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[[File:SR.D5.Weapons.jpg | 400px | right]]
 
[[File:SR.D5.Weapons.jpg | 400px | right]]
 
FIREARM AMMUNITION</br>
 
FIREARM AMMUNITION</br>
For pistols, machine pistols, revolvers and SMG it costs 75¥ for 100 rounds and weighs around 8 lbs. New clips cost 10¥ each and weight ¼lb when empty. Speed-loading Revolver cylinders cost 25¥ and weigh ½lb each. Replacement powercells and fulling loaded mags for the Defiance EX Shock and Tamaha Pulser weight ¼lb each and cost 15¥. Powercells for the Rugar Scream cost 25¥  and weigh 1lb each. Tangler rounds cost 8¥ and weigh ¼lb each. Carbines, light machine guns (light Gatlin), rifle and shotgun (shell) rounds cost 100¥ for 100 rounds and weigh 12 lbs. Magazines clip cost 15¥ and weights ¼lb empty, boxes cost 30¥ and weigh 1lb empty. Sniper and hunting rifles, medium and heavy machinegun rounds cost 150¥ for 100 and weigh 15lbs. Magazine clips are 25¥ and weight ¼lb empty. Assault Cannon clips are sold fully loaded (no separate rounds) with a 15 round clip weighs 5lbs and costs 200¥ each.</br>
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For pistols, machine pistols, revolvers and SMG it costs 75¥ for 100 rounds and weighs around 8 lbs. New clips cost 10¥ each and weight ¼lb when empty. Speed-loading Revolver cylinders cost 25¥ and weigh ½lb each. Tangler rounds cost 8¥ and weigh ¼lb each. Carbines, light machine guns (light Gatlin), rifle and shotgun (shell) rounds cost 100¥ for 100 rounds and weigh 12 lbs. Magazines clip cost 15¥ and weights ¼lb empty, boxes cost 30¥ and weigh 1lb empty. Sniper and hunting rifles, medium and heavy machinegun rounds cost 150¥ for 100 and weigh 15lbs. Magazine clips are 25¥ and weight ¼lb empty. Assault Cannon clips are sold fully loaded (no separate rounds) with a 15 round clip weighs 5lbs and costs 200¥ each.</br>
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Replacement powercells and fulling loaded mags for the Defiance EX Shock and  Tamaha Pulser weight ¼lb each and cost 25¥. Powercells for the Rugar Scream cost 50¥  and weigh 1lb each</br>
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Tanger roudns cost 25¥ for a box of 20 that weigh 10lbs each</br>
 
'''Armor Piercing Rounds''': ignores Ballistic Hardness, but deals -2 base damage. Double the base ammunition cost (Restricted).</br>
 
'''Armor Piercing Rounds''': ignores Ballistic Hardness, but deals -2 base damage. Double the base ammunition cost (Restricted).</br>
 
'''Hollow-Point Rounds''': increase the Damage of the firearm by +1 die step (i.e. 2d6 because 2d8), but treats Ballistic Hardness as double for damage reduction. Add 50% to the ammunition cost.</br>
 
'''Hollow-Point Rounds''': increase the Damage of the firearm by +1 die step (i.e. 2d6 because 2d8), but treats Ballistic Hardness as double for damage reduction. Add 50% to the ammunition cost.</br>

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