Ammo
Ammo can be loaded onto any weapon that can be reloaded unless otherwise specified (such as by the Explosive or Incendiary features). It provides a bonus or special feature to the weapon, which affects any attacks made with that weapon or damage dealt to primates or vehicles by that weapon. Only primates targeted by the RoF provided by a weapon with special ammo are affected by its special features (unless its special features just generally increase damage). Replacing the standard ammo of a weapon (by default, FMJ) with a new type does not weigh anything extra, however if the weapon ever runs out of ammo and is reloaded, it loses the special ammo feature unless spare ammo is brought along to reload it with. The spare ammo is gear of one size category less than the weapon it is loading, and can be used to reload the weapon with special ammo once, whereupon it is consumed. You can bring spare ammo of a different type from the ammo a weapon is actually loaded with, for example bringing incendiary ammo to reload a weapon after it runs out of high explosive ammo.
Full Metal Jacket Rounds (FMJ)
Ballistic: This ammo may be used to reload standard ballistic weapons.
Abundant: Unless otherwise specified, a weapon may always be reloaded with FMJ ammo, no matter how many times it runs out of ammo.
Cost: 0
Armor Piercing Rounds (AP)
Ballistic: This ammo may be used to reload standard ballistic weapons.
Armor-Piercing: Any weapon firing AP rounds has a +1 bonus to Damage.
Cost: 5
High-Explosive Rounds (HI-EX)
Ballistic: This ammo may be used to reload standard ballistic weapons.
Explosive: Any weapon firing HI-EX rounds has a +2 bonus to Damage.
Cost: 8
Hollow Point Rounds (HP)
Ballistic: This ammo may be used to reload standard ballistic weapons.
Wounding: When a primate is removed as a WIA casualty by HP rounds, place them in a special pile. After the battle, roll twice on the wound chart and take the higher result.
Cost: 1
Incendiary Rounds (INC)
Ballistic: This ammo may be used to reload standard ballistic weapons.
Burning Wounds: When a primate is removed as a WIA casualty by INC rounds, place them in a special pile. After the battle, roll twice on the injury chart and apply both results.
Burning: Unless otherwise specified, worn armor has no effect against this weapon. It is still affected by vehicle armor.
Cost: 7
Tracer Rounds (TRC)
Ballistic: This ammo may be used to reload standard ballistic weapons.
Tracer: When a primate fires tracer rounds against a target, they gain +1 Accuracy to any attacks on that same target in the following round (even if they are no longer using tracer rounds for the second attack).
Cost: 2
Gas Grenade
Grenade: This ammo may be used to reload grenade weapons only.
Non-Explosive: This grenade’s Damage is reduced to 3.
Gas Weapon: Unless otherwise specified, this weapon ignores all armor.
Choking Gas: Any primate hit by a roll of 2-6 by this weapon is stunned, regardless of whether or not they are in cover. A stunned primate cannot act, as though they were pinned, but do not count as being pinned for purposes of avoiding attacks (i.e. will not be pinned on a 2-3 roll by non-stunning weapons).
Cost: 1
Incendiary Grenade
Grenade: This ammo may be used to reload grenade weapons only.
Non-Explosive: This grenade’s Damage is reduced to 4.
Burning Wounds: When a primate is removed as a WIA casualty by an incendiary grenade, place them in a special pile. After the battle, roll twice on the injury chart and apply both results.
Burning: Unless otherwise specified, worn armor has no effect against this weapon. It is still affected by vehicle armor.
Cost: 4
Smoke Grenade
Grenade: This ammo may be used to reload grenade weapons only.
Non-Lethal: This grenade deals no damage at all.
Obscuring Smoke: This grenade creates a cloud of smoke six squares across from now until the end of the active platoon’s next turn. Any primate who is within the smoke, or being targeted by someone who is either within the smoke or on the other side of it, is treated as being in cover automatically.
Targeting Smoke: Any primate or vehicle within the cloud of smoke may be targeted by weapons with with the Firing Arc feature even if they have complete cover from the Firing Arc weapon’s actual position, so long as they are visible (ignoring the smoke) using the Firing Arc feature.
Cost: 1
Stun Grenade
Grenade: This ammo may be used to reload grenade weapons only.
Stun Weapon: Any primate hit by a roll of 2-6 by this weapon is stunned, regardless of whether or not they are in cover. A stunned primate cannot act, as though they were pinned, but do not count as being pinned for purposes of avoiding attacks (i.e. will not be pinned on a 2-3 roll by non-stunning weapons).
Cost: 0