CLIPS AND CELLS 

BULLETS:
Bullet  $/bullet $/clip* Weapons
.454  300   .454 “Cussul”
“DiKi”  5 000   X-1 “Deckard”
14 mm 200  S&W 14 mm
.60 Caliber 1000 “Earthshaker”
Kinetic Kill Shell 5 000 Caliban, Shiva, Gallant
Bolt Ammunition 10 000 BOLT
Herk Ammunition 5 000  HERK
 Sabot-Round 100 300 for a clip case SABO-Lite, SABO-Stick, SABO-Mate
10mm Round 10 500 Lancaster Heavy Pistol,
10 mm Sub.
9mm Round 10 500 Auto Pistol, Militech Hold-Out, Militech Machine Pistol, Militech Electric Gun, Militech Sportster, Unirig RDM-2 “Multi-Role” Machine Gun, Mini-Main Gattling, K2 Suppressed Revolver
.44 Shell 30  Eagle
12 Gauge Shell 50 AT 12 Gauge, Thunderclap
Needles 5 50 for clip case Needler Pistol / Rifle
 Nuclear Pellet 500 50 for clip case NP-1
HV Marker Shell 100 100 for clip case RFE Assault Cannon, 
RDM-2 “Multi-Role” Bolt Gun
Caseless/Clipless Modular Bullet 100 Alphatech G-11 C&C
RAMBolt  500 500 for clip case Fastcore Ramjet Cannon 
Red Jacket AP Shell 200 50 for clip case Alphatech AP Cannon
CELLS:
Cells Cost Guns
AA Cell 20 N/A
A Cell  100 N/A
B Cell  300 N/A
C Cell 500 Flamer, Laser pistol / rifle, Shiva, Gallant, Streak, Dart Stunner
D Cell 12000 Military Laser, Max, Caliban, 
Particle Gun
E Cell  10 000 Bolt
GYROC:
Clip Case:  100 for the Gyroc Rifle
Bullets Vary
PRICE DESCRIPTION DAMAGE/FP  TYPE NOTES
100 Basic Gyroc 3d Cr None
150 ARP Gyroc 3d Cr Half DR
170 LOR Gyroc 3d Cr Double Range
200 HEX Gyroc 5d Cr Explosive Damage
120 STUN Gyroc Spcl Spcl HT at -5 to avoid incapacitation for 20- HTminutes.  Every 5DR offers a +2 bonus.
180 CPGyroc 3d Imp Constant Propulsion
300 APEX Gyroc 5d Cr Half DR, Explosive
200 LATAR Gyroc 3d Cr Double Acc, +4 initially
500 SPLINTER Gyroc 4d Cr Half Damage removes DR.
10 000 COBRA Gyroc 3dx10 / 30 Cr Californium core, Extremely rare, -4 rlc,
Double exp. Range.
2 000 SAT Gyroc 5d Cr Double acc, 10x range.
3 500 AI Gyroc 4d Cr 8 Int, 15 skill, Double range, Can attack 4additional rounds.  Can go around corners.  Cannot dodge.  -10 to hit it, Extremely rare.
800 FINGER Gyroc 4d Cr 10 hex knockback, target -5 to hit next round.
Grenades:
Basic Explosives have a 1 meter radius.
Fuse is measured in seconds
PRICE GRENADE DAMAGE/FP FUSE NOTES
50 Basic 2d-1 3-5  Basic Explosive.
100 Advanced 3d-1 3-5 Basic Explosive.
70 Smoke -- 1-2 Covers area 3d6 meters radius
90 Stunner Spcl 3-5 HTat -5 to avoid incapacitation for 20-HT  minutes.  Every 5DR offers a +2 bonus.
1000 Drone 4d -- 5 Int, 6 Movement.  14 skill.  Will seek out
nearest target and explode.  -5 to hit it.
300 High Explosive 5d 2-10 Double Exp radius.
500 Flachette 3d 3-5 Half Damage removes DR.
100 Flash -- 3-5 Blinds all who fails a HT -5 for 1d6 minutes.
2 000 POG 2dx10 / 10 impact Double explosive range, very rare.
200 Sonic -- 2-10 Deafens all who fails a HT -5 for 1d6 minutes Full Stun effects.
300 Bam-Bam 3d 2-10 Triples Explosive Range.
300 Napalm 4d 3-5 Full Flamer effect…will ignite anything combustible.  Will continue to do half damage 1d6 consecutive rounds.
* if applicable