Ammo: Difference between revisions

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m Pistol Bullets: changed ID to Name, rewrote incindiary notes
Clone0401 (talk | contribs)
m Standard Rifle Bullets: changes ID to Name | rewrites incendiary note
 
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Pierce Level is the bullet's ability to peirce though an object of a material level the same or lower as written.
Pierce Level is the bullet's ability to peirce though an object of a material level the same or lower as written.
== Pistol Bullets ==
== Pistol Bullets (.35 Auto) ==
{| class="wikitable"
{| class="wikitable"
|+ Pistol Bullets
|+ Pistol Bullets
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| 0.48
| 0.48
| —
| —
| Incendiary (igniteOnCollision = true)
| Incendiary <br> Lights people on fire
|-
|-
| .45 Magnum Uranium
| .45 Magnum Uranium
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{| class="wikitable"
{| class="wikitable"
|+ Caseless Rifle
|+ Caseless Rifle
! ID
! Name
! Damage
! Damage
! AP
! AP
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! Notes
! Notes
|-
|-
| BulletCaselessRifleTrace
| .25 caseless
| Piercing: 19
| Piercing: 19
| —
| —
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| Standard caseless round
| Standard caseless round
|-
|-
| BulletCaselessRiflePracticeTrace
| .25 caseless practice
| Blunt: 2
| Blunt: 2
| —
| —
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{| class="wikitable"
{| class="wikitable"
|+ Heavy Rifle & Minigun
|+ Heavy Rifle & Minigun
! ID
! Name
! Damage
! Damage
! AP
! AP
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! Notes
! Notes
|-
|-
| BulletHeavyRifleTrace
| .20 rifle
| Piercing: 19
| Piercing: 19
| —
| —
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| Heavy rifle round
| Heavy rifle round
|-
|-
| BulletMinigunTrace
| .10 rifle
| Piercing: 5
| Piercing: 5
| —
| —
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{| class="wikitable"
{| class="wikitable"
|+ Standard Rifle Bullets
|+ Standard Rifle Bullets
! ID
! Name
! Damage
! Damage
! AP
! AP
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! Notes
! Notes
|-
|-
| BulletRifleTraceSP
| .20 rifle SP
| Piercing: 17
| Piercing: 17
| -0.25
| -0.25
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| SP (Soft Point / Semi-jacket)
| SP (Soft Point / Semi-jacket)
|-
|-
| BulletRifleTraceHP
| B.20 rifle HP
| Piercing: 22
| Piercing: 22
| -1
| -1
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| HP (Hollow Point)
| HP (Hollow Point)
|-
|-
| BulletRifleTraceFMJ
| .20 rifle FMJ
| Piercing: 14
| Piercing: 14
| 0.35
| 0.35
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| FMJ (Full Metal Jacket)
| FMJ (Full Metal Jacket)
|-
|-
| BulletRifleTraceAP
| .20 rifle AP
| Piercing: 10
| Piercing: 10
| 0.69
| 0.69
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| AP (Armor-Piercing)
| AP (Armor-Piercing)
|-
|-
| BulletRifleTracePractice
| .20 rifle Practice
| Blunt: 2
| Blunt: 2
| —
| —
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| Training round
| Training round
|-
|-
| BulletRifleTraceIncendiary
| .20 rifle Incendiary
| Blunt: 2, Heat: 15
| Blunt: 2, Heat: 15
| —
| —
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| 0.48
| 0.48
| —
| —
| Incendiary (igniteOnCollision = true)
| Incendiary <br> lights people on fire
|-
|-
| BulletRifleTraceUranium
| .20 rifle Uranium
| Radiation: 7, Piercing: 8
| Radiation: 7, Piercing: 8
| —
| —

Latest revision as of 01:52, 8 February 2025

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