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Ammunition or ammo is a catch-all term for ranged weapon units of discharge. A round of ammunition refers to a single unit of discharge, whether that be an arrow, bolt, bullet, or laser charge.
     The ranged weapon tables list a weapon’s default ammo capacity, loading code, and reload/cooldown time in the Ammo column.


A weapon’s ammo capacity is the maximum number of rounds that can be loaded into the weapon at any one time. While weapon modification may change this value, the values given on the weapon tables represents the factory-issue capacity. A weapon’s ammo capacity is the first (left-most) value listed in the Ammo column of weapon tables.

Lock ‘n’ Load

Following a weapon’s ammo capacity is its loading code, which is an abbreviation for the weapon’s means of storing or reloading ammunition. Each loading code has its own method of reloading, some requiring Agility tests to complete. However, the number of IPs you must spend to reload is listed in parentheses following the loading code.
     Should you require a test to reload a weapon and fail to reload enough rounds to fill the weapon’s ammo capacity, you must spend another reload action (spending the requisite IPs) to finish reloading. In this regard, reloading may be considered an extended test.
     The following table lists all of the loading codes, a brief description of what each code means, and rules for how to reload weapons with that code.

Code Name Description
b Belt Firing the weapon pulls a flexible band containing rounds of ammo through the breech. Reloading a belt equips the weapon with all rounds of ammo stored on the belt. All belt-loaded weapons have variable ammo capacity (see below).
bl Breech-Loader Rounds are individually loaded into the weapon’s breech. The breech is often opened by either bolt- or break-action mechanisms. To reload, roll an Agility test. You reload a number of rounds equal to 1 + hits scored (up to the weapon’s capacity). Only on a critical glitch do you fail to reload any ammo.
cy Cylinder The barrel extends from one of several longitudinal slots bored into a cylinder, the aligned slot acting as the breech. The cylinder rotates as part of the weapon’s firing action, aligning the next loaded slot to the barrel. Cylinder-loaded weapons are assumed to use a break- or swing-action to expose all slots for reloading. Though technically a cylinder, revolvers that don’t expose all slots for reloading are considered breech-loaders instead. Reloading a cylinder requires an Agility test, loading 1 + hits scored rounds (up to the weapon’s capacity). Only on a critical glitch do you fail to reload any ammo.
d Drum Functionally identical to a magazine, a drum coils ammunition in a spiral pattern to maximize storage capacity with minimal reduction in concealability. A weapon outfitted to be drum-loaded cannot use magazines and vice versa. All drum-loaded weapons have variable ammo capacity (see below).
dy Dynamo An integral electric generator that converts current into beams of intense thermal energy. Dynamos automatically recharge ammo through cooldown and do not need to be reloaded.
m Magazine A rigid container using a spring to push ammunition into the weapon. Reloading a magazine replenishes a number of rounds equal to the new magazine’s contents. All magazine-loaded weapons have variable ammo capacity (see below). Note: Despite clips having no spring component, clips are functionally the same as magazines and are considered synonymous.
ml Muzzle-Loader Individual rounds must be pushed the length of the barrel from the muzzle to the breech; such weapons allow no access to the breech. Reloading requires an Agility extended test, where every 3 hits reloads 1 round of ammo. A critical glitch removes all progress in reloading, forcing you to start over.
n Nock-Loader The rear of each ammo round is placed against a stressed spring. Releasing the spring launches the ammo resting against it. You must roll an Agility test and not critical glitch to reload one round of ammo. You cannot reload more than one round at a time.
s Spool A cylinder wrapped in metal cable that rotates on an axis perpendicular to the weapon’s launch vector. The weapon’s firing action pulls the cable off the spool, causing it to rotate. Reloading a spool replenishes a number of rounds stored on it. All spool-loaded weapons have variable ammo capacity (see below).

Variable Ammo Capacity

Belts, drums, magazines, and spools determine how much ammo capacity a weapon can hold; not the weapon itself. Ammo capacities listed for weapons with these loading codes are for the original ammo containers for the weapon (factory issue). You can equip containers of different sizes to change the capacity of the weapon, but this requires an Armorer test to modify the weapon and make it compatible with the custom container. Belts are an exception: A belt-loaded weapon can always be loaded with a belt suitable for its ammunition type, regardless of the belt’s capacity.

Interchangeable Containers

While ammo of the same type is interchangeable between weapons, ammo containers are not. To use a container for a weapon, it must meet the following conditions.

  • Same Ammo: The container must store the same type of ammo used by the weapon.
  • Same Capacity: The number of rounds the container stores must match that of the weapon’s capacity. This means that modifying a weapon to have extended containers may make factory-model containers unusable. Belts are an exception; ammo capacity never matters with belt containers.
  • Same Loading Code: Inserting a magazine into a belt-feeder won’t work. The container must be of the same loading code as the weapon.
  • Same Weapon Type: The container must belong to the same category of weapon. For example, a pistol magazine won’t work for a slugger if it was originally outfitted for a small-arms pistol. This last condition makes using the containers of your fallen foes very unlikely.

Refilling Containers

Reloading a weapon using a container means inserting a container already filled with ammo into the weapon. Refilling an empty container is a Complex action that requires an Agility test, where each hit scored refills the container with one round of ammo. This assumes the fresh rounds of ammo are easily accessible and need no further actions to ready them for insertion. While reloading a container-based weapon normally equates to a Simple action, refilling the containers themselves should be done outside of combat.

Solid Ammunition

To simplify gameplay, ammunition of a given type is universal to all weapons that use it. For example, any two weapons that use basic cartridge rounds effectively use the same ammunition. For unique or custom weapons designed to use unusual ammunition, this rule may not apply. All prices for ammunition listed on the following tables are for 10 rounds of ammo per purchase.

Archaic Ammunition

Bows and crossbows are still used widely enough, either by eccentric combatants or history aficionados, that ammunition for them are still mass produced. Arrows can be fired from any bow and bolts can be fired from any crossbow.
     Slings technically fire bullets, but they are just as adept at firing stones or any other dense, convex object. Being a poor man’s weapon, combined with its inherent capability to fire improvised ammunition, sling bullets are not readily found on the open market. However, they are cheap to manufacture and many sporting goods manufacturers are willing to produce and ship them upon custom order.

Weapon Type Availability Price (10 Rounds)
Arrows 4 150
Bolts 4 125
Bullets 20 20

Firearm Bullets

Bullets for firearms are manufactured in two varieties: jacket and caseless. A jacket bullet is one affixed to a cylinder holding an explosive charge. When fired, the charge detonates, launching the bullet, but leaving the cylinder (or jacket) in the gun’s chamber. To load a new round into the chamber requires first ejecting the now-empty jacket. A caseless bullet stores the charge inside the bullet itself. This leaves no component remaining in the gun’s chamber and improves the bullet’s aerodynamics by eliminating the air vacuum that follows jacketed bullets. Using caseless bullets increases the weapon’s recoil compensation and range increment by 1 each. The primary drawback to caseless bullets are more restrictions on their availability and their higher cost. Caseless ammunition is 1.5 times the cost of jacket bullets by default.
     Firearms are capable of firing caseless bullets or jacket bullets, but not both. This distinguishing factor may prevent a weapon from using ammunition it normally takes. Firing the wrong type of ammo causes the weapon to jam after the first round is fired (or backfire in the case of a critical glitch). A firearm can be converted to fire the other type of bullet, but this takes an extended Armorer test.
     Although the weapon cannot fire both caseless and jacket rounds, an ammo container can properly store either type of round without need for modification. In fact, it is possible—though ill-advised—to load both caseless and jacket ammo into the same container. Assuredly, hilarity would ensue.
     Pellet Rounds: Used in flint weapons and muskets, pellet rounds are an exception to the jacket/caseless discrepency. When using pellet rounds, you may use jacket or caseless rounds interchangeably with no penalty. However, caseless rounds do not grant the normal benefit. Instead, caseless rounds reduce the reload speed of the weapon by 2 IPs (to a minimum of 1).

—Jacket Ammo— —Caseless Ammo—
Ammo Type Availability Price (10 rounds) Availability Price (10 rounds)
Pellet 10 5 12 100
Basic Cartridge 2 100 4R 150
Low Cartridge 2 150 4R 225
Taser 2 200 2 300
Shot 4 300 6R 450
Medium Cartridge 6 500 8R 750
High Cartridge 6 800 8R 1,200

Electromagnetic Rail Threading

A relatively new ranged weapon to hit the black market, EMR guns pull braided metal wire off a spool. A shutter rapidly cuts the wire as it enters the breech of the magnetic barrel, forming a ‘bullet’ from a small section of cable. The bullet is rapidly accelerated through diamagnetic propulsion. Between the electromagnetic field and the friction of passing through the air, the braided wire melds together in a near-liquid state. Because EMR guns use less metal per shot than an equivalent firearm and threading is a much simpler process to mass produce than bullets, EMR threading is extremely cheap. The gun itself, however…

Weapon Type Availability Price (10 rounds)
EMR Pistol 6 40
EMR Longarm 7 50
EMR Cannon 10R 75

Energy Ammunition

Changing a Dynamo
Weapon Interval Threshold Test Goal
Pistol 1 minute 2 6
Longarm 1 minute 3 8
Cannon 5 minutes 4 12

Energy weapons utilize a dynamo to quickly generate large reserves of electricity to fire lasers and bolts of lightning. While included in the price for weapons on the weapon tables, a factory-issue dynamo runs roughly one-quarter the weapon’s market price by itself. Like mod ammo, energy weapons can also be equipped with different dynamos to modify the statistics or effects of the weapon. A weapon cannot have more than one dynamo installed at any time and dynamos require an extended test to change (see table at right). You may use the weapon’s associated skill or the Armorer skill to change out a dynamo.
     While dynamos follow similar principles in design, they are generally designed for a specific model of weapon. Thus, dynamos aren’t interchangeable between different weapons. A dynamo may be jury-rigged for a different weapon using the Armorer skill, though the outcome may impose improvisation penalties.
     The table below lists different dynamos that can be installed into your weapon. Modifiers in any of the columns modify the base statistics for the weapon. Note: The base DV, range increment, ammo capacity, and cooldown for a weapon cannot be reduced below 1. The market price for a dynamo is also based on the price of the weapon it’s intended for. To determine the cost of a dynamo, multiply its price factor by the market price of the weapon.

Dynamo Range DV AP
Ammo Mod Range Damage AP Ammo CD Availability Market Price
Standard Dynamo
Coil Extension -5 -3
EMS Coil +3 I -2 +1
Extended Battery +8 +3
FMA Charger +0 B -4 -5
Helix Dynamo -1 I +3
Plasma Battery +4 I -2 -3 +4
Pulse (Cannon) +10 +1 +5
Pulse (Longarm) +5 +1 +2
Pulse (Pistol) +2 +1
Transformer Dynamo -3 +1 I +2 -1
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