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* '''{{Anchor|Large Caliber Rifle}} Rounds''' — HMGs | * '''{{Anchor|Large Caliber Rifle}} Rounds''' — HMGs | ||
Shotguns and Tasers each have thier own unique ammo types. | Assault Cannons, Shotguns, and Tasers each have thier own unique ammo types. | ||
==Type== | ==Type== | ||
* '''Stick & Shock'''{{src|sr5|ref=434}} is only available for shotguns. | * '''Stick & Shock'''{{src|sr5|ref=434}} is only available for shotguns. | ||
Revision as of 01:32, 29 November 2023
Tracking
Inside the SCIRE, every bullet is precious. All ammunition must be tracked.
Outside the SCIRE, the Three Faucets Rule[1] is in effect. Characters are assumed to carry a reasonably quantity of regular ammunition, and can refresh that ammunition whenever they have an opportunity to rest.
Size
While Chummer doesn't support it, with how Shadowrun Fifth Edition Core Rulebook handles calibers (which is to say, it ignores them), a few types of weapons reasonably use the same ammo.
- Small Caliber Pistol Rounds — Holdout Pistols
- Medium Caliber Pistol Rounds — Light Pistols & Machine Pistols
- Large Caliber Pistol Rounds — Heavy Pistols & Submachine Guns
- Small Caliber Rifle Rounds — Carbines, Assault Rifles, & LMGs
- Medium Caliber Rifle Rounds — Sporting Rifles, Sniper Rifles, & MMGs
- Large Caliber Rifle Rounds — HMGs
Assault Cannons, Shotguns, and Tasers each have thier own unique ammo types.
Type
- Stick & Shock[2] is only available for shotguns.
- Gel[2] is only available in pistol calibers. There's no such thing as non-lethal rifle fire.
References
- ↑ The joke is about treating all sinks like they have three spigots — hot, cold, and regular ammo.
- ↑ 2.0 2.1 Shadowrun Fifth Edition Core Rulebook (p. 434)
