Difference between revisions of "Ammo"

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{{for|a full list of Ammo items|:Category:Ammo}}
 
{{for|a full list of Ammo items|:Category:Ammo}}
  
=Bullets=
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= Bullets =
Cartridges in Underrail come in the following calibers: '''''5mm''''', '''''7.62mm''''', '''''8.6mm''''', '''''9mm''''', '''''.44''''' and '''''12.7mm'''''. There is no distinction between pistol and rifle rounds.
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Cartridges in Underrail come in the following calibers: '''''5mm''''', '''''7.62mm''''', '''''8.6mm''''', '''''9mm''''', '''''.44in''''' and '''''12.7mm'''''. They are all packed into a universal cartridge that any weapon class can use if the weapon is of that caliber. When crafting firearms, one of the components is the barrel which will dictate the caliber of the weapon. Not all weapon classes and models can use all calibers.
  
Three different types of ammunition are available for each caliber - [[#Standard Rounds|Standard]], expanding [[#JHP Rounds|JHP]] and armor-piercing [[#W2C Rounds|W2C]] rounds. The value of different rounds can gives a rough idea of their relative rarity and power.
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Three different types of ammunition are currently available for each caliber - [[#Standard Rounds|Standard]], expanding [[#JHP Rounds|JHP]] and armor-piercing [[#W2C Rounds|W2C]] rounds. Each caliber will also have at least one special bullet type in the final game. The value of different rounds can give a rough idea of their relative rarity and power.
  
  
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|''Standard round.''
 
|''Standard round.''
 
|}
 
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The most common and cheapest variety. Has no drawbacks nor special strengths.
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The cheapest and by far the most common variety. Has no drawbacks nor special strengths.
  
 
=== JHP Rounds ===
 
=== JHP Rounds ===
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''Incurs 150% of mechanical damage resistance and threshold, but the damage that penetrates the armor is increased by 25% against organic targets.''
 
''Incurs 150% of mechanical damage resistance and threshold, but the damage that penetrates the armor is increased by 25% against organic targets.''
 
|}
 
|}
Rarer and more expensive than standard rounds, ''JHP Rounds'' are best used against soft, unarmored targets to cause extra damage.
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Rarer and more expensive than standard rounds, ''JHP rounds'' are best used against soft, unarmored targets to cause extra damage.
  
=== W2C Rounds ===
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=== W<sub>2</sub>C Rounds ===
 
{|
 
{|
 
|[[File:ammo_W2C_25x50.PNG|link=]]
 
|[[File:ammo_W2C_25x50.PNG|link=]]
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''Ignores 50% of target's mechanical damage resistance and threshold.''
 
''Ignores 50% of target's mechanical damage resistance and threshold.''
 
|}
 
|}
Rarer and more expensive than standard rounds, ''W2C Rounds'' are best used against heavily armored or mechanical targets, such as auto-turrets and wheeled bots.
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Rarer and more expensive than standard rounds, ''W<sub>2</sub>C rounds'' are best used against heavily armored or mechanical targets, such as auto-turrets and wheeled bots.
 
 
  
 
= Bolts =
 
= Bolts =
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=== Special Bolts ===
 
=== Special Bolts ===
Crossbows also have a wide variety of special bolts available, which are [[Utilities]].
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Crossbows also have a wide variety of special bolts available, which are [[utilities]].
 
 
  
 
= Energy sources =
 
= Energy sources =
Energy weapons use [[batteries]] as their ammunition.
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Energy weapons such as laser and plasma pistols use energy. Their internal magazines can be recharged with [[batteries]].
  
 
= Chemical ammunition =
 
= Chemical ammunition =
Chemical weapons use vials filled with chemicals as their ammunition.
+
Chemical weapons use special vials filled with chemicals as their ammunition.
  
  

Revision as of 19:31, 5 August 2013

For a full list of Ammo items, see Category:Ammo.

Bullets

Cartridges in Underrail come in the following calibers: 5mm, 7.62mm, 8.6mm, 9mm, .44in and 12.7mm. They are all packed into a universal cartridge that any weapon class can use if the weapon is of that caliber. When crafting firearms, one of the components is the barrel which will dictate the caliber of the weapon. Not all weapon classes and models can use all calibers.

Three different types of ammunition are currently available for each caliber - Standard, expanding JHP and armor-piercing W2C rounds. Each caliber will also have at least one special bullet type in the final game. The value of different rounds can give a rough idea of their relative rarity and power.


You can mix and match different rounds of the same caliber into a single magazine, allowing for additional tactical options and full reloads when less than one magazine worth of a single ammo type is available.

Standard Rounds

Ammo standard 25x50.PNG Standard round.

The cheapest and by far the most common variety. Has no drawbacks nor special strengths.

JHP Rounds

Ammo JHP 25x50.PNG Jacketed hollow point round.

Incurs 150% of mechanical damage resistance and threshold, but the damage that penetrates the armor is increased by 25% against organic targets.

Rarer and more expensive than standard rounds, JHP rounds are best used against soft, unarmored targets to cause extra damage.

W2C Rounds

Ammo W2C 25x50.PNG Armor-piercing cartridge with a tungsten carbide bullet.

Ignores 50% of target's mechanical damage resistance and threshold.

Rarer and more expensive than standard rounds, W2C rounds are best used against heavily armored or mechanical targets, such as auto-turrets and wheeled bots.

Bolts

Bolt.png Bolts are the crossbow standard ammunition. They are not retrievable after use.

Special Bolts

Crossbows also have a wide variety of special bolts available, which are utilities.

Energy sources

Energy weapons such as laser and plasma pistols use energy. Their internal magazines can be recharged with batteries.

Chemical ammunition

Chemical weapons use special vials filled with chemicals as their ammunition.