| Armor Piercing Rounds |
Take a Reload action to apply this ammo to any weapon and place 4 tokens on this card.
Discard 1 token for all subsequent attacks using that weapon. Targets must Mark 1 Stress whenever the Mark an Armor to reduce damage. |
1 |
| Breeching Shells |
Take a Reload action to apply this ammo to a shotgun (only shotgun compatible) and place 2 tokens on this card.
Discard 1 token for all subsequent attacks using that weapon. Has the narrative effect of blasting open non-reinforced doors or punching holes through normal walls, but is very loud. |
1 |
| Cryo-Slugs |
Take a Reload action to apply this ammo to any weapon and place 4 tokens on this card.
Discard 1 token for all subsequent attacks using that weapon. Targets that are hit receive -2 Evasion until the GM spends 1 Fear to remove the effect. |
2 |
| Data-Spike Rounds |
Take a Reload action to apply this ammo to a Sniper rifle and place 2 tokens on this card.
Discard 1 token for all subsequent attacks using that weapon. These rounds act as a data relay allowing a Netrunner to attempt to hack any Device within Very Close of the target point of the Data-Spike Round |
2 |
| EMP Shells |
Take a Reload action to apply this ammo to a shotgun (only shotgun compatible) and place 2 tokens on this card.
All subsequent attacks using that weapon create an EMP affect on the targeted drone or electronic construct, doing 2d8+3 physical damage. |
2 |
| Nanite Rounds |
Take a Reload action to apply this ammo to any weapon and place 4 tokens on this card.
Discard 1 token for all subsequent attacks using that weapon. Targets that are hit cannot receive healing effects until the GM spends 1 Fear to remove this affect. |
2 |
| Reactive Shrapnel Shells |
Take a Reload action to apply this ammo to a shotgun (only shotgun compatible) and place 4 tokens on this card.
All subsequent attacks using that weapon create a small blast zone around the target upon a hit; all creatures within Very Close take 1d4 damage. |
2 |
| Smart Rounds |
Take a Reload action to apply this ammo to any SmartLink™ enabled weapon and place 4 tokens on this card.
Spotlight an action to designate a target. Discard 1 token for all subsequent attacks using that weapon against that target have +3 to hit.
Smart Rounds cannot be retargeted or re-used. |
2 |
| Sonic Rounds |
Take a Reload action to apply this ammo to any weapon and place 4 tokens on this card.
Discard 1 token for all subsequent attacks using that weapon. Targets that are hit must make an Instinct saving throw (12) are stunned and cannot act until the GM spends 1 Fear to remove the effect. |
2 |
| Thermobaric Rounds |
Take a Reload action to apply this ammo to any weapon and place 4 tokens on this card.
Discard 1 token for all subsequent attacks using that weapon. Targets get the Burning condition when hit and must Mark 1 HitPoint whenever they take an action until the GM Spends 1 Fear to remove the Burning condition. |
2 |
| Toxic Rounds |
Take a Reload action to apply this ammo to any weapon and place 4 tokens on this card.
Discard 1 token for all subsequent attacks using that weapon. Targets must Mark 1 Stress in addition to any Hit Points marked when taking damage. |
2 |
| Tracer Rounds |
Take a Reload action to apply this ammo to any rifle and place 4 tokens on this card.
Discard 1 token for all subsequent attacks using that weapon. When you target a creature with these rounds, the next ally to attack that target gains +2 on their attack. |
2 |
| Tracker Rounds |
Take a Reload action to apply this ammo to any rifle and place 2 tokens on this card.
Discard 1 token for all subsequent attacks using that weapon. These rounds inject a tracker into the body of the target if the target takes any Hit Points of damage. The tracker can be detected within 3 miles. |
2 |