No shit, huh. But you can also get Cyberware that acts as armor as well.
Run-Gun
But no matter how much armor you have, it can never take the place of a few well placed protection spells.
Merlin
Standard round:
List Damage
The standard round is made of lead-alloy. It can be cased or caseless.
"You're going to find more of these rounds than anything else. Thay are cheap, and also effective as long as you have the right guns."
Run-Gun
"I still prefere a good fireball or hellblast spell."
Merlin
General Armor-Piercing:
-2 Ballistic
This is different from APDS (described below). Instead of firing a saboted sub-caliber round, the bullet is made of denser materials (Tungsten or Depleted Uranium) and given a sharp point. It does not splatter as easy as lead bullets. resulting in less of its force being spread out by ballistic armor.
"This is what you want if you go up against light-skinned vehicles. The bad thing is that they cost over twice as much as regular rounds."
Run-Gun
"But when you're in a real firefight, whose gonna care about cost. They are gonna want something that has some punch to it"
Griffen
"Yeah they may have punch, but to me nothing is better than some HEAP or DUC rounds going down range."
Edge
Armor-Piercing Discarding Sabot (APDS):
Use Impact Armor
This is a sub-caliber round. Imagine a tungsten-carbide nail held in place by plastic that flies away in flight. It flies like a small high- speed arrow, thin and pointed to go right through ballistic armor. It is resisted with Impact armor. It is effective against up to 5 points of Impact, but useless against vehicles.
"Not always true. You can take out the tires, or get lucky and shoot the driver if his window is down"
Sniper
"Who is going to drive around now days with their window rolled down anyways?"
Edge
"Good point"
Sniper
Flechette:
+1 wound level on unarmored targets; Resist with higher of Ballistic or double Impact.
This is a number of tiny flechettes, like pellets from a shotgun. Unlike APDS, they do not have penetrate armor efficiently because they have a very erratic trajectory and little individual mass. They shred unarmored people, but who doesn't wear armor these days?
Additionally, Flechettes don't fly as far as normal bullets. Treat them as having a choke setting equal to the Power of the standard round.
See, this is the weapon that sicko's take to schools with them and start shooting up their classmates with."
Ravenous
But don't disreguard this rounds. They are good if you can get a clean head-shot. I've never seen anyone survive a face shot from this round."
Sniper
AP Flechette:
+1 wound level; resist with Impact.
These work exactly like flechettes, but are stabilized in flight and made of denser materials. They don't lose power as easily and consequently don't have as difficult a time with penetrating armor.
Explosive:
-2 Power; Special
An explosive warhead is mounted in the bullet. It detonates on contact, adding slightly to the power of the bullet. If it detonates in meat, woe be the casualty of war.
A clean miss is a clean miss. If you can stage the ballistic damage to nothing with Combat Pool alone, you are not affected by the explosive at all. If you stage it to nothing using body dice, you take the external (4M) explosion using body, remaining combat pool, and external bioware such as dermal armor and orthoskin to. Impact armor protects. If you take damage from the ballistic round, you must resist the internal 4S explosion with nothing but Body Dice; Bone Lacing and other internal 'ware will help, but not Dermal Armor, Orthoskin, or armor worn.
Attacker's successes do NOT stage explosive damage.
This round is prohibited by most conventions on modern warfare but is still in use by violent revolutionaries, terrorists, and smaller nations, as well as clandestine operations for more advanced nations and corporations.
High-Explosive Armor Piercing (HEAP):
Special
The explosive is placed behind a more stable penetrator, negating the -2 Power for the initial attack. It is otherwise the same as the regular HE round.
"These rounds have saved my life on countless ocasions. I never leave home without them"
Edge
"The problem with this round is cost. If you can't afford it then you can't use it."
Frogger
"Well, if you were a decent runner, then maybe you would be paid enough that you can buy them."
Draco
Hollow Point:
+1 wound level vs. people only, +2 Ballistic Armor
There is a myth that Hollow Point is the standard round of our century. Given that they are relatively ineffective against armor, that is simply not the case. When they hit, air is compressed in the bullet tip, which then expands the round, increasing the surface and resulting in greater damage. However, the wider surface's kinetic energy is more easily absorbed by armor.
"I personally think that this round is overrated. I mean what use is a round in the 60's when everyone wears ballistic armor?"
Grifter
Tungsten/Depleted Uranium Core (DUC):
+1/+2 power
This option is already assumed for AP and APDS, and would be counter- productive on exploding and hollow point rounds. The size of Flechette makes their material moot. However, standard bullets can be forged of Tungsten or DU for a general increase in power. Unlike AP, they are not brought to a point. Tungsten is +1, DUC is +2.
"Don't wast your nuyen on Tungsten, go for DUC. Its better, and doesn't cost all that much more."
Edge
Teflon coating:
Halve Ballistic, -1 wound level
This coating keeps the bullet from losing it's shape, making ballistic armor much easier to penetrate. However,it also tends to continue traveling in a straight line, meaning it doesn't tumble and spin as much, which is what causes so much of a bullet's damage. It goes right on through. It may only be applied to standard, Tungsten and DUC rounds.
Incendiary Rounds:
+2 Ballistic; Special
Theses contain a hot chemical that continues to burn, even after penetrating the body. The effect continues for 3 rounds. At the start of each round, roll Body dice (no combat pool) against a 6L attack.
AP Incendiary Rounds:
Special
As above, but no penalty vs armor.
Silver Bullets:
Double Ballistic; Silver Allergy
Very popular with paranormal hunters and certain magical groups.
"Don't wander into an abandonded building with these, or you may pay dearly."
Griffen
"Just remember one thing. These bullets are just normal bullets when it comes down to us vampires."
Omega
LEGALITY All legal except: General AP 4-L APDS 3-L AP Flechette 5-L Explosive 2-L HEAP 2-L DUC 4-L Teflon 3-L Incendiary 4-L AP Incendiary 3-L Ammunition Conc Damage Wt Avail Cost SI (10 rnds) ------------------------------------------------------------------- Standard 8 Weapon .5 2/24h 20¥ .75 Gen AP 8 -2 Bal .75 4/4d 50¥ 2 APDS 8 Impact .25 14/14d 70¥ 4 Flechette 8 See rules .5 3/36h 100¥ .8 AP Flech 8 Impact .5 6/3d 150¥ 3.5 Explosive 8 Special 1 16/21d 150¥ 4 HEAP 8 Special 1 18/21d 200¥ 5 Hollow Point 8 +1 wound .5 3/24 30¥ 1 Tungsten 8 +1 Power .6 6/6d 50¥ 1.5 DUC 8 +2 Power .75 8/12d 75¥ 2 Teflon 8 Halve Bal Rnd +2 +25¥ 3 Incendiary 8 +2 Bal;Special .75 8/48h 75¥ 2 AP Incend 8 Special .75 10/48h 100¥ 3 Silver 8 Allergy .5 6/6d 50¥ 2