///UPDATE: NEW ILLUSTRATIONS HAVE BEEN ADDED TO THE THIRD RAIL COMIC ART [MISCELLANEOUS] AND D:HT CHARACTER ARCHIVE GALLERIES, WHICH CAN BE VIEWED THROUGH THE COMICS AND SEQUENTIAL ART GATEWAY PORTAL. SEE THE D:HT CAMPAIGNS SECTION FOR THE LATEST ADDITIONS TO THE D:HT - COVERT OPERATIONS CAMPAIGN MISSION PROFILE, VIEWED THROUGH THE DYSTOPIA: HOSTILE TAKEOVER GATEWAY PORTAL. FINITY, TRDL'S WEB-BASED GRAPHIC SERIAL, BEGINS FALL 03.
Note: Unless otherwise stated, weapons are chambered for specific ammunition sizes and types; using different round types frequently requires customization by a skilled weaponsmith; Functional feasibility, difficulty, cost etc. are subject to GM's discretion.

Sub-Ballistic Rounds: Special concussive rounds designed originally for less-than-lethal crowd control applications, then redesigned for orbital sensitive-membrane environments. Roll damage as normal, then subtract soft armor SP up to one half of damage total. The target must make a Stun/Shock Save, with a penalty based on the original damage total, to avoid being knocked unconscious from the concussive impact. Skinweave and subdermal armors provide no SP protection. Hard armors provide SP as normal, and negate concussive damage, though regardless of armor type, target makes an average reflex roll (Diff 10) or is knocked off their feet by the impact. Note that SB rounds do not cause abnormal recoil conditions in the attacker’s weapon. [TRDL]

HEP Rounds: High-explosive Penetration rounds yield half real damage, half concussive. Armor has no effect, and loses 2 points of SP per impact.

HEAT Rounds: High-explosive Anti-tank rounds are used against vehicle armor, halving SP and yielding normal penetration damage. Against soft armors or unarmored human targets, the rounds pass through yielding minimum damage.

API Rounds: Armor piercing Incendiary rounds provide no benefits against soft armor or unarmored targets, but against hard armor, halve both armor and penetration damage. However, once breached, affected armor no longer provides Stopping Power (SP effectively becomes SDP)

HESH Rounds: High-explosive squash head ammunition acts like explosive hollow point rounds, delivering considerable kinetic impact. Against unarmored targets, damage is doubled, plus 1d6 due to explosive impact. Against [hard] armored targets, damage is normal per caliber, plus 1d6 due to explosive impact. This ammunition was designed for crowd-control situations, though hasn’t been field-tested.

Short Sabot Rounds: The 6mmSS is a pistol-length round that drops it's sabot upon firing, releasing a 2mm x 20mm Tungsten Penetrator. The round is extremely fast and stable, and the longer barrel of rifles like the Colt XM-414 instead of a pistol frame allows for it to fire within a Minute of Angle. The round is currently only available as a 6mmSIG SS Tungsten Penetrator (1/3 SP, 1/2 Damage, 3d6 damage, 100eb / 50 rounds).

Flash Bang Shotgun Shells: A blinding, concussive explosive round with a 2m range, 5m indoors. All targets within range must make a Stun Save at -2 or become stunned and deafened for 1 turn, and make a Reflex check (Diff 20) to avoid being blinded for 2 turns. Anti-dazzle negates the need to test for blindness.

H/V Ammunition: Hyper-velocity AP shells. This ammunition is designed to penetrate infantry and light vehicle armor with ease. It is only capable of being fired by weapons specifically designed to dissipate the heat generated by firing the shells, and on full-auto, there is a 40% chance of overheating, regardless of weapon. The shells do triple damage to hard armor only, and are armor piercing. However, damage to flesh and light armors is reduced to 1 point per die rolled. Rounds will pass through unarmored targets without deformation doing minimum damage possible per caliber. [Shirow]

Busy Bee Shells: A unique ammunition under development by Seburo, these shotgun shells (12g) fire a projectile that acts as a surface-contact EMP discharger, rendering the target incapacitated where EMP is effective. They currently seem to fire duds 10% of the time, troubling the Development department. Use the EMP tables on the target (and gear, if applicable) [Shirow]

X-Stun Rounds: When fired these shotgun rounds (12g) spread out into a large ‘X’ delivering massive amounts of kinetic energy upon impact, shells are 30eb apiece and do 4D10 (stun damage only), this damage ignores all armor. This ammunition is prototype only, being developed by Chimera for Orbital applications, and currently suffers a 20% chance of misfiring per turn. [Shirow]

Cellulex Shells: A apecial cellulex casing developed by Minotaur Labs for their proprietary shotgun models. The shell casings begin to dissolve once exposed to barrel heat. The process takes about 10 minutes in normal atmospheric conditions, leaving behind a mixture of cellulose, mineral deposits, and water, and is virtually untraceable. [TRDL]

Rubber Rounds: A traditional non-lethal ammunition composition favored by law enforcement agencies the world over. These rubberized slugs should, like sub-ballistic ammunition, technically be thought of as 'less than lethal', as close range impact to certain areas of the body may deliver crushing bludgeon damage. Treat Rubber Rounds as 100% stun damage only, with the exception being head hits, which yield 1/2 stun, 1/2 physical damage [and double-damage to head hits DOES apply]. [TRDL]

Note: Some accessories may require a Weaponsmith to adapt them to specific weapon bodies. Functional feasibility, difficulty, cost etc. are subject to GM's discretion.

Non-Reflective Screening: Completely non-reflective coating for scopes, camera lenses, and goggles, allowing protection from reflective glare on any glazed treated surface (+1 Stealth and Ambush rolls). 150eb per application.

Tip Camera: A specially-designed camera encased in plexiglass fitted to the end of the muzzle. The camera swivels on a gyroscopic bed, so the system can be used to peer around a corner from a concealed position, with a 180 horiz. degree of lateral view. It cannot be used for line-of-sight purposes, only to locate targets from cover. Used by French paramilitary units. 200eb.

Speedholster: quick-release holster, shoulder or hip mounted, yields +1 to Quickdraw actions.

Armor Cookie Cutter: Two part system: a receiver linked to a trigger kit in the firing weapon, and multiple transmitters worn by associates or primaries under protection. The Transmitter maps body heat of the wearer, thus approximating their physical parameters. The Cookie Cutter system registers when a transmitter’s physical map crosses through the lens of the weapon’s scope, and disenables the trigger on 1/16th of a second intervals, allowing the firer to aim into a crowd, while minimizing the likelihood of striking the wearer of a transmitter (5% chance). Multiple Cookie Cutter systems can be linked.

High-explosive Techtronica ScanGrip: tri-layered thermal contact pads are inset in polymer inbeds on the weapon’s handle, along both grip faces. The fingerprints of registered user(s) are pre-programmed and release the safety on the weapon.

911 Chip: A microchip imbedded in the weapon’s handle transmits to emergency services (as programmed, law enforcement or private) once the weapon is fired, discarded/surrendered, or if desired, simply drawn.

Guncam: Micro-camera stores digital photos through the weapon’s scope at 1 fps, up to 260 images. Can be direct-linked to remote transmitter for live feed, or replaced with digital video capable of recording 2 minutes of data.

Adjustable Stock: provides one additional Aiming round possible with this weapon.

Barrel Compensation Modification: Allows an increase of +1 ROF for semi-auto weapons with ROF of 1 or 2.

Heat Resistant Barrel Modification: Allows increase of one level of weapon reliability.