This is the approved revision of this page, as well as being the most recent.
Definitions
AP level is how much armor effects the bullet's damage.
for example for softpoint pistol ammunition it would be armor - (-0.25 * armor)
Pierce Level is the bullet's ability to peirce though an object of a material level the same or lower as written.
Pistol Bullets (.35 Auto)
Pistol Bullets
Name
|
Damage
|
AP
|
Pierce
|
Ricochet
|
Pierce Level
|
Notes
|
.35 Auto SP
|
Piercing: 16
|
-0.25
|
0.40
|
0.30
|
—
|
SP (Soft Point / Semi-jacket)
|
.35 Auto HP
|
Piercing: 20
|
-1
|
0.03
|
0.15
|
—
|
HP (Hollow Point)
|
.35 Auto FMJ
|
Piercing: 12
|
0.35
|
0.69
|
0.80
|
Wood
|
FMJ (Full Metal Jacket)
|
.35 Auto Practice
|
Blunt: 2
|
—
|
0.69
|
0.48
|
—
|
Training round
|
.35 Auto Incendiary
|
Blunt: 2, Heat: 14
|
—
|
0.69
|
0.48
|
—
|
Incendiary Lights people on fire
|
.35 Auto Uranium
|
Radiation: 6, Piercing: 10
|
—
|
0.69
|
0.80
|
HardenedMetal
|
Depleted Uranium
|
.35 Auto AP
|
Piercing: 9
|
0.69
|
0.81
|
0.48
|
Metal
|
AP (Armor-Piercing)
|
Low-Caliber / Debug Bullets
Low-Caliber / Debug Bullets
ID
|
Damage
|
AP
|
Pierce
|
Ricochet
|
Pierce Level
|
Notes
|
PracticeBulletTrace
|
Blunt: 2
|
—
|
—
|
—
|
—
|
Training round
|
AntiMaterielBulletTrace
|
Piercing: 40, Structural: 30
|
—
|
—
|
—
|
—
|
Extra structural damage; +35 staminaDamage
|
DebugBulletTrace
|
Blunt: 20000
|
—
|
—
|
—
|
—
|
Debug round with extremely high damage
|
RubberBulletTrace
|
Blunt: 1
|
—
|
—
|
—
|
—
|
Rubber bullet; +12 staminaDamage
|
Magnum Bullets (.45 Magnum)
Magnum Bullets
Name
|
Damage
|
AP
|
Pierce
|
Ricochet
|
Pierce Level
|
Notes
|
.45 Magnum SP
|
Piercing: 35
|
-0.25
|
0.40
|
0.30
|
—
|
SP (Soft Point / Semi-jacket)
|
.45 Magnum HP
|
Piercing: 46
|
-1
|
0.03
|
0.15
|
—
|
HP (Hollow Point)
|
.45 Magnum FMJ
|
Piercing: 28
|
0.35
|
0.69
|
0.80
|
Metal
|
FMJ (Full Metal Jacket)
|
.45 Magnum Practice
|
Blunt: 2
|
—
|
0.69
|
0.48
|
—
|
Training round
|
.45 Magnum Incendiary
|
Blunt: 3, Heat: 32
|
—
|
0.69
|
0.48
|
—
|
Incendiary Lights people on fire
|
.45 Magnum Uranium
|
Radiation: 15, Piercing: 20
|
—
|
0.69
|
0.80
|
HardenedMetal
|
Depleted Uranium
|
.45 Magnum AP
|
Piercing: 21
|
0.69
|
0.81
|
0.48
|
HardenedMetal
|
AP (Armor-Piercing)
|
Light Rifle Bullets (.30 Rifle)
Light Rifle Bullets
Name
|
Damage
|
AP
|
Pierce
|
Ricochet
|
Pierce Level
|
Notes
|
.30 Rifle SP
|
Piercing: 19
|
-0.25
|
0.40
|
0.30
|
Metal
|
SP (Soft Point / Semi-jacket)
|
.30 Rifle HP
|
Piercing: 25
|
-1
|
0.03
|
0.15
|
Wood
|
HP (Hollow Point)
|
.30 Rifle FMJ
|
Piercing: 15
|
0.35
|
0.69
|
0.80
|
Metal
|
FMJ (Full Metal Jacket)
|
.30 Auto AP
|
Piercing: 11
|
0.69
|
0.81
|
0.48
|
HardenedMetal
|
AP (Armor-Piercing)
|
.30 Rifle Practice
|
Blunt: 2
|
—
|
0.69
|
0.48
|
—
|
Training round
|
.30 Rifle Incendiary
|
Blunt: 3, Heat: 16
|
—
|
0.69
|
0.48
|
—
|
Incendiary (igniteOnCollision = true)
|
.30 Rifle Uranium
|
Radiation: 9, Piercing: 10
|
—
|
0.69
|
0.80
|
HardenedMetal
|
Depleted Uranium
|
Caseless Rifle
Caseless Rifle
Name
|
Damage
|
AP
|
Pierce
|
Ricochet
|
Pierce Level
|
Notes
|
.25 caseless
|
Piercing: 19
|
—
|
—
|
—
|
—
|
Standard caseless round
|
.25 caseless practice
|
Blunt: 2
|
—
|
—
|
—
|
—
|
Training round
|
Heavy Rifle & Minigun
Heavy Rifle & Minigun
Name
|
Damage
|
AP
|
Pierce
|
Ricochet
|
Pierce Level
|
Notes
|
.20 rifle
|
Piercing: 19
|
—
|
—
|
—
|
—
|
Heavy rifle round
|
.10 rifle
|
Piercing: 5
|
—
|
—
|
—
|
—
|
Minigun round
|
Standard Rifle Bullets
Standard Rifle Bullets
Name
|
Damage
|
AP
|
Pierce
|
Ricochet
|
Pierce Level
|
Notes
|
.20 rifle SP
|
Piercing: 17
|
-0.25
|
0.40
|
0.30
|
Wood
|
SP (Soft Point / Semi-jacket)
|
B.20 rifle HP
|
Piercing: 22
|
-1
|
0.03
|
0.15
|
—
|
HP (Hollow Point)
|
.20 rifle FMJ
|
Piercing: 14
|
0.35
|
0.69
|
0.80
|
Metal
|
FMJ (Full Metal Jacket)
|
.20 rifle AP
|
Piercing: 10
|
0.69
|
0.81
|
0.48
|
HardenedMetal
|
AP (Armor-Piercing)
|
.20 rifle Practice
|
Blunt: 2
|
—
|
0.69
|
0.48
|
—
|
Training round
|
.20 rifle Incendiary
|
Blunt: 2, Heat: 15
|
—
|
0.69
|
0.48
|
—
|
Incendiary lights people on fire
|
.20 rifle Uranium
|
Radiation: 7, Piercing: 8
|
—
|
0.69
|
0.80
|
HardenedMetal
|
Depleted Uranium
|
Energy Projectiles
Energy Projectiles
ID
|
Damage
|
AP
|
Pierce
|
Ricochet
|
Pierce Level
|
Notes
|
LaserBolt
|
Heat: 20
|
—
|
—
|
—
|
—
|
Standard laser shot
|
DestroyBolt
|
Heat: 50
|
—
|
—
|
—
|
—
|
High-damage “destroying” bolt
|
DisablerBolt
|
Heat: 5
|
—
|
—
|
—
|
—
|
Disabling shot; +25 staminaDamage
|
TaserBolt
|
Heat: 5
|
—
|
—
|
—
|
—
|
Taser; +33 staminaDamage, knockdown=0.5, maxLength=5
|
AdvancedTaserBolt
|
Heat: 5
|
—
|
—
|
—
|
—
|
Improved taser; +33 staminaDamage, knockdown=3, maxLength=7
|
EmpPulse
|
— (EMP effect only)
|
—
|
—
|
—
|
—
|
Generates 2-tile EMP pulse, disables electronics
|
DecloneBolt
|
Radiation: 10, Cellular: 20
|
—
|
—
|
—
|
—
|
“Declone” damage (radiation + cellular)
|
SniperBolt
|
Heat: 60
|
—
|
—
|
—
|
—
|
Sniper laser; +40 staminaDamage, knockdown=3
|
EnergyCrossbowBolt
|
Poison: 20
|
—
|
—
|
—
|
—
|
Energy crossbow bolt; +30 staminaDamage, knockdown=1, maxLength=10
|
MiniEnergyCrossbowBolt
|
Poison: 10
|
—
|
—
|
—
|
—
|
Weaker crossbow bolt; +40 staminaDamage, knockdown=2, maxLength=10
|