Ammunition

 

In Renegade Tech, a careful ammunition choice can spell victory or defeat, as does knowing when to use the various types. As such there are many types of muniton for warriors to use, and here is where I will attempt to list all known rules for ammunition types.

Where the source is listed as Renegade Tech, I am not attempting to claim credit for the ammunition type, but instead am saying that these rules change how the ammunition works, and thus Renegade Tech is listed as the rules set to use.

If an ammunition type isn't listed here but others from the same rules edition are, then either its not needed or superceded by others, or I've made a mistake.

 

Autocannon

    AmmunitionRules set
    Standard HEAPRenegade Tech
    APDSRenegade Tech
    Armour PiercingRenegade Tech, Supplement One
    CaselessMaximum Tech (pg 83)
    ClusterRenegade Tech
    Flechette/CannisterRenegade Tech
    HESHRenegade Tech
    IncendiaryMaster Rules (revised, pg 133)
    PrecisionMaster Rules (revised, pg 133)
    TracerMaximum Tech (pg 83)

Gauss Rifles

    AmmunitionRules set
    StandardRenegade Tech
    Silver BulletRenegade Tech

long Range Missiles

    AmmunitionRules set
    StandardRenegade Tech
    Anti-TSMHistorical War of 3039 (pg 145)
    Dead FireRenegade Tech
    FlareMaster Rules (revised, pg 141)
    Follow the leaderRenegade Tech
    FragmentationMaster Rules (revised, pg 141)
    HARMRenegade Tech
    Heat SeekingMaximum Tech (pg 90)
    IncendiaryMaster Rules (revised, pg 141)
    Listen-KillHistorical War of 3039 (pg 144)
    Magnetic PulseRenegade Tech
    Semi-GuidedMaster Rules (revised, pg 142)
    SmokeMaximum Tech (pg 90)
    StreakMaximum Tech (pg 90)
    SwarmMaster Rules (revised, pg 142)
    Swarm-IMaster Rules (revised, pg 143)
    Thunder-StandardMaster Rules (revised, pg 144)
    Thunder-ActiveMaster Rules (revised, pg 144)
    Thunder-AugmentedMaster Rules (revised, pg 144)
    Thunder-InfernoMaster Rules (revised, pg 144)
    Thunder-VibrabombMaster Rules (revised, pg 144)

Short Range Missiles

    AmmunitionRules set
    StandardRenegade Tech
    AcidRenegade Tech
    Anti-TSMHistorical War of 3039 (pg 145)
    Dead FireRenegade Tech
    FragmentationMaster Rules (revised, pg 141)
    HARMRenegade Tech
    Heat SeekingMaximum Tech (pg 90)
    InfernoMaster Rules (revised, pg 141)
    Listen-KillHistorical War of 3039 (pg 144)
    Magnetic PulseRenegade Tech
    Retro StreakRenegade Tech
    SmokeMaximum Tech (pg 90)
    Tandem ChargeRenegade Tech

Other Missiles

    MRMs, Rockets Launchers and Thunderbolt missiles do not have any ammunition options.
    Streak launchers may only fire standard munitions.

Advanced Tactical Missile System

    AmmunitionRules set
    StandardRenegade Tech
    Extended RangeRenegade Tech
    High ExplosiveRenegade Tech

Narc Missile Pods

    AmmunitionRules set
    StandardRenegade Tech
    BolaMaximum Tech (pg 91)
    ExplosiveRenegade Tech
    Sit and ShootRenegade Tech

Improved Narc Missile Pods

    AmmunitionRules set
    StandardRenegade Tech
    ECMMaster Rules (revised, pg 146)
    ExplosiveMaster Rules (revised, pg 146)
    HaywireMaster Rules (revised, pg 146)
    HomingMaster Rules (revised, pg 146)
    NemesisMaster Rules (revised, pg 146)
    Sit and ShootRenegade Tech

Artillery

    AmmunitionRules set
    StandardRenegade Tech
    Anti-PersonnelRenegade Tech
    AirburstRenegade Tech
    CopperheadRenegade Tech
    FASCAMMaximum Tech (pg 44)
    IlluminationMaximum Tech (pg 44)
    Improved SmokeMaximum Tech (pg 44)
    NapalmRenegade Tech
    SmokeMaster Rules (revised, pg 76)
    ThunderMaximum Tech (pg 44)

Anti-Personnel and Airburst rounds replace the Cluster and Flechette rounds from Maximum Tech.

Arrow IV Missile System

    AmmunitionRules set
    StandardRenegade Tech
    FASCAMMaster Rules (revised, pg 77)
    HomingRenegade Tech
    Inferno-IVMaster Rules (revised, pg 77)
    Laser InhibitingRenegade Tech
    SmokeRenegade Tech (can't find the original source!)
    Vibrabomb-IVMaster Rules (revised, pg 77)

 

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