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Ammunition (or ammo) is the name of consumable items needed to operate nearly every ranged weapon in the game. In MazeWorld, the amount of damage dealt by a ranged weapon is determined by the ammunition, not the weapon itself, unlike a typical melee weapon. An easy-to-remember principle is this: The object that hits the target is the object that has damage values. For a firearm, it would be the bullet (a function of the ammunition). For a knife, it would be its blade (a function of the weapon itself).
As such, it is important to know which type of ammunition your weapons need, as it determines the amount of damage dealt. There are different sub-types of ammunition as well, which further modify the amount of damage dealt or the way it damages specific targets. They will be explained in detail in the pages below.
The four main attributes of ammunition are as follows:
- The caliber or chambering. Your weapons and magazines must be loaded with ammunition of the correct caliber, or else your weapons will not fire.
- The projectile type. The type of projectile fired may change the way it damages targets.
- The pressure level or hotness level. This applies only to firearm calibers; they may be loaded with more or less powder, therefore making them "colder" or "hotter". Hotter ammunition is more powerful, but more dangerous in case of a critical failure.
- The powder quality. This applies only to firearm calibers. Powder quality has no effects on damage or regular performance, but does affect the amount of Condition lost on a critical failure.
Examples:
- 9x19mm Parabellum, 5.56x45mm NATO, 12 gauge, and Small bolt are different types of caliber.
- Full metal jacketed (FMJ), Armor piercing (AP), Buckshot (Buck) and Broadhead arrow (BRD) are different types of projectiles.
- High pressure (+P) and Standard pressure (SP) are different types of pressure level.
- Surplus powder (Surp) and Premium powder (Prem) are different types of powder quality.
When you find ammunition sold in stores (referred to as retail ammunition), you may find that they are sold in boxes with different branding and labels, such as "5.56x45mm NATO, Standard FMJ" or "9x19mm Parabellum, Personal Defense JHP". These brands generally refer to specific combinations of caliber, projectile type, pressure level and powder quality. Much like in real life, certain brands offer the expectation of certain kinds of performance, and are named and designed to intentionally "sell" their performance to the customer.
- For example, 9x19mm Parabellum, Personal Defense JHP is the brand of ammunition that refers to 9x19mm Parabellum, Regular powder, High pressure, JHP bullet. This is typically abbreviated (Reg/+P/JHP). The significance of each of those terms and abbreviation will be explained on this page.
This page serves as an index for every type of caliber, projectile, pressure level and powder quality in the game. Individual caliber pages will list the full details about ammunition of that caliber (full damage tables, handloading information, list of available brands, etc).
If you are looking for a guide on how to make and load your own ammunition in the game, please go to Handloading.
Calibers
The caliber, or chambering, of a weapon, is the type of ammunition the weapon needs to fire. In other words, a weapon can only fire ammunition of the listed caliber, with a few exceptions (e.g. a .357 Magnum revolver like the Colt Python can also accept .38 Special). Any exceptions to this rule are listed on the relevant individual weapon pages.
Firearm calibers
Firearm calibers are subdivided into four informal categories: (P)istol calibers, (R)ifle calibers, (S)hotgun calibers, and (X) (Special) calibers. The vast majority fall into any of the first three categories; the (X) category is reserved for very specific outliers.
Calibers listed below may also be sorted by base Pain damage (to give a rough idea of power), metric/imperial notation, Recoil value, and amount of compatible base weapons (including accessories). The amount of base Pain provided for shotgun calibers is that of F-Slug projectiles. (see this section for more details)
The amount of compatible base weapons is only meant to be used to get an idea of how common ammunition of this caliber is. It does not take in account cross-caliber compatibility (e.g. .357 Magnum revolvers are also capable of accepting .38 Special) or rare calibers (see below).
Rare calibers: The calibers informally called rare calibers are those listed as having zero compatible weapons. Such calibers are not unusable; it simply means that there are no unmodified weapons chambered in this caliber, and that an existing weapon must be modified to be able to shoot such ammunition.
Category | Name | Base Pain | Notation | Recoil | Weapons | Alternate names |
---|---|---|---|---|---|---|
(P) | .22 Long Rifle | 12% | Imperial | 1 | 20 | .22 LR, 5.6x15mm R |
(R) | .260 Remington | 126% | Imperial | 3 | 0 | .260 Rem, 6.5-08 A-Square |
(P) | .30 Carbine | 61% | Imperial | 2 | 7 | 7.62x33mm |
(R) | .300 AAC Blackout | 91% | Imperial | 3 | 1 | .300 Blackout, .300 BLK, 7.62x35mm |
(R) | .300 Winchester Magnum | 243% | Imperial | 5 | 10 | .300 Win Mag, .300 WM, 7.62x67mm |
(R) | .30-06 Springfield | 166% | Imperial | 4 | 9 | .30-06, 7.62x63mm |
(R) | .303 British | 150% | Imperial | 4 | 5 | .303, 7.7x56mm R |
(R) | .30-30 Winchester | 111% | Imperial | 3 | 5 | .30-30, .30-30 WCF |
(P) | .32 ACP | 17% | Imperial | 1 | 6 | .32 Auto, 7.65x15mm SR |
(P) | .327 Federal Magnum | 50% | Imperial | 3 | 4 | .327 Fed Mag, .327 Magnum, .327 FM, .327 Mag, .327 |
(R) | .338 Lapua Magnum | 305% | Imperial | 5 | 8 | .338 LM, .338 Lapua, 8.6x70mm |
(R) | .338 Norma Magnum | 282% | Imperial | 4 | 1 | .338 NM, .338 Norma, 8.6x63mm |
(P) | .357 Magnum | 58% | Imperial | 4 | 15 | .357 S&W Magnum, .357 Mag, 9x33mm R |
(P) | .357 SIG | 47% | Imperial | 3 | 7 | 9x22mm |
(P) | .38 Special | 27% | Imperial | 2 | 10 | .38 S&W Special, .38 Spl, .38 Spc, 9x29mm R |
(P) | .380 ACP | 21% | Imperial | 2 | 12 | .380 Auto, 9mm Short, 9x17mm |
(P) | .40 S&W | 45% | Imperial | 3 | 21 | 10x22mm |
(R) | .408 CheyTac | 517% | Imperial | 6 | 2 | .408 Cheyenne Tactical, .408 CT, 10.36x77mm |
(P) | .41 Magnum | 77% | Imperial | 4 | 4 | .41 Remington Magnum, .41 Mag, .41, 10.4x33mm R |
(S) | .410 bore | 52% (F-Slug) | Imperial | 2 | 6 | .410, .410 gauge, .410 ga., 410B |
(P) | .44 AMP | 92% | Imperial | 5 | 1 | .44 Auto Mag, .44 Automag |
(P) | .44 Magnum | 89% | Imperial | 5 | 10 | .44 Remington Magnum, .44 Mag, 10.9x33mm R |
(P) | .44 Special | 43% | Imperial | 2 | 5 | .44 S&W Special, .44 Spl, .44 Spc, 10.9x29mm R |
(P) | .45 ACP | 39% | Imperial | 3 | 24 | .45 Auto, 11.43x23mm |
(P) | .45 Colt | 46% | Imperial | 3 | 7 | .45 Long Colt, .45 LC, 11.43x33mm R |
(P) | .454 Casull | 121% | Imperial | 5 | 7 | .454, 11.43x35mm R |
(P) | .45-70 Government | 147% | Imperial | 3 | 7 | .45-70 Gov't, .45-70 |
(P) | .460 Rowland | 63% | Imperial | 4 | 0 | .460 Row |
(P) | .475 Wildey Magnum | 123% | Imperial | 4 | 1 | .475 WM, .475 Wildey, .475 Magnum |
(P) | .50 Action Express | 109% | Imperial | 5 | 4 | .50 AE, 12.7x33mm |
(P) | .50 Beowulf | 160% | Imperial | 5 | 0 | .50 Beo, 12.7x42mm |
(R) | .50 BMG | 793% | Imperial | 7 | 4 | 12.7x99mm |
(P) | .500 S&W Magnum | 189% | Imperial | 6 | 3 | .500 Magnum, .500 Mag, 12.7x41mm SR |
(R) | .577 Nitro Express | 412% | Imperial | 6 | 1 | .577 NX, 14.8x76mm |
(S) | 12 gauge | 160% (F-Slug) | Imperial | 4 | 38 | 12 ga., 12G |
(S) | 12 gauge CAWS | 222% (F-Slug) | Imperial | 3 | 1 | CAWS |
(S) | 20 gauge | 104% (F-Slug) | Imperial | 3 | 11 | 20 ga., 20G |
(X) | 4.2x30mm R Golden Gun | 160% | Metric | 1 | 1 | 4.2mm Golden Gun, 4.2mm Scaramanga |
(R) | 4.6x30mm | 26% | Metric | 2 | 2 | 4.6x30mm HK |
(R) | 4.73x33mm Caseless | 66% | Metric | 1 | 2 | 4.7x33mm, 4.73x33mm G11 |
(R) | 5.45x39mm | 64% | Metric | 2 | 15 | 5.45x39mm WP, 5.45x39.5mm, 5.45mm Soviet, 5.45mm Kalashnikov, .21 Genghis |
(R) | 5.56x45mm NATO | 68% | Metric | 2 | 53 | 5.56 NATO, 5.56x45mm, .223 Remington, .223 Rem, .223 |
(R) | 5.7x28mm | 30% | Metric | 2 | 4 | 5.7x28mm FN |
(R) | 5.8x21mm | 24% | Metric | 2 | 0 | 5.8mm Chinese PDW |
(R) | 5.8x42mm | 82% | Metric | 3 | 7 | 5.8mm Chinese |
(R) | 6x45mm | 79% | Metric | 2 | 0 | 6mm/223, 6mm-223 |
(R) | 6.5x50mm SR Arisaka | 128% | Metric | 3 | 3 | 6.5x50mm, 6.5mm Japanese Arisaka, 6.5mm Japanese, 6.5 Jap |
(R) | 7x57mm Mauser | 135% | Metric | 3 | 1 | 7x57mm, 7x57, 7mm Mauser, .275 Rigby |
(P) | 7.62x25mm Tokarev | 31% | Metric | 2 | 7 | 7.62x25mm, 7.62 Tokarev, 7.62 Tok, 7.62 TT, .30 Tokarev, .30 Bore |
(P) | 7.62x38mm R Nagant | 24% | Metric | 2 | 3 | 7.62x38mm, 7.62 Nagant Revolver |
(R) | 7.62x39mm | 100% | Metric | 3 | 17 | 7.62x39mm WP, 7.62mm Soviet, 7.62mm Kalashnikov, .30 Russian Short |
(R) | 7.62x51mm NATO | 145% | Metric | 4 | 37 | 7.62 NATO, 7.62x51mm, .308 Winchester, .308 Win, .308 |
(R) | 7.62x54mm R | 155% | Metric | 4 | 13 | 7.62x54mm, 7.62mm Nagant, 7.62x54 R, 7.62 Mosin-Nagant, 7.62 Nagant, 7.62 Dragunov, .30 Russian |
(R) | 7.92x33mm Kurz | 94% | Metric | 3 | 2 | 7.92x33mm, 7.92mm Sturmgewehr, 7.92mm Kurz, 7.9mm Kurz, 8x33mm, 8mm Kurz, 8x33mm Polte, 44 Bore |
(R) | 7.92x57mm Mauser | 177% | Metric | 4 | 7 | 7.92x57mm, 7.92mm Mauser, 7.9mm Mauser, 8x57mm, 8x57 IS, 8x57 JS, 8mm Mauser |
(P) | 9x18mm Makarov | 22% | Metric | 2 | 12 | 9x18mm, 9x18mm PM, 9mm Makarov, 9 Mak, 9.2mm Makarov, 9x18 |
(P) | 9x19mm Parabellum | 34% | Metric | 2 | 58 | 9x19mm, 9x19mm Luger, 9x19mm Para, 9x19mm P, 9x19mm NATO, 9mm, 9x19 |
(P) | 9x25mm Dillon | 54% | Metric | 3 | 0 | 9x25, 9x25 Dil |
(R) | 9x39mm | 59% | Metric | 2 | 5 | 9x39, 9mm Vintorez, 9.2x39mm |
(R) | 10x24mm Caseless | 225% | Metric | 2 | 0 | 10mm Caseless, 10mm M309 |
(P) | 10x25mm Auto | 53% | Metric | 4 | 7 | 10mm Auto, 10mm Automatic, 10x25, Centimeter |
(R) | 12.7x108mm | 771% | Metric | 7 | 3 | 12.7x108, 12.7mm Russian, 12.7mm Soviet |
Heavy weapon calibers
This subsection covers calibers for reloadable grenade launchers and rocket launchers. For self-contained rocket launchers such as the M72A2 LAW, please check the relevant individual weapon pages.
Grenade launcher rounds:
Rocket launcher rounds:
Non-firearm calibers
This subsection covers ammunition types for every other type of ranged weapon.
- Arrow (for bows)
- Large bolt (for crossbows)
- Small bolt (for crossbows)
- Taser cartridge
- Weapons requiring reload packs (flamethrowers, Nailgun): See this page
Projectile types
"Projectile types" and "Ammo types" redirect here.
Different calibers may have different projectile types.
The Effects column describes the effects of using this ammunition type, such as changes to amount of damage dealt.
The Value column is a multiplier on the value of a single round of ammunition, when using this projectile type.
Abbreviations used:
- AC: Armor Class (ACs is plural; Armor Classes)
- LD: Limb damage
Pistol and rifle caliber projectiles
All pistol and rifle projectile types belong to one of four groups:
- Solids, for solid, non-expanding projectiles not designed to expand nor defeat armor
- Expanding, for projectiles designed to expand or deform on impact, such as hollow-points or soft-points
- Armor-piercing, for projectiles designed to retain their shape and defeat armor or hard targets
- Exotics, for projectiles that do not fall in any of the above groups
(P) icon |
(R) icon |
Group | Name | Full name | Effects | Value | Description | Notes |
---|---|---|---|---|---|---|---|---|
Solids | FMJ | Full metal jacketed | 1x Pain, 1x LD | 1.0x | A traditional bullet, with a lead core and a copper jacket. | This is the "default" ammunition type, assumed when calculating base damage and costs. | ||
Solids | T | Tracer | Recoil 1-2: ADT +4 shots. Recoil 3-4: ADT +3 shots. Recoil 5-6: ADT +2 shots. Recoil 7-8: ADT +1 shots. |
1.5x | An illuminating bullet producing bright colored light when fired. Makes it easier to control long strings of fire, but breaks Stealth. |
Typical tracer colors are yellow, orange, red, or green. | ||
Solids | Match | Match-grade | 1x Pain, 1x LD IR-1 |
4.0x | A high quality bullet, machined to exacting tolerances Designed for improved accuracy and consistent performance. |
|||
Solids | Lead | Cast lead | Unarmored ACs: 1x Pain, 1.2x LD Armored ACs: 0.5x Pain, 0.5x LD |
0.5x | A simple, unjacketed bullet made out of cast lead. An inexpensive projectile type, ideal for training. |
|||
Solids | LSWC | Cast lead, semi-wadcutter | Unarmored ACs: 1x Pain, 1.6x LD Armored ACs: 0.5x Pain, 0.5x LD |
0.85x | An unjacketed, cylindrical bullet with a flat point conical nose. A popular projectile for handgun hunting. |
(P)istol calibers only | ||
Expanding | JHP | Jacketed hollow point | Unarmored ACs: 1.8x Pain, 1.8x LD Armored ACs: 0.5x Pain, 0.5x LD |
3.0x | A lead core, copper-jacketed bullet with a hollow cavity in the nose. Designed to expand dramatically upon impact. |
|||
Expanding | JSP | Jacketed soft point | Unarmored ACs: 1.4x Pain, 1.4x LD Armored ACs: 0.8x Pain, 0.8x LD |
2.0x | A lead core bullet with a partial copper jacket, leaving the lead nose unjacketed. Essentially a compromise between FMJ and JHP. |
|||
Expanding | LSWCHP | Cast lead, semi-wadcutter hollow point | Unarmored ACs: 1.6x Pain, 2x LD Armored ACs: 0.4x Pain, 0.4x LD |
2.5x | A LSWC bullet with a hollow cavity in its nose. The ultimate expanding bullet for pistol calibers. |
(P)istol calibers only | ||
Expanding | HPX | Hollow point, eXtreme | Unarmored ACs: 2x Pain, 2x LD Armored ACs: 0.65x Pain, 0.65x LD |
4.0x | A hollow point bullet with a deep cavity, made entirely of copper. The ultimate expanding bullet for rifle calibers. |
(R)ifle calibers only | ||
Armor-piercing | AP | Armor piercing | Unarmored ACs: 0.6x Pain, 0.6x LD Armored ACs: 1.5x Pain, 1.5x LD |
3.0x | A copper-jacketed bullet with a hardened steel core. Designed for increased penetration and defeating armor. |
|||
Armor-piercing | SAP | Semi-armor piercing | Unarmored ACs: 0.8x Pain, 0.8x LD Armored ACs: 1.3x Pain, 1.3x LD |
2.0x | A copper-jacketed bullet with a steel penetrator inside the tip. Designed for slightly increased penetration and defeating light armor. |
|||
Armor-piercing | APX | Armor piercing, eXtreme | Unarmored ACs: 0.5x Pain, 0.5x LD Armored ACs: 2x Pain, 2x LD |
5.0x | An AP bullet with its steel core hollowed and mated to a tungsten carbide penetrator. These materials and construction form the ultimate armor-piercing bullet. |
(R)ifle calibers only | ||
Armor-piercing | API | Armor piercing, incendiary | Unarmored ACs: 0.6x Pain, 0.6x LD Armored ACs: 1.5x Pain, 1.5x LD Target is set on fire. |
4.0x | A special AP bullet with a magnesium incendiary agent inside of its nose. Designed to deflagrate on impact and start fires. |
(R)ifle calibers only | ||
Exotics | SF | Sintered metal, Frangible | Unarmored ACs: 1.2x Pain, 1.2x LD Armored ACs: 0.5x Pain, 0.5x LD Every hit successfully causing an injury will open 3 Wounds instead of 1. |
1.5x | A copper-jacketed bullet with a sintered copper core Designed to penetrate a short distance into the target, then disintegrate into fragments. |
|||
Exotics | UHS | Ultra High Speed | 1.3x Pain, 1.3x LD IR+1 |
2.5x | A unique all-copper bullet with a reverse-ogive nose, covered by a polymer jacket. Designed for high damage on both soft and hard targets, at the cost of some accuracy. |
Shotgun caliber projectiles
Shotgun shells may be loaded with either a single projectile (generally called 'slugs'), or multiple projectiles (typically 'shot', though it can also be more exotic projectiles). Multiple projectile shells are therefore referred to as Multiprojectile. The amount of projectiles loaded in a shell depends on the caliber, as different shotgun shells have different dimensions, and therefore different amounts of room in which to load the projectiles.
There is no cost multiplier listed, as each combination of shotgun caliber and projectile type has unique shop values instead.
Buckshot
Icon | Name | Full name | Effects | Projectiles | Description | Notes |
---|---|---|---|---|---|---|
P-Buck | Plated buckshot | 1x Pain, 1x LD FT-1 |
Multiple | 00 buckshot pellets made out of lead and plated with copper. | "Default" type of buckshot ammunition, used as a base for damage calculation for other types of buckshot. | |
Buck | Lead buckshot | Unarmored ACs: 1x Pain, 1.2x LD Armored ACs: 0.5x Pain, 0.5x LD FT-1 |
Multiple | Traditional 00 buckshot pellets, made out of lead. | ||
R-Buck | Rubber buckshot | 0.25x Pain, 0.25x LD, FT-1 Injuries caused are fractures instead of wounds For every hit that causes at least 1 LD, target is stunned 1 turn |
Multiple | 00 buckshot pellets, made out of less-lethal rubber. |
Slugs
Icon | Name | Full name | Effects | Projectiles | Description | Notes |
---|---|---|---|---|---|---|
F-Slug | Full metal jacketed slug | 1x Pain, 1x LD | Single | A solid, copper-jacketed, lead-core slug, similar to a FMJ bullet. | "Default" type of slug ammunition, used as a base for damage calculation for other types of slug. | |
Slug | Lead slug | Unarmored ACs: 1x Pain, 1.2x LD Armored ACs: 0.5x Pain, 0.5x LD |
Single | A traditional shotgun slug, made entirely of lead. | ||
R-Slug | Rubber slug | 0.25x Pain, 0.15x LD Injuries caused are fractures instead of wounds For every hit that causes at least 1 LD, target is stunned 1 turn |
Single | A less-lethal rubber slug. | Also known as a 'baton' or 'rubber baton' round. | |
I-Slug | Incendiary slug | Unarmored ACs: 1x Pain, 1.2x LD Armored ACs: 0.5x Pain, 0.5x LD Target is set on fire. |
Single | An exotic shotgun slug made out of lead, and filled with an incendiary magnesium compound. Designed to deflagrate on impact and start fires. |
||
HP-Slug | Hollow-point jacketed slug | Unarmored ACs: 1.4x Pain, 1.4x LD Armored ACs: 0.5x Pain, 0.5x LD |
Single | A lead core, copper-jacketed slug with a hollow cavity, similar to a JHP bullet. | ||
AP-Slug | Armor-piercing slug | Unarmored ACs: 0.5x Pain, 0.5x LD Armored ACs: 1.5x Pain, 1.5x LD |
Single | Not available in retail ammunition (must be handloaded). A hardened steel slug with a sub-caliber penetrator head and a bore-diameter base. |
Exotic
Icon | Name | Full name | Effects | Projectiles | Description | Notes |
---|---|---|---|---|---|---|
Flech | Flechette | See notes | Multiple | Flechette are 1-inch long darts made out of tungsten carbine. They are designed to defeat armor. |
Each shotgun caliber has its own projectile quantity and damage tables for flechette. See relevant individual caliber pages. | |
FRAG | FRAG-12 explosive slug | See notes | Single | A fin-stabilized impact grenade made to fit in a 12 gauge shell. | Not available in retail ammunition (must be handloaded). Can only be loaded in 12 gauge and 12 gauge CAWS shells. See those pages for more information. | |
Coin | Coin shot | See notes | Multiple | A stack of 0.05 P$ coins loaded in a 12 gauge shell. Now you're really shooting money. |
Not available in retail ammunition (must be handloaded). Can only be loaded in 12 gauge and 12 gauge CAWS shells. See those pages for more information. |
Arrow and bolt projectiles
The following projectile types apply for arrows, large bolts and small bolts, with some exceptions listed below.
Name | Full name | Effects | Value | Description | Notes |
---|---|---|---|---|---|
NRM | Normal head | 1x Pain, 1x LD | 1.0x | A regular Bodkin point arrowhead, made out of iron and shaped like the point of a spear. | This is the "default" ammunition type, assumed when calculating base damage and costs. |
BRD | Broadhead | 1.2x Pain, 1.5x LD Target loses an additional 1 Blood per hit causing an injury |
1.5x | A fixed-blade steel broadhead. Designed to cause extra bleeding to the target, ideal for combat or hunting. |
Only available for arrows and large bolts. |
FLD | Field head | 0.8x Pain, 0.8x LD | 0.8x | A smooth, bullet-point arrowhead. Typically used for training, though can be used for serious purposes in a pinch. |
|
IMP | Improvised field head | 0.6x Pain, 0.6x LD | 0.6x | A homemade field head made entirely out of wood. | Not available as retail ammunition. Must be crafted. |
VNM | Venom head | 0.8x Pain, 0.8x LD Target gains 1 Venom on a hit causing an injury |
2.0x | A field head with a venom coating. | Not available as retail ammunition. Must be crafted. |
CYA | Cyanide head | 0.6x Pain, 0.6x LD Target sustains Cyanide poisoning on a hit causing an injury |
4.0x | A field head with a cyanide coating. | Not available as retail ammunition. Must be crafted. |
TNQ | Tranquilizing head | 0.6x Pain, 0.6x LD Target sustains forced sleep for 3d10 turns on a hit causing an injury |
2.0x | A homemade field head with a tranquilizer coating. | Not available as retail ammunition. Must be crafted. |
XPL | Explosive head | Has its own damage tables. See notes. | 10.0x | A homemade explosive arrowhead. | Not available as retail ammunition. Must be crafted. Only available for arrows and large bolts. See those pages for more information. |
Pressure levels and powder quality
On all firearm calibers, the type and quantity of gunpowder used may further influence your weapon's performance.
- Pressure levels: The quantity of powder used determines the amount of energy produced to push the projectile(s) when firing, affecting overall amount of damage, Recoil, and amount of Condition lost in the event of a critical failure.
- Powder quality: The quality of the powder used determines how cleanly the ammunition burns when fired, and in turn, how much Condition the weapon loses in the event of a critical failure.
Pressure levels
- (P)istol calibers may be loaded at any of the four pressure levels.
- (S)hotgun calibers may only be loaded at any of the first three pressure levels (-P, SP and +P).
- (R)ifle calibers may only be loaded at any of the first two pressure levels (-P and SP).
Name | Full name | Effects | Value | Caliber types | Notes |
---|---|---|---|---|---|
SP | Standard pressure | 1x Pain, 1x LD | 1.0x | (P) (R) (S) | This is the "default" pressure level, assumed when calculating base damage and costs. |
-P | Low pressure | 0.8x Pain, 0.8x LD Recoil -1 0.5x Condition lost on a critical failure |
0.9x | (P) (R) (S) | May also be called a "Cold load", or a "Tactical load" when referring to a shotgun shell. |
+P | High pressure | 1.2x Pain, 1.2x LD Recoil +1 2x Condition lost on a critical failure |
1.1x | (P) (S) | May also be called a "Hot load", or a "Magnum load" when referring to a shotgun shell. |
+P+ | Very high pressure | 1.4x Pain, 1.4x LD Recoil +2 4x Condition lost on a critical failure |
1.2x | (P) | May also be called a "Super load". |
Powder quality
All firearm calibers can be loaded with any of the three powder quality levels.
Name | Full name | Effects | Value | Notes |
---|---|---|---|---|
Reg | Regular powder | None | 1.0x | This is the "default" powder quality, assumed when calculating base costs. |
Surp | Surplus powder | 3x Condition lost on a critical failure | 0.25x | Dramatically reduces the costs of ammunition, at the cost of safety. |
Prem | Premium powder | 0.5x Condition lost on a critical failure | 3.0x | Safer, but far more expensive. |