This is an optional rule set; those GMs not familiar with Fallout New Vegas’ system of special ammunition, or who simply wish to simplify their players’ inventories, may want to ignore these rules.
Not all bullets are created equal. Normal bullets, for example, ignore 5 points of a target’s DT. As technology in armors advanced further towards the peak of the war, armor piercing bullets capable of punching through up to 50 points of DT became prevalent, allowing weapons to penetrate defenses and totally bypass most infantry combat armors. There are dozens of types of special ammunitions out and about in the wasteland, and their effects when fired (both on your target and on your weapon) are outlined in the table below.
For reference, using this optional rule set, normal bullets (and energy weapons ammunitions excluding flamer fuel) ignore 5 points of DT. The cost multiplier is how much more special munitions are worth relative to their normal counterparts if your character is interested in buying or selling them.
Alternate Ammo Type – Conventional Ammunition
Effect
Downside
Cost Multiplier
Armor Piercing (AP)
Ignores up to 40 points of DT
Deals half damage to targets not receiving DT bonuses from medium or heavy armor.
3x
Explosive
Deals 1 die of extra damage. Adjacent targets also take damage (Damage dealt to all targets is AOE – divide by 2)
Weapon degrades twice as fast. Jams or misfires will destroy the weapon.
5x
Incendiary
+2d10 damage and grants the Fire effect.
Jams or misfires will ignite other ammunition.
3x
Spark
Ignores 10 DT, deals four additional dice of damage to machines, robots, computers, and powered armor.
Deals ¼ damage to targets with less than 10 DT.
5x
Glue/Goo
If targeted at an opponent’s limbs, can stick them to whatever they’re touching. Strength MFD ½ to break free. Can target the mouth to potentially suffocate an opponent.
Cannot wound.
1.5x
Gel/Rubber/Beanbag
Deals nonlethal damage.
No effect on targets with more than 20 DT in the hit location.
1.5x
Paint
Target becomes 1 MFD easier to spot and target, even in darkness.
Cannot wound.
1x
Flechette (Shotguns) or Hollow Point
Deals x4 damage against living targets and ghouls.
All DT values count as triple their value.
3x
Slugs (Shotguns Only)
Deals maximum damage at any range.
1 MFD step accuracy penalty.
2x
Dragon’s Breath
(Shotguns Only)
Deals damage as a flamethrower.
Must be individually manually muzzle-loaded. Doubles reload time.
2x
Bulk
Costs half as much as normal ammunition (round down)
Deals 1 die less damage, weapon degrades twice as fast.
½x
Alternate Ammo Type – Magical Energy Weapons
Effect
Downside
Cost Multiplier
Focused
Ignores up to 50 points of DT
Deals half damage to targets not wearing medium or heavy armor.
5x
Stun
Deals non-lethal damage
Has no effect on targets with more than 20 DT in the hit location.
2x
Overcharged
Deals 1 die of extra damage
Weapon degrades twice as fast, more expensive.
2x
Bulk
Costs half as much as normal energy weapons ammunition (round down)
Deals 1 die less damage, weapon degrades twice as fast.
½x
Home Made
Costs half as much as normal energy weapons ammunition (round down)
Weapon degrades four times as fast.
½x
Alternate Ammo Type – Explosive Ammunition*
Effect
Downside
Cost Multiplier
Incendiary
Adds Fire (see special weapon effects, above) to weapon damage.
Weapon degrades twice as fast.
3x
High Explosive
Ignore 30 points of DT
Damage reduction due to distance from the explosion epicenter is doubled.
2x
Gas
END MFD ½ every round within the maximum radius or be knocked unconscious.
Deals no damage. Maximum radius is reduced by 5’.
3x
Smoke
Creates a cloud of obscuring smoke. 1 MFD step accuracy penalty to target within or through. SATS negates.
Deals no damage. Maximum radius is 10’, regardless of type.
5x
Paint
Target becomes easier to spot, even in total darkness.
Cannot wound.
1x
Beanbag
Deals non-lethal damage.
Has no effect on targets with more than 20 DT in the hit location.
1.5x
Cryo
Weapon gains the Windigo Special effect, listed under Windigo Grenades.
Deals no damage. Maximum radius is reduced by 5’.
5x
Spark
Ignores 10 DT, deals four additional dice of damage to machines, robots, computers, and powered armor.
Deals ¼ damage to targets with less than 20 DT.
5x
Glue/Goo
STR MFD ½ to move through the affected radius.
Deals no damage.
1.5x
*Using this optional rule set, fragmentation (‘frag’) ammunition is considered standard issue for weapons firing explosive ammunition. It performs as normal.