Modern weapons depend as much on what they fire as on the weapon itself. Standard rounds are cheap and predictable, while specialized ammunition can trade reliability, penetration, range, or cost for effects tailored to a specific target.

Explosives are less forgiving. Grenades, mines, and demolition charges can solve problems quickly, but they are difficult to use discreetly, dangerous to transport, and heavily restricted in most jurisdictions.

Static Veil uses broad ammunition categories rather than tracking real-world calibres individually. Individual weapons list the ammunition they require.

Ammunition

Firearms and other ranged weapons use the ammunition listed in their profile.

Ammunition is purchased separately from the weapon and is normally tracked by individual rounds or projectiles. Magazines, drums, clips, belts, and similar devices are containers or feeding systems rather than ammunition themselves.

Different ammunition can change how a weapon performs. An ammunition entry may modify Damage, Armor Penetration, Range, add an Elemental Effect, or provide another specific effect.

Any weapon statistics not modified by the ammunition continue to use the weapon’s normal profile.

Ammunition can only be used with compatible weapons and ammunition types.

Ammunition Types

Static Veil uses broad ammunition types rather than tracking individual calibres and gauges. Weapons using the same ammunition type are assumed to use compatible ammunition unless an entry states otherwise.

Ammunition TypeTypical Uses
Light CartridgesHoldouts and other compact firearms
Medium CartridgesService pistols, revolvers, SMGs, and pistol-calibre carbines
Heavy CartridgesHeavy pistols, powerful revolvers, and large-calibre carbines
Assault CartridgesAssault rifles, carbines, and light machine guns
Long-Range CartridgesFull-powered rifles, precision rifles, and general-purpose machine guns
Large CartridgesAnti-materiel rifles, heavy machine guns, and similar heavy firearms
ShellsShotguns and other weapons designed to fire shell ammunition

Projectile weapons use ammunition appropriate to their design:

  • Arrows for bows.
  • Bolts for crossbows.
  • Darts for blowguns and similar weapons.
  • Sling Ammunition for slings and similar projectile weapons.

Standard ammunition uses the weapon’s listed profile without modification. Specialized ammunition may alter that profile or provide additional effects.

Magazines and Power Cells

A weapon’s Capacity lists how much ammunition it holds and the method used to reload it.

The following codes are used:

CodeFeed or Reload Method
mDetachable magazine
dDetachable drum
cFeeding clip
bBreak action
beltAmmunition belt or belt container
cyCylinder
iInternal magazine
rIndividually loaded ammunition
pcReplaceable power cell
fcReplaceable fuel canister
Not normally reloadable

For example, 15(m) represents a firearm holding 15 rounds in a detachable magazine, while 6(cy) represents a six-round cylinder.

Magazines, drums, clips, belts, power cells, and fuel canisters are separate pieces of equipment where relevant. Weapons using the same ammunition type do not necessarily use compatible feeding devices.

The Action Point costs and procedures for reloading each type are described in Firearms.

Grenades

Grenades are compact explosive or dispersal devices designed to be thrown, launched, or placed by hand.

Each grenade lists the effect it produces when triggered. This may include explosive damage, elemental effects, smoke, gas, flash effects, electronic interference, or other payloads.

Grenades are consumed when used. Their Price and Availability therefore apply to each individual grenade unless an entry states otherwise.

The rules for throwing grenades, resolving their area of effect, and avoiding explosions are found in Area Effects and Explosives.

Mines and Charges

Mines are explosive or dispersal devices triggered by proximity, pressure, command signal, tripwire, sensor, or another listed condition.

Charges are placed explosives intended for demolition, breaching, sabotage, or controlled destruction.

Each mine or charge lists its Damage, Armor Penetration, area of effect, trigger or detonation method, and any other special properties.

Planting, disarming, or configuring mines and charges may require an appropriate Demolitions test when the outcome is uncertain.

The rules for resolving explosions and area effects are found in Area Effects and Explosives.

Ammunition and Explosives Catalogue

Placeholder

The Static Veil ammunition and explosives catalogue will be finalized alongside the weapon catalogue and setting equipment lore.

Catalogue entries will include compatible ammunition types, effects, Price, Availability, Access Tag, Weight, and Bulk where relevant.