Difference between revisions of "Ammunition"

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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).
+
'''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.
 
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.
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== Firearm calibers ==
 
== Firearm calibers ==
  
Firearm calibers are subdivided into three informal categories: <span style="color:#0000AA">'''(P)'''</span>istol calibers, <span style="color:#AA0000">'''(R)'''</span>ifle calibers and <span style="color:#00AA00">'''(S)'''</span>hotgun calibers.
+
Firearm calibers are subdivided into four informal categories: <span style="color:#0000AA">'''(P)'''</span>istol calibers, <span style="color:#AA0000">'''(R)'''</span>ifle calibers, <span style="color:#00AA00">'''(S)'''</span>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 [[weapon accessory|accessories]]). The amount of base Pain provided for shotgun calibers is that of '''F-Slug''' projectiles. (see [[Ammunition#Shotgun caliber projectiles|this section]] for more details)
 
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 [[weapon accessory|accessories]]). The amount of base Pain provided for shotgun calibers is that of '''F-Slug''' projectiles. (see [[Ammunition#Shotgun caliber projectiles|this section]] for more details)
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| <span style="color:#AA0000">'''(R)'''</span> || '''[[.408 CheyTac]]''' || 517% || Imperial || 6 || 2 || .408 Cheyenne Tactical, .408 CT, 10.36x77mm
 
| <span style="color:#AA0000">'''(R)'''</span> || '''[[.408 CheyTac]]''' || 517% || Imperial || 6 || 2 || .408 Cheyenne Tactical, .408 CT, 10.36x77mm
 
|-
 
|-
| <span style="color:#00AA00">'''(S)'''</span> || '''[[.410 bore]]''' || 52% (F-Slug) || Imperial || 2 || 21 || .410, .410 gauge, .410 ga., 410B
+
| <span style="color:#00AA00">'''(S)'''</span> || '''[[.410 bore]]''' || 52% (F-Slug) || Imperial || 2 || 6 || .410, .410 gauge, .410 ga., 410B
 
|-
 
|-
 
| <span style="color:#0000AA">'''(P)'''</span> || '''[[.44 AMP]]''' || 92% || Imperial || 5 || 1 || .44 Auto Mag, .44 Automag
 
| <span style="color:#0000AA">'''(P)'''</span> || '''[[.44 AMP]]''' || 92% || Imperial || 5 || 1 || .44 Auto Mag, .44 Automag
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| <span style="color:#AA0000">'''(R)'''</span> || '''[[.577 Nitro Express]]''' || 412% || Imperial || 6 || 1 || .577 NX, 14.8x76mm
 
| <span style="color:#AA0000">'''(R)'''</span> || '''[[.577 Nitro Express]]''' || 412% || Imperial || 6 || 1 || .577 NX, 14.8x76mm
 
|-
 
|-
| <span style="color:#00AA00">'''(S)'''</span> || '''[[12 gauge]]''' || 161% (F-Slug) || Imperial || 4 || 38 || 12 ga., 12G
+
| <span style="color:#00AA00">'''(S)'''</span> || '''[[12 gauge]]''' || 160% (F-Slug) || Imperial || 4 || 38 || 12 ga., 12G
 
|-
 
|-
| <span style="color:#00AA00">'''(S)'''</span> || '''[[12 gauge CAWS]]''' || 195% (F-Slug) || Imperial || 3 || 1 || CAWS
+
| <span style="color:#00AA00">'''(S)'''</span> || '''[[12 gauge CAWS]]''' || 222% (F-Slug) || Imperial || 3 || 1 || CAWS
 
|-
 
|-
 
| <span style="color:#00AA00">'''(S)'''</span> || '''[[20 gauge]]''' || 104% (F-Slug) || Imperial || 3 || 11 || 20 ga., 20G
 
| <span style="color:#00AA00">'''(S)'''</span> || '''[[20 gauge]]''' || 104% (F-Slug) || Imperial || 3 || 11 || 20 ga., 20G
 
|-
 
|-
| <span style="color:#0000AA">'''(P)'''</span> || '''[[4.2x30mm R Golden Gun]]''' || 160% || Metric || 1 || 1 || 4.2mm Golden Gun, 4.2mm Scaramanga
+
| '''(X)''' || '''[[4.2x30mm R Golden Gun]]''' || 160% || Metric || 1 || 1 || 4.2mm Golden Gun, 4.2mm Scaramanga
 
|-
 
|-
 
| <span style="color:#AA0000">'''(R)'''</span> || '''[[4.6x30mm]]''' || 26% || Metric || 2 || 2 || 4.6x30mm HK
 
| <span style="color:#AA0000">'''(R)'''</span> || '''[[4.6x30mm]]''' || 26% || Metric || 2 || 2 || 4.6x30mm HK
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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.
 
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.
  
* [[35mm practice rocket]]
+
Grenade launcher rounds:
 
* [[40mm NATO grenade]]
 
* [[40mm NATO grenade]]
 
* [[40mm Caseless grenade]]
 
* [[40mm Caseless grenade]]
 
* [[43mm grenade]]
 
* [[43mm grenade]]
* [[BUR rocket]]
+
 
 +
Rocket launcher rounds:
 +
* [[35mm practice rocket]]
 +
* [[Bur rocket]]
 +
* [[M74 rocket]]
 
* [[RPG-7 rocket]]
 
* [[RPG-7 rocket]]
 
* [[RPG-29 rocket]]
 
* [[RPG-29 rocket]]
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* [[Small bolt]] (for crossbows)
 
* [[Small bolt]] (for crossbows)
 
* [[Taser cartridge]]
 
* [[Taser cartridge]]
 +
* Weapons requiring reload packs (flamethrowers, [[Nailgun]]): See [[List of reload packs|this page]]
  
  
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== Pistol and rifle caliber projectiles ==
 
== 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
  
 
{| class="wikitable sortable" style="font-size:9pt"
 
{| class="wikitable sortable" style="font-size:9pt"
 
|-
 
|-
! Name !! Full name !! Effects !! Value !! Description !! Notes
+
! <span style="color:#0000AA">'''(P)'''</span><br/>icon !! <span style="color:#AA0000">'''(R)'''</span><br/>icon !! Group !! Name !! Full name !! Effects !! Value !! Description !! Notes
 
|-
 
|-
| '''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.
+
| [[File:P FMJ filled.png|50px]] || [[File:R FMJ filled.png|50px]] || 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.
 
|-
 
|-
| <span style="color:#888888">'''Match'''</span> || Match-grade || 1x Pain, 1x LD<br/> [[IR]]-1 || 4.0x || A high quality bullet, machined to exacting tolerances<br/>Designed for improved accuracy and consistent performance. ||
+
| [[File:P Tracer.png|50px]] || [[File:R Tracer.png|50px]] || Solids || <span style="color:#D1AE30">'''T'''</span> || Tracer || [[Recoil]] 1-2: ADT +4 shots.<br/>[[Recoil]] 3-4: ADT +3 shots.<br/>[[Recoil]] 5-6: ADT +2 shots.<br/>[[Recoil]] 7-8: ADT +1 shots. || 1.5x || An illuminating bullet producing bright colored light when fired.<br/>Makes it easier to control long strings of fire, but breaks [[Cover|Stealth]]. || Typical tracer colors are yellow, orange, red, or green.
 
|-
 
|-
| <span style="color:#444444">'''Lead'''</span> || Cast lead || ''Unarmored [[Armor Class|ACs]]'': 1x Pain, 1.2x LD<br/>''Armored [[Armor Class|ACs]]'': 0.5x Pain, 0.5x LD || 0.5x || A simple, unjacketed bullet made out of cast lead.<br/>An inexpensive projectile type, ideal for training. ||
+
| [[File:P Match filled.png|50px]] || [[File:R Match filled.png|50px]] || Solids || <span style="color:#888888">'''Match'''</span> || Match-grade || 1x Pain, 1x LD<br/> [[IR]]-1 || 4.0x || A high quality bullet, machined to exacting tolerances<br/>Designed for improved accuracy and consistent performance. ||
 
|-
 
|-
| <span style="color:#444444">'''LSWC'''</span> || Cast lead, semi-wadcutter || ''Unarmored [[Armor Class|ACs]]'': 1x Pain, 1.6x LD<br/>''Armored [[Armor Class|ACs]]'': 0.5x Pain, 0.6x LD || 0.85x || An unjacketed, cylindrical bullet with a flat point conical nose.<br/>A popular projectile for handgun hunting. || <span style="color:#0000AA">'''(P)'''</span>istol calibers only
+
| [[File:P Lead.png|50px]] || [[File:R Lead.png|50px]] || Solids || <span style="color:#444444">'''Lead'''</span> || Cast lead || ''Unarmored [[Armor Class|ACs]]'': 1x Pain, 1.2x LD<br/>''Armored [[Armor Class|ACs]]'': 0.5x Pain, 0.5x LD || 0.5x || A simple, unjacketed bullet made out of cast lead.<br/>An inexpensive projectile type, ideal for training. ||
 
|-
 
|-
| <span style="color:#0000CC">'''JHP'''</span> || Jacketed hollow point || ''Unarmored [[Armor Class|ACs]]'': 1.8x Pain, 1.8x LD<br/>''Armored [[Armor Class|ACs]]'': 0.5x Pain, 0.5x LD || 3.0x || A lead core, copper-jacketed bullet with a hollow cavity in the nose.<br/>Designed to expand dramatically upon impact. ||
+
| [[File:P LSWC.png|50px]] ||  || Solids || <span style="color:#444444">'''LSWC'''</span> || Cast lead, semi-wadcutter || ''Unarmored [[Armor Class|ACs]]'': 1x Pain, 1.6x LD<br/>''Armored [[Armor Class|ACs]]'': 0.5x Pain, 0.5x LD || 0.85x || An unjacketed, cylindrical bullet with a flat point conical nose.<br/>A popular projectile for handgun hunting. || <span style="color:#0000AA">'''(P)'''</span>istol calibers only
 
|-
 
|-
| <span style="color:#000088">'''JSP'''</span> || Jacketed soft point || ''Unarmored [[Armor Class|ACs]]'': 1.4x Pain, 1.4x LD<br/>''Armored [[Armor Class|ACs]]'': 0.8x Pain, 0.8x LD || 2.0x || A lead core bullet with a partial copper jacket, leaving the lead nose unjacketed.<br/>Essentially a compromise between FMJ and JHP. ||
+
| [[File:P JHP filled.png|50px]] || [[File:R JHP filled.png|50px]] || Expanding || <span style="color:#0000CC">'''JHP'''</span> || Jacketed hollow point || ''Unarmored [[Armor Class|ACs]]'': 1.8x Pain, 1.8x LD<br/>''Armored [[Armor Class|ACs]]'': 0.5x Pain, 0.5x LD || 3.0x || A lead core, copper-jacketed bullet with a hollow cavity in the nose.<br/>Designed to expand dramatically upon impact. ||
 
|-
 
|-
| <span style="color:#000044">'''LSWCHP'''</span> || Cast lead, semi-wadcutter hollow point || ''Unarmored [[Armor Class|ACs]]'': 1.6x Pain, 2x LD<br/>''Armored [[Armor Class|ACs]]'': 0.4x Pain, 0.4x LD || 2.5x || A LSWC bullet with a hollow cavity in its nose.<br/>The ultimate expanding bullet for pistol calibers. || <span style="color:#0000AA">'''(P)'''</span>istol calibers only
+
| [[File:P JSP filled.png|50px]] || [[File:R JSP filled.png|50px]] || Expanding || <span style="color:#000088">'''JSP'''</span> || Jacketed soft point || ''Unarmored [[Armor Class|ACs]]'': 1.4x Pain, 1.4x LD<br/>''Armored [[Armor Class|ACs]]'': 0.8x Pain, 0.8x LD || 2.0x || A lead core bullet with a partial copper jacket, leaving the lead nose unjacketed.<br/>Essentially a compromise between FMJ and JHP. ||
 
|-
 
|-
| <span style="color:#4444CC">'''HPX'''</span> || Hollow point, eXtreme || ''Unarmored [[Armor Class|ACs]]'': 1.6x Pain, 2x LD<br/>''Armored [[Armor Class|ACs]]'': 0.65x Pain, 0.65x LD || 4.0x || A hollow point bullet with a deep cavity, made entirely of copper.<br/>The ultimate expanding bullet for rifle calibers. || <span style="color:#AA0000">'''(R)'''</span>ifle calibers only
+
| [[File:P LSWCHP.png|50px]] ||  || Expanding || <span style="color:#000044">'''LSWCHP'''</span> || Cast lead, semi-wadcutter hollow point || ''Unarmored [[Armor Class|ACs]]'': 1.6x Pain, 2x LD<br/>''Armored [[Armor Class|ACs]]'': 0.4x Pain, 0.4x LD || 2.5x || A LSWC bullet with a hollow cavity in its nose.<br/>The ultimate expanding bullet for pistol calibers. || <span style="color:#0000AA">'''(P)'''</span>istol calibers only
 
|-
 
|-
| <span style="color:#CC0000">'''AP'''</span> || Armor piercing || ''Unarmored [[Armor Class|ACs]]'': 0.6x Pain, 0.6x LD<br/>''Armored [[Armor Class|ACs]]'': 1.5x Pain, 1.5x LD || 3.0x || A copper-jacketed bullet with a hardened steel core.<br/>Designed for increased penetration and defeating armor. ||
+
|  || [[File:R HPX.png|50px]] || Expanding || <span style="color:#4444CC">'''HPX'''</span> || Hollow point, eXtreme || ''Unarmored [[Armor Class|ACs]]'': 2x Pain, 2x LD<br/>''Armored [[Armor Class|ACs]]'': 0.65x Pain, 0.65x LD || 4.0x || A hollow point bullet with a deep cavity, made entirely of copper.<br/>The ultimate expanding bullet for rifle calibers. || <span style="color:#AA0000">'''(R)'''</span>ifle calibers only
 
|-
 
|-
| <span style="color:#CC4444">'''APX'''</span> || Armor piercing, eXtreme || ''Unarmored [[Armor Class|ACs]]'': 0.5x Pain, 0.5x LD<br/>''Armored [[Armor Class|ACs]]'': 2x Pain, 2x LD || 5.0x || An AP bullet with its steel core hollowed and mated to a tungsten carbide penetrator.<br/> These materials and construction form the ultimate armor-piercing bullet. || <span style="color:#AA0000">'''(R)'''</span>ifle calibers only
+
| [[File:P AP.png|50px]] || [[File:R AP.png|50px]] || Armor-piercing || <span style="color:#CC0000">'''AP'''</span> || Armor piercing || ''Unarmored [[Armor Class|ACs]]'': 0.6x Pain, 0.6x LD<br/>''Armored [[Armor Class|ACs]]'': 1.5x Pain, 1.5x LD || 3.0x || A copper-jacketed bullet with a hardened steel core.<br/>Designed for increased penetration and defeating armor. ||
 
|-
 
|-
| <span style="color:#CC7C00">'''API'''</span> || Armor piercing, incendiary || ''Unarmored [[Armor Class|ACs]]'': 0.6x Pain, 0.6x LD<br/>''Armored [[Armor Class|ACs]]'': 1.5x Pain, 1.5x LD<br/>Target is set on fire for 1 turn per hit. || 4.0x || A special AP bullet with a magnesium incendiary agent inside of its nose.<br/>Designed to deflagrate on impact and start fires. || <span style="color:#AA0000">'''(R)'''</span>ifle calibers only
+
| [[File:P SAP.png|50px]] || [[File:R SAP.png|50px]] || Armor-piercing || <span style="color:#990000">'''SAP'''</span> || Semi-armor piercing || ''Unarmored [[Armor Class|ACs]]'': 0.8x Pain, 0.8x LD<br/>''Armored [[Armor Class|ACs]]'': 1.3x Pain, 1.3x LD || 2.0x || A copper-jacketed bullet with a steel penetrator inside the tip.<br/>Designed for slightly increased penetration and defeating light armor. ||
 
|-
 
|-
| <span style="color:#008800">'''SF'''</span> || Sintered metal, Frangible || ''Unarmored [[Armor Class|ACs]]'': 1.2x Pain, 1.4x LD<br/>''Armored [[Armor Class|ACs]]'': 0.6x Pain, 0.6x LD<br/>Target loses an additional 1 [[Blood]] per hit causing an injury || 1.5x || A copper-jacketed bullet with a sintered copper core<br/>Designed to penetrate a short distance into the target, then disintegrate into fragments. ||
+
|  || [[File:R APX.png|50px]] || Armor-piercing || <span style="color:#CC4444">'''APX'''</span> || Armor piercing, eXtreme || ''Unarmored [[Armor Class|ACs]]'': 0.5x Pain, 0.5x LD<br/>''Armored [[Armor Class|ACs]]'': 2x Pain, 2x LD || 5.0x || An AP bullet with its steel core hollowed and mated to a tungsten carbide penetrator.<br/> These materials and construction form the ultimate armor-piercing bullet. || <span style="color:#AA0000">'''(R)'''</span>ifle calibers only
 
|-
 
|-
| <span style="color:#7C7C00">'''UHS'''</span> || Ultra High Speed || 1.4x Pain, 1.4x LD<br/>[[IR]]+1 || 2.5x || A unique all-copper bullet with a reverse-ogive nose, covered by a polymer jacket.<br/>Designed for high damage on both soft and hard targets, at the cost of some accuracy. ||
+
|  || [[File:R API.png|50px]] || Armor-piercing || <span style="color:#CC7C00">'''API'''</span> || Armor piercing, incendiary || ''Unarmored [[Armor Class|ACs]]'': 0.6x Pain, 0.6x LD<br/>''Armored [[Armor Class|ACs]]'': 1.5x Pain, 1.5x LD<br/>Target is set on fire for 1 turn per hit. || 4.0x || A special AP bullet with a magnesium incendiary agent inside of its nose.<br/>Designed to deflagrate on impact and start fires. || <span style="color:#AA0000">'''(R)'''</span>ifle calibers only
 +
|-
 +
| [[File:P SF.png|50px]] || [[File:R SF.png|50px]] || Exotics || <span style="color:#008800">'''SF'''</span> || Sintered metal, Frangible || ''Unarmored [[Armor Class|ACs]]'': 1.2x Pain, 1.2x LD<br/>''Armored [[Armor Class|ACs]]'': 0.5x Pain, 0.5x LD<br/>Every hit successfully causing an injury will open 3 [[Wound|Wounds]] instead of 1. || 1.5x || A copper-jacketed bullet with a sintered copper core<br/>Designed to penetrate a short distance into the target, then disintegrate into fragments. ||
 +
|-
 +
| [[File:P UHS.png|50px]] || [[File:R UHS.png|50px]] || Exotics || <span style="color:#7C7C00">'''UHS'''</span> || Ultra High Speed || 1.3x Pain, 1.3x LD<br/>[[IR]]+1 || 2.5x || A unique all-copper bullet with a reverse-ogive nose, covered by a polymer jacket.<br/>Designed for high damage on both soft and hard targets, at the cost of some accuracy. ||
 
|}
 
|}
  
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{| class="wikitable sortable" style="font-size:9pt"
 
{| class="wikitable sortable" style="font-size:9pt"
 
|-
 
|-
! Name !! Full name !! Effects !! Projectiles !! Description !! Notes
+
! Icon !! Name !! Full name !! Effects !! Projectiles !! Description !! Notes
 
|-
 
|-
| <span style="color:#CC0000">'''P-Buck'''</span> || Plated buckshot || 1x Pain, 1x LD<br/>[[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.
+
| [[File:S P-Buck.png|50px]] || <span style="color:#CC0000">'''P-Buck'''</span> || Plated buckshot || 1x Pain, 1x LD<br/>[[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.
 
|-
 
|-
| <span style="color:#880000">'''Buck'''</span> || Lead buckshot || ''Unarmored [[Armor Class|ACs]]'': 1x Pain, 1.2x LD<br/>''Armored [[Armor Class|ACs]]'': 0.5x Pain, 0.5x LD<br/>[[FT]]-1 || Multiple || Traditional 00 buckshot pellets, made out of lead. ||
+
| [[File:S Buck.png|50px]] || <span style="color:#880000">'''Buck'''</span> || Lead buckshot || ''Unarmored [[Armor Class|ACs]]'': 1x Pain, 1.2x LD<br/>''Armored [[Armor Class|ACs]]'': 0.5x Pain, 0.5x LD<br/>[[FT]]-1 || Multiple || Traditional 00 buckshot pellets, made out of lead. ||
 
|-
 
|-
| <span style="color:#CC00CC">'''R-Buck'''</span> || Rubber buckshot || 0.25x Pain, 0.25x LD, [[FT]]-1<br/>Injuries caused are [[Broken limb|fractures]] instead of wounds<br/>For every hit that causes at least 1 LD, target is stunned 1 turn || Multiple || 00 buckshot pellets, made out of less-lethal rubber. ||
+
| [[File:S R-Buck.png|50px]] || <span style="color:#CC00CC">'''R-Buck'''</span> || Rubber buckshot || 0.25x Pain, 0.25x LD, [[FT]]-1<br/>Injuries caused are [[fracture|fractures]] instead of wounds<br/>For every hit that causes at least 1 LD, target is stunned 1 turn || Multiple || 00 buckshot pellets, made out of less-lethal rubber. ||
 
|}
 
|}
  
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{| class="wikitable sortable" style="font-size:9pt"
 
{| class="wikitable sortable" style="font-size:9pt"
 
|-
 
|-
! Name !! Full name !! Effects !! Projectiles !! Description !! Notes
+
! Icon !! Name !! Full name !! Effects !! Projectiles !! Description !! Notes
 
|-
 
|-
| <span style="color:#00CC00">'''F-Slug'''</span> || 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.
+
| [[File:S F-Slug.png|50px]] || <span style="color:#00CC00">'''F-Slug'''</span> || 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.
 
|-
 
|-
| <span style="color:#008800">'''Slug'''</span> || Lead slug || ''Unarmored [[Armor Class|ACs]]'': 1x Pain, 1.2x LD<br/>''Armored [[Armor Class|ACs]]'': 0.5x Pain, 0.5x LD || Single || A traditional shotgun slug, made entirely of lead. ||
+
| [[File:S Slug.png|50px]] || <span style="color:#008800">'''Slug'''</span> || Lead slug || ''Unarmored [[Armor Class|ACs]]'': 1x Pain, 1.2x LD<br/>''Armored [[Armor Class|ACs]]'': 0.5x Pain, 0.5x LD || Single || A traditional shotgun slug, made entirely of lead. ||
 
|-
 
|-
| <span style="color:#880088">'''R-Slug'''</span> || Rubber slug || 0.25x Pain, 0.15x LD<br/>Injuries caused are [[Broken limb|fractures]] instead of wounds<br/>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.
+
| [[File:S R-Slug.png|50px]] || <span style="color:#880088">'''R-Slug'''</span> || Rubber slug || 0.25x Pain, 0.15x LD<br/>Injuries caused are [[fracture|fractures]] instead of wounds<br/>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.
 
|-
 
|-
| <span style="color:#CC7C00">'''I-Slug'''</span> || Incendiary slug || ''Unarmored [[Armor Class|ACs]]'': 1x Pain, 1.2x LD<br/>''Armored [[Armor Class|ACs]]'': 0.5x Pain, 0.5x LD<br/>Target is set on fire for 1 turn per hit. || Single || An exotic shotgun slug made out of lead, and filled with an incendiary magnesium compound.<br/>Designed to deflagrate on impact and start fires. ||
+
| [[File:S I-Slug.png|50px]] || <span style="color:#CC7C00">'''I-Slug'''</span> || Incendiary slug || ''Unarmored [[Armor Class|ACs]]'': 1x Pain, 1.2x LD<br/>''Armored [[Armor Class|ACs]]'': 0.5x Pain, 0.5x LD<br/>Target is set on fire for 1 turn per hit. || Single || An exotic shotgun slug made out of lead, and filled with an incendiary magnesium compound.<br/>Designed to deflagrate on impact and start fires. ||
 
|-
 
|-
| <span style="color:#4444CC">'''HP-Slug'''</span> || Hollow-point jacketed slug || ''Unarmored [[Armor Class|ACs]]'': 1.4x Pain, 1.4x LD<br/>''Armored [[Armor Class|ACs]]'': 0.5x Pain, 0.5x LD || Single || A lead core, copper-jacketed slug with a hollow cavity, similar to a JHP bullet. ||
+
| [[File:S HP-Slug.png|50px]] || <span style="color:#4444CC">'''HP-Slug'''</span> || Hollow-point jacketed slug || ''Unarmored [[Armor Class|ACs]]'': 1.4x Pain, 1.4x LD<br/>''Armored [[Armor Class|ACs]]'': 0.5x Pain, 0.5x LD || Single || A lead core, copper-jacketed slug with a hollow cavity, similar to a JHP bullet. ||
 +
|-
 +
| [[File:S AP-Slug.png|50px]] || <span style="color:#19826b">'''AP-Slug'''</span> || Armor-piercing slug || ''Unarmored [[Armor Class|ACs]]'': 0.5x Pain, 0.5x LD<br/>''Armored [[Armor Class|ACs]]'': 1.5x Pain, 1.5x LD || Single || Not available in retail ammunition (must be [[Handloading|handloaded]]).<br/>A hardened steel slug with a sub-caliber penetrator head and a bore-diameter base. ||
 
|}
 
|}
  
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{| class="wikitable sortable" style="font-size:9pt"
 
{| class="wikitable sortable" style="font-size:9pt"
 
|-
 
|-
! Name !! Full name !! Effects !! Projectiles !! Description !! Notes
+
! Icon !! Name !! Full name !! Effects !! Projectiles !! Description !! Notes
 
|-
 
|-
| <span style="color:#0000CC">'''Flech'''</span> || Flechette || See notes || Multiple || Flechette are 1-inch long darts made out of tungsten carbine.<br/>They are designed to defeat armor. || Each shotgun caliber has its own projectile quantity and damage tables for flechette. See relevant individual caliber pages.
+
| [[File:S Flech.png|50px]] || <span style="color:#0000CC">'''Flech'''</span> || Flechette || See notes || Multiple || Flechette are 1-inch long darts made out of tungsten carbine.<br/>They are designed to defeat armor. || Each shotgun caliber has its own projectile quantity and damage tables for flechette. See relevant individual caliber pages.
 
|-
 
|-
| <span style="color:#000000">'''FRAG'''</span> || 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 [[Handloading|handloaded]]).<br/> Can only be loaded in [[12 gauge]] and [[12 gauge CAWS]] shells. See those pages for more information.
+
| [[File:S FRAG.png|50px]] || <span style="color:#000000">'''FRAG'''</span> || 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 [[Handloading|handloaded]]).<br/> Can only be loaded in [[12 gauge]] and [[12 gauge CAWS]] shells. See those pages for more information.
 
|-
 
|-
| <span style="color:#D1AE30">'''Coin'''</span> || Coin shot || See notes || Multiple || A stack of [[Money|0.05 P$ coins]] loaded in a 12 gauge shell.<br/>Now you're really shooting money. || Not available in retail ammunition (must be [[Handloading|handloaded]]).<br/>  Can only be loaded in [[12 gauge]] and [[12 gauge CAWS]] shells. See those pages for more information.
+
| [[File:S Coin.png|50px]] || <span style="color:#D1AE30">'''Coin'''</span> || Coin shot || See notes || Multiple || A stack of [[Money|0.05 P$ coins]] loaded in a 12 gauge shell.<br/>Now you're really shooting money. || Not available in retail ammunition (must be [[Handloading|handloaded]]).<br/>  Can only be loaded in [[12 gauge]] and [[12 gauge CAWS]] shells. See those pages for more information.
 
|}
 
|}
  
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! Name !! Full name !! Effects !! Value !! Description !! Notes
 
! Name !! Full name !! Effects !! Value !! Description !! Notes
 
|-
 
|-
| '''NRM''' || Normal || 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.
+
| '''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.
 
|-
 
|-
| <span style="color:#880000">'''BRD'''</span>  || Broadhead || 1.2x Pain, 1.5x LD<br/>Target loses an additional 1 [[Blood]] per hit causing an injury || 1.5x || A fixed-blade steel broadhead.<br/>Designed to cause extra bleeding to the target, ideal for combat or hunting. ||
+
| <span style="color:#880000">'''BRD'''</span>  || Broadhead || 1.2x Pain, 1.5x LD<br/>Target loses an additional 1 [[Blood]] per hit causing an injury || 1.5x || A fixed-blade steel broadhead.<br/>Designed to cause extra bleeding to the target, ideal for combat or hunting. || Only available for [[Arrow|arrows]] and [[Large bolt|large bolts]].
 
|-
 
|-
 
| <span style="color:#008800">'''FLD'''</span>  || Field head || 0.8x Pain, 0.8x LD || 0.8x || A smooth, bullet-point arrowhead.<br/>Typically used for training, though can be used for serious purposes in a pinch. ||  
 
| <span style="color:#008800">'''FLD'''</span>  || Field head || 0.8x Pain, 0.8x LD || 0.8x || A smooth, bullet-point arrowhead.<br/>Typically used for training, though can be used for serious purposes in a pinch. ||  
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| <span style="color:#4444CC">'''TNQ'''</span>  || Tranquilizing head || 0.6x Pain, 0.6x LD<br/>Target sustains [[Effects|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 [[Crafting|crafted]].
 
| <span style="color:#4444CC">'''TNQ'''</span>  || Tranquilizing head || 0.6x Pain, 0.6x LD<br/>Target sustains [[Effects|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 [[Crafting|crafted]].
 
|-
 
|-
| <span style="color:#CC7C00">'''XPL'''</span>  || Explosive head || See notes || 10.0x || A homemade explosive arrowhead. || Not available as retail ammunition. Must be [[Crafting|crafted]]. Can only be made on [[Arrow|arrows]] and [[Large bolt|large bolts]]. See those pages for more information.  
+
| <span style="color:#CC7C00">'''XPL'''</span>  || Explosive head || Has its own damage tables. See notes. || 10.0x || A homemade explosive arrowhead. || Not available as retail ammunition. Must be [[Crafting|crafted]]. Only available for [[Arrow|arrows]] and [[Large bolt|large bolts]]. See those pages for more information.  
 
|}
 
|}
 
  
 
= Pressure levels and powder quality =
 
= Pressure levels and powder quality =

Revision as of 22:20, 15 November 2020

Navigation: Main Page Items Ammunition




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
(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
(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 9 .44 Remington Magnum, .44 Mag, 10.9x33mm R
(P) .44 Special 43% Imperial 2 4 .44 S&W Special, .44 Spl, .44 Spc, 10.9x29mm R
(P) .45 ACP 39% Imperial 3 23 .45 Auto, 11.43x23mm
(P) .45 Colt 46% Imperial 3 6 .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 3 .50 AE, 12.7x33mm
(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 13 5.45x39mm WP, 5.45x39.5mm, 5.45mm Soviet, 5.45mm Kalashnikov, .21 Genghis
(R) 5.56x45mm NATO 68% Metric 2 51 5.56 NATO, 5.56x45mm, .223 Remington, .223 Rem, .223
(R) 5.7x28mm 30% Metric 2 4 5.7x28mm FN
(R) 5.8x42mm 82% Metric 3 7 5.8mm Chinese
(R) 6.5x50mm SR Arisaka 128% Metric 3 3 6.5x50mm, 6.5mm Japanese Arisaka, 6.5mm Japanese, 6.5 Jap
(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 2 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 35 7.62 NATO, 7.62x51mm, .308 Winchester, .308 Win, .308
(R) 7.62x54mm R 155% Metric 4 12 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
(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.


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:

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
P FMJ filled.png R FMJ filled.png 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.
P Tracer.png R Tracer.png 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.
P Match filled.png R Match filled.png 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.
P Lead.png R Lead.png 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.
P LSWC.png 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
P JHP filled.png R JHP filled.png 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.
P JSP filled.png R JSP filled.png 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.
P LSWCHP.png 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
R HPX.png 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
P AP.png R AP.png 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.
P SAP.png R SAP.png 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.
R APX.png 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
R API.png 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 for 1 turn per hit.
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
P SF.png R SF.png 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.
P UHS.png R UHS.png 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
S P-Buck.png 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.
S Buck.png 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.
S R-Buck.png 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
S F-Slug.png 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.
S Slug.png 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.
S R-Slug.png 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.
S I-Slug.png I-Slug Incendiary slug Unarmored ACs: 1x Pain, 1.2x LD
Armored ACs: 0.5x Pain, 0.5x LD
Target is set on fire for 1 turn per hit.
Single An exotic shotgun slug made out of lead, and filled with an incendiary magnesium compound.
Designed to deflagrate on impact and start fires.
S HP-Slug.png 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.
S AP-Slug.png 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
S Flech.png 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.
S FRAG.png 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.
S Coin.png 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.