is x1/2, but anything that goes throug is at full value.
Gas-The area of effect is a 2 m diameter circle. Effects are the same as gas grenades, and varies with the load: tear gas, biotoxin, sleep gas.
Flare-They allow daylight visibility in a 15 meter radius.If fired directly at a target, they do 2D6+2 damages upon impact, and 1D6/2each round for 10 rounds or until removed.
Smoke-Fill a 3-meter diameter area with a dense, sight-blocking smoke. Different colors available for signaling purpose
Flashbang-Effect : a stunning blast combined with a dazzling flash.Inflicts 4D10 stun damages, soft armor offers no protection, rigid nesare x1/4. A target failing his Save is stunned for 1D10 minutes. This affects all the targets in a cone 25 m long and 3 m wide, starting at the muzzle of the gun.
Termite-This round fire a narrow (half normal width at range)spray of molten metal at 3 000� C, burning through almost anything.Damages are 8D6 AP. Those damages are healed at at third of the normal rate. Each shot has a 10% chance of ruining the barrel.
Stundart:This cartridge fires a not-so-small high voltage capacitor.Two metallic protrusions in the front allow the round to discharge its electrical load into the target, giving the round the same effect as a Taser (-2 StunSave).
Slasher-This antipersonnel shell strings monowire between twospecially-weighted slugs. As the slugs travel, they spread appart, pulling the monowire. Damages are 3D6, armor is x1/3. The monowire is 1-meter long,and has a 50% chance of wrapping around the target.
Non-lethal shell-This round is made of a compact gel. The damages (4D6) are used fora Stun Save. At least half the damages rolled goes through soft armor.One quarter of the commotion damages are inflicted as real damages, from bruise. Even if nothing goes through armor, the target must succeed a 12Difficulty REF roll to remain standing.
other..
Safety rounds-Used in airplane hijacking or other situations where overpenetration would be a threat, they shatter harmlessly against a hard surface (10 SP or more). In other case, SP are doubled, but damages that goes through are also doubled. In 2020 those uncommon rounds are used by police forces,or in Orbit, where hull breach is a major concern
Fragmenting/expanding bullets -This cover a wide range of bullets. The idea is to have a bullet that increase it's size in the target, making a larger wound cavity. Damagesto flesh are x1,5, but armor is x2.
Armor-Piercing -Damages to flesh is divided by two, but so is the armor.
Exemple: a 9 mm AP round fired at a 10 SP armor will do (2D6+1-5)/2damage points to the wearer of the armor.
Fragmentation flechette - This cartridge, available in caseless or PlastiCase caliber, fires a subcaliber alloy flechette at high speed. This gives the flechette a good penetration through armor. Then a chemically time-delayed filling of stable explosive breaks the arrow apart, creating a large wound cavity. But they're not very efficient against hard armor. Soft armor SP is x1/2and damage to flesh is normal. Very rare and illegal, these rounds are usually found in orbital weapons.
Dual-Purpose-They do damages x1,5 to an unarmored target, and are considered AP if the target is armored.
Tracer bullets-They're designed for autofire at night or on air targets. You can see the light spot of the bullet and adjust your burst on the target. Obviouslyit also give away the location of the shooter. Tracer bullets do 1D3 extra damage (they're burning !), but SP si also x1,5.
Amror-Piercing Incendiary-They work as normal AP (armor SP and damage vs. flesh halved), but if the bullet go through the target's armor, it does an extra 1D6 damage during the first turn and 1D6/2 damage the second turn. They also have a 50% chance of igniting any flamable they hit.
Plastic bullets-For practice, and eventually riot control. The projectile is made of hard plastic, with a lower propellant load. Damages are x1/3.
Rubber bullets -Damage is Stun only beyond 3m. Below that range, 1/2 ist real, 1/2is Stun
Taser bullets-D�g�tsDamages: 1D6 (12 mm) + Taser effect. The Stun save is at +2. There is a 10% chance the taser doesn't work. This bullet can only be used in large calibers (12mm and above).
Chemically-propelled flechette-It's a subcaliber, discarding sabot flechette designed to deliver any drug it is loaded with. It is considered AP, and does 1D3 (6mm) to 1D6damage. Drug is injected if the bullet penetrates the armor.
High-Penetration Bullet-The bullet is considered AP on any armored target, and normal if the target is unarmored.
Will any of these ever see light in the game? Maybe, maybe not. A whole world of code it seems. Be badass though.
there has already been the discussion of sniper, which would be prolly the longest shot, and i saw something about a wjf gun that can shoot into the next room, but i dont think that there's any need for grain depending on range. most guys that are shootin are standing in your face to shoot. point blank.