TEXT: LPJ9974
  DEVIL’S WORKSHOP
  New Ammunition Types
  New Ammunition Types
  When using any type of firearm the most important
  ingredient in the weapon’s success is the type of
  ammunition, whether it is armor-piercing explosive
  rounds or whisper rounds or shotgun slugs.  The
  following is a list of information on common types of
  ammunition.
  Duplex Rounds
  This is a unique type of round; it contains two projec-
  tiles within it.  When firing a duplex round, the char-
  acter subtracts a -2 modifier from the Attack rolls, but
  rolls two d20s.  Due to the nature of this round, if
  there is another person within 5’ of the intended target
  and either Attack roll fails by 3 or less, there is a 20%
  chance that the adjacent target is struck for one die of
  damage.  Duplex rounds do an additional die of
  damage if both projectiles strike the same target.
  Copper Head Rounds
  This round features an all-copper slug with a copper
  ring nose, in the full diameter of the round.  This
  round provides excellent expansion in soft targets
  including human bodies, and was primarily designed
  for hunter and sniper firearms to deliver fatal head-
  shots or body hits.  Copper Head rounds do 2 points
  of additional damage, but suffer a -2 penalty to Attack
  rolls against armored targets.
  Depleted Uranium Rounds
  Depleted uranium rounds are notorious all over the
  world for their increased damage as well as their
  impressive armor penetration.  The head of a depleted
  uranium round is made of super-dense and radioac-
  tive-depleted uranium.  The round is so dense in
  comparison to other rounds that it is quite effective
  when penetrating armor.  In gaming terms, these types
  of rounds ignore all armor of less value than 20.
  Depleted uranium rounds do one die of additional
  damage.
  Dum-Dum Hollow Point Rounds
  Dum-Dum Hollow Point rounds possess a softer tip
  and cause a deeper cut than standard hollow point
  ammunition.  This round results in a more vicious
  fragmentation during its penetration in a target.  Dum-
  Dum Hollow Point rounds do 3 points of additional
  damage, but suffer a -3 penalty to attacks against
  armored targets.
  Equalloy Rounds
  This specific type of ammunition is coated with a
  nylon covering to increases its speed when fired.
  While this bullet will expand quite rapidly while in a
  target, like a Hollow Point, it will not pass through a
  target like an armor piercing round.  Due to this
  bullet’s ability to gain such high velocities, all
  shooters gain +2 to attacks against armored targets,
  but they do not get the benefit of armor piercing
  rounds against bulletproof materials, i.e. any armor of
  +6 or better. Equalloy rounds do an additional 2 points
  of damage.
  Jacketed Hollow Point Rounds
  Jacketed Hollow Point rounds have a harder brass,
  lead or copper wrap on the exterior of the round,
  reducing the amount of fragmenting the round under-
  goes while penetrating a target but still allowing for
  tremendous damage.  Jacketed Hollow Point rounds
  do 2 points of additional damage.
  Kinetic Rounds
  This rubber pellet cartridge or beanbag is normally
  used in situations where collateral damage and serious
  injury to innocent bystanders is to be avoided.  The
  “bean bag,” which is filled with lead shot, unfolds in
  flight to deliver the energy over a wide surface.  All
  Bleeding Edge: Ammunition
  • D20 MODERN PLAYER & GAME MASTER RESOURCE •  D20 MODERN PLAYER & GAME MASTER RESOURCE •  D20 MODERN PLAYER & GAME MASTER RESOURCE •  D20 MODERN PLAYER & GAME MASTER RESOURCE •  
  
  • D20 MODERN PLAYER & GAME MASTER RESOURCE •  D20 MODERN PLAYER & GAME MASTER RESOURCE •  D20 MODERN PLAYER & GAME MASTER RESOURCE •  D20 MODERN PLAYER & GAME MASTER RESOURCE •  
  damage by this type of round is considered to be doubled
  and does subdual, or nonlethal, damage only. However,
  attacks made with this type of ammunition incur a -2
  penalty per range increment.
  Mercury Cored Rounds 
  This specific round’s core contains a reservoir of mercury.
  When the bullet strikes its target, the bullet expands and
  frees the mercury into the target’s body.  The mercury will
  spread throughout the person’s body causing the target to
  suffer a form of  long-term poisoning (See Poisons in the
  Core Rulebook, p54).  Mercury Cored Rounds do the
  damage listed for the weapon, but require the target to
  make a Fortitude Save (DC17) in order to avoid the effects
  of mercury poisoning (use rules for Strychnine poisoning).
  Omni-Shok Rounds
  This round was an extremely potent improvement over the
  typical Hollow Point round.  This particular round has a
  screw-like object placed in between a four-way separation.
  The round, on contact, will split the four-way separation
  similar to a flower opening its petals, causing amazing
  damage to the target.  Omni-Shok rounds do an additional
  4 points of damage, but suffer a -2 to attacks against
  armored targets.
  Plus P Rounds 
  Using greater quality powder in slightly larger quantities
  than normal full metal jacket rounds.  Plus P loads provide
  more power to a firearm without overstressing the firearm
  beyond the weapon’s design limitations.  Plus P rounds
  increase the weapon’s range increments by 10, and provide
  a +2 bonus to attacks against armored targets.
  Rubber Rounds
  Otherwise known as gel rounds, this type of ammunition is
  used by law enforcement and security officers often when
  non-lethal weapons are needed.  Rubber ammunition does
  only subdual, or nonlethal damage, except when used at
  point blank range.
  Semi-Armor Piercing Rounds
  Semi Armor Piercing rounds are the basis of most dual-
  purpose munitions.  Inside the round is a small steel rod
  core, which penetrates armor better than a standard lead
  round.  This type of ammunition will pass through living
  targets with little additional damage.  In gaming terms,
  these types of rounds add a +3 bonus to attacks made
  against armored targets.
  THV Rounds
  Also known as a reverse ogive round, this bullet has a
  special hollowed out edge that will pancake on contact
  with the target.  The ammunition’s physical design helps it
  attain remarkably high velocities, which adds to the
  lethality of the weapon.  THV rounds do an additional 2
  points of damage.
  SHOTGUN SHELLS
  00 and 000 Shot Shells
  This type of shot contains little lead balls, usually 8 to 15
  of 00 or 000 buckshot in each shotgun shell cartridge.
  These shells cause incredible damage to targets when they
  hit at point blank range.  00 Shot shells do an additional
  die of damage at point-blank range.  000 Shot shells do
  two additional dice of damage at point-blank range.
  Nails Shells
  Buy these in box loads from your nearest local store.
  Quite powerful, they will do a great amount of damage, but
  will also have a dangerous effect to the shotgun barrel.  On
  an attack roll of 1, the barrel is damaged beyond repair.
  Nail Filled Shells do an additional die of damage at point-
  blank range.
  Powdered Glass Shells
  Regular glass is reduced to a fine powder.  Although this
  type of shell will reduce range to point blank or short only,
  it will make an extraordinary cloud in which flesh is
  stripped to the bone.  Powdered Glass Shells do an addi-
  tional three dice of damage at point-blank range, and an
  additional two dice of damage at short range.
  AMMUNITION CARRYING
  DEVICES
  The following is a list of devices that can be used to carry
  ammunition for various types of firearms.
  Bandoleer
  A bandoleer is a belt that has small carrying notches that
  ammunition can be placed in.  A single bandoleer can carry
  a maximum of either 25 shotgun shells or 50 bullets, no
  matter the type of shotgun shell or bullet. 
  Purchase DC: 9.
  Drum Ammunition Container
  Drum Ammunition Container is ammunition that is
  contained in a circular container that been created to hold
  more ammunition than the standard magazine for whatever
  firearm may be using the device.  The Drum Ammunition
  Container can be used on certain firearm types.  There are
  three types of Drum Ammunition Containers that can be
  used on firearms; Machine Pistols are able to be equipped
  with a 30-round container, Assault Rifles and Sub Machine
  Guns are able to be equipped with a 50-round container,
  Light Machine Guns are able to be equipped with a 100-
  round container. 
  Purchase DC: 11 for a 30-round container (Lic (+1)), 14
  for a 50-round container (Res (+2)), 17 for a 100-round
  container (Mil (+3)).
  Shotgun Side Saddle
  This ammunition carrying case fits on the side of the barrel
  or on the stock of a shotgun.  The shotgun side saddle can
  hold up to a maximum of 6 shotgun shells of any type.
  Purchase DC: 6.
  FIREARM MODIFICATION
  Very often, characters will like to customize their firearms.
  This may include anything from adding a scope, laser
  sight, a recoil compensator to a flash suppressor.  All of
  these modifications will improve the weapon’s perform-
  ance in one way or another.  All of these modifications can
  be used in conjunction with each other.  The following
  
  • D20 MODERN PLAYER & GAME MASTER RESOURCE •  D20 MODERN PLAYER & GAME MASTER RESOURCE •  D20 MODERN PLAYER & GAME MASTER RESOURCE •  D20 MODERN PLAYER & GAME MASTER RESOURCE •  
  listed items are the most common of all customizable items
  for firearms. 
  Barrel Extension
  This device extends the length of a firearm’s barrel helping
  to increase this weapon’s accuracy at the cost of making
  the weapon harder to conceal.  When a barrel extension is
  placed on a weapon the shooter receives a +1 to Attack
  rolls, but also increases the weapon’s size by one incre-
  ment. 
  Purchase DC: Additional +2 to firearm.
  Bi-Pod
  This device in normally used on assault rifles, machine
  guns and rifles making it possible for the shooter’s aim to
  be more stable when firing.  Any character actively using a
  bi-pod on an assault rifle, rifle, or machine gun will gain a
  +1 to Attack rolls.  
  Purchase DC: 9.
  Burst Fire
  Pistols seem to never fire enough shots, this was until the
  burst fire selector was created.  In gaming terms, this
  firearm modification makes it possible for any semi-auto-
  matic pistol with a Single rate of fire to have the ability to
  make Auto-fire attacks.
  Purchase DC: +3 to firearm. Res (+2).
  Carbine Modification
  This modification is for Assault Rifles only.  It uses a
  submachine gun-sized frame with a rifle-sized cartridge,
  making the weapon more compact and concealable. In
  game terms, this reduces the rifle’s size by one increment
  (from Large to Medium, for example), and reducing the
  weapon’s weight by 20%. 
  Purchase DC: +5 to firearm.
  Collapsible
  This modification is designed to make a weapon break
  down in a way that helps disguise its nature, but also make
  it relatively easy to reassemble for action. It takes one full
  round action to break down or reassemble and load a
  collapsible weapon, but the weapon grants a +5 bonus on
  all Hide and Bluff skill checks to avoid being seen as
  armed.
  Purchase DC: +5 to firearm. Ill (+3).
  Custom Finish
  Sometimes you don’t want your gun to look like everyone
  else’s.  Firearms with this modification have a unique and
  distinctive finish; perhaps you want the barrel etched with
  Chinese dragons, or to match your favorite threads, or you
  just want it in a glaring bright neon color.
  Purchase DC: +2 to firearm.
  Custom Firearm Grips 
  Custom grips on a firearm allow for increased speed when
  drawing a firearm.  The grips of the firearm seem to form
  themselves to the shooter’s hand.  Every grip will be
  custom molded to the individual.  In gaming terms, anyone
  with this firearm modification will gain a +1 to Initiative,
  if his or her first action is to draw a weapon.  A weapon
  with this modification will bestow a -2 equipment penalty
  on anyone other than its owner who tries to use the
  firearm.
  Purchase DC: +3 to firearm.
  Deburred Framed
  This modification can only be used on handguns.  This is
  the process of removing all the sharp corners and edges
  from a firearm to reduce the chances of the firearm
  catching or snagging a piece of clothing when being
  drawn. In game terms, this modification allows the char-
  acter to make a Reflex Save (DC 15) to avoid dropping his
  weapon as a result of fumbling during his attempt to draw
  the weapon. 
  Purchase DC: +1 to firearm.
  Expanded Magazine
  This type of magazine has been expanded to carry more
  ammunition than normally listed on the firearm chart.  Any
  firearm with this firearm modification is able to add an
  additional 10 shots to their Ammo listing on the firearm
  chart.  This firearm modifier cannot be used with
  revolvers.
  Purchase DC: 6 per magazine. Lic (+1).
  Fingerprint Scan Grips
  These grips come equipped with a sighting device that
  scans the user of the firearm’s fingerprint.  If the grip
  comes up with a correct match it will release the firearm’s
  safety making it able to fire normally.
  Purchase DC: +10 to firearm.
  Flash Suppressor
  A flash suppressor is intended to hide the muzzle flash
  when the weapon is fired. Snipers and tactical teams find
  this modification useful in concealing their positions from
  potential threats.  When looking for a weapon that uses a
  flash suppressor, all characters suffer a -3 to Spot checks to
  locate the shooter after he has fired.
  Purchase DC: +4 to firearm.
  Foregrip
  The firearm is equipped with a foregrip mounted into the
  barrel of the firearm, allowing the weilder to have firmer
  control of the weapon.  A firearm with this modification
  will bestow a +3 equipment bonus on the weilder to keep
  from losing his weapon, either as a result of disarming
  attempts, concussive effects, or other situations. The grip
  also reduces the penalty for Full Auto attacks by 1. 
  Purchase DC: +1 to firearm.
  Full Auto Fire
  You can never fire too many bullets … ever.  This firearm
  modification makes possible for assault rifles, rifles, and
  submachine guns to greatly increase their rate of fire.  In
  gaming terms, any assault rifle, machine pistol, or subma-
  chine gun equipped with the full-auto fire modification is
  able to double their rate of fire.  In game terms, this means
  that a standard Autofire action will fire 20 bullets and
  affect a 15-foot-by-15-foot area; a Burst Fire attack will
  fire 10 rounds at a single target with a -6 penalty and deal
  an additional 3 dice of damage; and Strafe attacks can
  affect an area up to eight 5-foot squares long by one square
  wide, in a straight line.
  Purchase DC: +3 to firearm.
  
  • D20 MODERN PLAYER & GAME MASTER RESOURCE •  D20 MODERN PLAYER & GAME MASTER RESOURCE •  D20 MODERN PLAYER & GAME MASTER RESOURCE •  D20 MODERN PLAYER & GAME MASTER RESOURCE •  
  Gas- Vent 
  The firearm is equipped with vent ports and muzzle brakes
  mounted into the barrel of the firearm, nearly eliminating
  the weapon’s recoil.  In game terms, this modification
  reduces the attack penalty for Full Auto attacks made with
  the weapon by 2. Normaly, the modifier is -4 to make a
  Full Auto attack without the Advanced Firearm Proficiency
  feat; with this modification, it would be a -2 modifier.
  Purchase DC: +3 to firearm.
  Gun Blade
  This pistol fire has had a razor-sharp blade added,
  extending from the front of the trigger guard along the
  underside of the frame beneath the barrel.  A firearm with
  this modification is able to engage in melee combat as if it
  were a knife.
  Purchase DC: +4 to firearm.
  Gun Camera
  With the use of fiber optics lenses, this miniature digital
  camera can be attached to any type of firearm.  The firearm
  camera acts just like a normal digital camera and is able to
  record up to 20 digital color photographs in its memory
  before neededing to replace the memory chip.  The chip
  can then be plugged into any compatible computer and the
  pictures displayed, modified, and/or printed.
  Purchase DC: 16.
  Hair Trigger
  This firearm is equipped with a trigger that is so sensitive
  that the slightest touch will cause it to fire.  In gaming
  terms this means that the character may make a single
  firearms attack as a free action if the weapon is readied
  before combat begins. However, this is a dangerous modi-
  fication, and every time a character wielding a weapon
  with a hair trigger fails a Reflex Save, for any reason, the
  weapon will go off.
  Purchase DC: +1 to firearm.
  Lanyard
  For pistols, this is a simple tether that keeps the weapon in
  the user’s possession.  It connects from the butt of the
  weapon to the webbing of the user, or to a loop round the
  neck.
  Purchase DC: 2.
  Non Metallic Construction 
  The firearm has been constructed from various high-
  strength materials such as plastics, composites or ceramics.
  It will easily pass through metal detectors, but will be
  picked up on X-ray devices.  These weapons are consid-
  ered to be Illegal (+4), and are much more fragile than
  their metallic counterparts, suffering a -4 to their Hardness.
  Purchase DC: Double that of weapon.
  Recoil Compensator
  This device was designed to help with the recoil when
  firing an automatic weapon.  In game terms, it reduces the
  penalty for firing an automatic weapon on Full Auto by 2.
  Even though this device is found mostly on assault rifles or
  submachine guns, it can be used in pistols and shotguns,
  and semi-automatic rifles. When used on semi-automatic
  weapons, the only benefit is to half the penalty for using
  the weapon without the Personal Firearms Proficiency feat. 
  Purchase DC: +2 to firearm.
  Replica
  If you cannot afford the real thing, why not pick up some-
  thing that looks exactly like it?  A cheap foreign replica
  knock-off of any of the most popular firearms can be very
  easy to find.  Replica firearms’ range increments are reduce
  by 10 from the base weapon, and the weapon suffers a -1
  to all attack rolls as a result of poor construction.
  Purchase DC: Half of base firearm.
  Sawed Off Barrel
  Only assault rifles, shotguns and rifles are able to have this
  firearm modification.  Sawing off a firearm barrel reduces
  the weapon’s size, from Med to Small, for example, but
  also reduces its accuracy by cutting the weapon’s range
  increment in half. 
  Purchase DC: +1 to firearm.
  Silencer
  A silencer is a device designed to reduce the report of a
  fired weapon. When a silenced weapon is fired, it
  increased the DC of all Listen Skill checks by +5, for the
  purpose of hearing the gunshot. It takes a movement-
  equivelent action to attach a silencer to a weapon, or to
  remove it. There are weapons with integrated silencers
  built in, but this increases the weapon’s Size by one cate-
  gory.
  Purchase DC: 15 for a detchable silencer. +4 to firearm if
  integrated. All silencers are considered Illegal (+4).
  Stocks 
  This firearm modification can be added to any firearm.
  This firearm modification will increase a shooter’s stability
  when aiming shots. When a character takes a full-round
  action to aim, a stock provides a +1 equipment bonus to
  the character’s next attack roll with the weapon.
  Submachineguns, rifles, and shotguns can be equipped
  with collapsible stocks, while handguns can be outfitted
  with attachable stocks. It takes a movement-equivelent
  action to extend a collapsed stock, and a full-round action
  to attach an attachable stock. A stock does not affect the
  size of a rifle or submachinegun, but does increase the size
  of Handguns by one.
  Purchase DC: +2 to the firearm.
  Teflon-Coated Barrel
  With the advancement of technology, the invention of the
  teflon-coated barrel has helped the efficiency of firearms.
  The teflon-coated barrel makes it incredibly hard for debris
  and grime to collect inside the weapon. In gaming terms,
  all jams resulting from rolling a “1” on the attack roll have
  a 50% chance of just being a miss.
  Purchase DC: +3 to the firearm.
  Teflon-Coated Finish 
  The Teflon-coated finish on a firearm opposes dirt, soil,
  and oil so well that it actually makes it nearly impossible
  to lift a set of fingerprints off the firearm.  In gaming
  terms, this modification increases the DC of a Search Skill
  check by +5 for the purposes of finding usable prints on
  the weapon.
  Purchase DC: +5 to the firearm.
  Wrist Spring Holster
  This device is strapped to the wearer’s arm and the weapon
  attached to the spring device.  When the wearer flicks their
  
  • D20 MODERN PLAYER & GAME MASTER RESOURCE •  D20 MODERN PLAYER & GAME MASTER RESOURCE •  D20 MODERN PLAYER & GAME MASTER RESOURCE •  D20 MODERN PLAYER & GAME MASTER RESOURCE •  
  wrist in a particular manner, the weapon will spring into
  the wearer’s hand.  This device allows the weapon to be
  drawn as a free action.  No weapon larger than Small can
  be used with this holster.
  Purchase DC: 7.
  Written By: Jason J. McCuiston
  Artwork: Jason Walton
  d20 Modern™ is a trademark of Wizards of the Coast, Inc.,
  a subsidiary of Hasbro, Inc., and is used with permission.
  Wizards of the Coast® is a registered trademark of
  Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc.,
  and is used with permission. ‘d20 System’ and the d20
  System logo are trademarks of Wizards of the Coast, Inc.,
  a subsidiary of Hasbro, Inc., and are used with permission.
  OPEN GAME LICENSE
  Version 1.0a
  The following text is the property of Wizards of the Coast,
  Inc. and is Copyright 2000 Wizards of the Coast, Inc
  ("Wizards"). All Rights Reserved. 
  1. Definitions: (a)"Contributors" means the copyright
  and/or trademark owners who have contributed Open
  Game Content; (b)"Derivative Material" means copy-
  righted material including derivative works and translations
  (including into other computer languages), potation, modi-
  fication, correction, addition, extension, upgrade, improve-
  ment, compilation, abridgment or other form in which an
  existing work may be recast, transformed or adapted; (c)
  "Distribute" means to reproduce, license, rent, lease, sell,
  broadcast, publicly display, transmit or otherwise
  distribute; (d)"Open Game Content" means the game
  mechanic and includes the methods, procedures, processes
  and routines to the extent such content does not embody
  the Product Identity and is an enhancement over the prior
  art and any additional content clearly identified as Open
  Game Content by the Contributor, and means any work
  covered by this License, including translations and deriva-
  tive works under copyright law, but specifically excludes
  Product Identity. (e) "Product Identity" means product and
  product line names, logos and identifying marks including
  trade dress; artifacts; creatures characters; stories, story-
  lines, plots, thematic elements, dialogue, incidents,
  language, artwork, symbols, designs, depictions, like-
  nesses, formats, poses, concepts, themes and graphic,
  photographic and other visual or audio representations;
  names and descriptions of characters, spells, enchantments,
  personalities, teams, personas, likenesses and special abili-
  ties; places, locations, environments, creatures, equipment,
  magical or supernatural abilities or effects, logos, symbols,
  or graphic designs; and any other trademark or registered
  trademark clearly identified as Product identity by the
  owner of the Product Identity, and which specifically
  excludes the Open Game Content; (f) "Trademark" means
  the logos, names, mark, sign, motto, designs that are used
  by a Contributor to identify itself or its products or the
  associated products contributed to the Open Game License
  by the Contributor (g) "Use", "Used" or "Using" means to
  use, Distribute, copy, edit, format, modify, translate and
  otherwise create Derivative Material of Open Game
  Content. (h) "You" or "Your" means the licensee in terms
  of this agreement. 
  2. The License: This License applies to any Open Game
  Content that contains a notice indicating that the Open
  Game Content may only be Used under and in terms of
  this License. You must affix such a notice to any Open
  Game Content that you Use. No terms may be added to or
  subtracted from this License except as described by the
  License itself. No other terms or conditions may be applied
  to any Open Game Content distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content
  You indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing
  to use this License, the Contributors grant You a perpetual,
  worldwide, royalty-free, non-exclusive license with the
  exact terms of this License to Use, the Open Game
  Content. 
  5.Representation of Authority to Contribute: If You are
  contributing original material as Open Game Content, You
  represent that Your Contributions are Your original creation
  and/or You have sufficient rights to grant the rights
  conveyed by this License. 
  6.Notice of License Copyright: You must update the
  COPYRIGHT NOTICE portion of this License to include
  the exact text of the COPYRIGHT NOTICE of any Open
  Game Content You are copying, modifying or distributing,
  and You must add the title, the copyright date, and the
  copyright holder's name to the COPYRIGHT NOTICE of
  any original Open Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any
  Product Identity, including as an indication as to compati-
  bility, except as expressly licensed in another, independent
  Agreement with the owner of each element of that Product
  Identity. You agree not to indicate compatibility or co-
  adaptability with any Trademark or Registered Trademark
  in conjunction with a work containing Open Game Content
  except as expressly licensed in another, independent
  Agreement with the owner of such Trademark or
  Registered Trademark. The use of any Product Identity in
  Open Game Content does not constitute a challenge to the
  ownership of that Product Identity. The owner of any
  Product Identity used in Open Game Content shall retain
  all rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You
  must clearly indicate which portions of the work that you
  are distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents
  may publish updated versions of this License. You may use
  any authorized version of this License to copy, modify and
  distribute any Open Game Content originally distributed
  under any version of this License. 
  10. Copy of this License: You MUST include a copy of
  this License with every copy of the Open Game Content
  You Distribute. 
  11. Use of Contributor Credits: You may not market or
  advertise the Open Game Content using the name of any
  Contributor unless You have written permission from the
  Contributor to do so. 
  All text on all pages is Open Game Content as defined by
  the Open Gaming License. See page 5 for more information.
  
  • D20 MODERN PLAYER & GAME MASTER RESOURCE •  D20 MODERN PLAYER & GAME MASTER RESOURCE •  D20 MODERN PLAYER & GAME MASTER RESOURCE •  D20 MODERN PLAYER & GAME MASTER RESOURCE •  
  12. Inability to Comply: If it is impossible for You to
  comply with any of the terms of this License with respect
  to some or all of the Open Game Content due to statute,
  judicial order, or governmental regulation then You may
  not Use any Open Game Material so affected. 
  13. Termination: This License will terminate automatically
  if You fail to comply with all terms herein and fail to cure
  such breach within 30 days of becoming aware of the
  breach. All sublicenses shall survive the termination of this
  License. 
  14. Reformation: If any provision of this License is held to
  be unenforceable, such provision shall be reformed only to
  the extent necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the
  Coast, Inc. 
  Modern System Reference Document Copyright 2002-
  2003, Wizards of the Coast, Inc.; Authors Bill Slavicsek,
  Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David
  Noonan, Stan!, based on material by Jonathan Tweet,
  Monte Cook, Skip Williams, Richard Baker, Peter
  Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and
  JD Wiker.
  Bleeding Edge: Ammunition, Copyright 2004, Louis Porter Jr.
  Design, Inc.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/Devil's Workshop/Bleeding Edge - Ammunition.pdf