Ammo: Difference between revisions
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== Definitions == | |||
AP level is how much armor effects the bullet's damage. <br> | |||
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 == | == Pistol Bullets == | ||
{| class="wikitable" | {| class="wikitable" | ||
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| AP (Armor-Piercing) | | AP (Armor-Piercing) | ||
|} | |} | ||
== Low-Caliber / Debug Bullets == | == Low-Caliber / Debug Bullets == | ||
{| class="wikitable" | {| class="wikitable" | ||
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| Rubber bullet; +12 staminaDamage | | Rubber bullet; +12 staminaDamage | ||
|} | |} | ||
== Magnum Bullets == | == Magnum Bullets == | ||
{| class="wikitable" | {| class="wikitable" | ||
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| AP (Armor-Piercing) | | AP (Armor-Piercing) | ||
|} | |} | ||
== Light Rifle Bullets == | == Light Rifle Bullets == | ||
{| class="wikitable" | {| class="wikitable" | ||
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| Depleted Uranium | | Depleted Uranium | ||
|} | |} | ||
== Caseless Rifle == | == Caseless Rifle == | ||
{| class="wikitable" | {| class="wikitable" | ||
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| Training round | | Training round | ||
|} | |} | ||
== Heavy Rifle & Minigun == | == Heavy Rifle & Minigun == | ||
{| class="wikitable" | {| class="wikitable" | ||
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| Minigun round | | Minigun round | ||
|} | |} | ||
== Standard Rifle Bullets == | == Standard Rifle Bullets == | ||
{| class="wikitable" | {| class="wikitable" | ||
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| Depleted Uranium | | Depleted Uranium | ||
|} | |} | ||
== Energy Projectiles == | == Energy Projectiles == | ||
{| class="wikitable" | {| class="wikitable" |
Revision as of 10:07, 7 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
ID | Damage | AP | Pierce | Ricochet | Pierce Level | Notes |
---|---|---|---|---|---|---|
BulletPistolTraceSP | Piercing: 16 | -0.25 | 0.40 | 0.30 | — | SP (Soft Point / Semi-jacket) |
BulletPistolTraceHP | Piercing: 20 | -1 | 0.03 | 0.15 | — | HP (Hollow Point) |
BulletPistolTraceFMJ | Piercing: 12 | 0.35 | 0.69 | 0.80 | Wood | FMJ (Full Metal Jacket) |
BulletPistolTracePractice | Blunt: 2 | — | 0.69 | 0.48 | — | Training round |
BulletPistolTraceIncendiary | Blunt: 2, Heat: 14 | — | 0.69 | 0.48 | — | Incendiary (igniteOnCollision = true) |
BulletPistolTraceUranium | Radiation: 6, Piercing: 10 | — | 0.69 | 0.80 | HardenedMetal | Depleted Uranium |
BulletPistolTraceAP | Piercing: 9 | 0.69 | 0.81 | 0.48 | Metal | AP (Armor-Piercing) |
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
ID | Damage | AP | Pierce | Ricochet | Pierce Level | Notes |
---|---|---|---|---|---|---|
BulletMagnumTraceSP | Piercing: 35 | -0.25 | 0.40 | 0.30 | — | SP (Soft Point / Semi-jacket) |
BulletMagnumTraceHP | Piercing: 46 | -1 | 0.03 | 0.15 | — | HP (Hollow Point) |
BulletMagnumTraceFMJ | Piercing: 28 | 0.35 | 0.69 | 0.80 | Metal | FMJ (Full Metal Jacket) |
BulletMagnumTracePractice | Blunt: 2 | — | 0.69 | 0.48 | — | Training round |
BulletMagnumTraceIncendiary | Blunt: 3, Heat: 32 | — | 0.69 | 0.48 | — | Incendiary (igniteOnCollision = true) |
BulletMagnumTraceUranium | Radiation: 15, Piercing: 20 | — | 0.69 | 0.80 | HardenedMetal | Depleted Uranium |
BulletMagnumTraceAP | Piercing: 21 | 0.69 | 0.81 | 0.48 | HardenedMetal | AP (Armor-Piercing) |
Light Rifle Bullets
ID | Damage | AP | Pierce | Ricochet | Pierce Level | Notes |
---|---|---|---|---|---|---|
BulletLightRifleTraceSP | Piercing: 19 | -0.25 | 0.40 | 0.30 | Metal | SP (Soft Point / Semi-jacket) |
BulletLightRifleTraceHP | Piercing: 25 | -1 | 0.03 | 0.15 | Wood | HP (Hollow Point) |
BulletLightRifleTraceFMJ | Piercing: 15 | 0.35 | 0.69 | 0.80 | Metal | FMJ (Full Metal Jacket) |
BulletLightRifleTraceAP | Piercing: 11 | 0.69 | 0.81 | 0.48 | HardenedMetal | AP (Armor-Piercing) |
BulletLightRifleTracePractice | Blunt: 2 | — | 0.69 | 0.48 | — | Training round |
BulletLightRifleTraceIncendiary | Blunt: 3, Heat: 16 | — | 0.69 | 0.48 | — | Incendiary (igniteOnCollision = true) |
BulletLightRifleTraceUranium | Radiation: 9, Piercing: 10 | — | 0.69 | 0.80 | HardenedMetal | Depleted Uranium |
Caseless Rifle
ID | Damage | AP | Pierce | Ricochet | Pierce Level | Notes |
---|---|---|---|---|---|---|
BulletCaselessRifleTrace | Piercing: 19 | — | — | — | — | Standard caseless round |
BulletCaselessRiflePracticeTrace | Blunt: 2 | — | — | — | — | Training round |
Heavy Rifle & Minigun
ID | Damage | AP | Pierce | Ricochet | Pierce Level | Notes |
---|---|---|---|---|---|---|
BulletHeavyRifleTrace | Piercing: 19 | — | — | — | — | Heavy rifle round |
BulletMinigunTrace | Piercing: 5 | — | — | — | — | Minigun round |
Standard Rifle Bullets
ID | Damage | AP | Pierce | Ricochet | Pierce Level | Notes |
---|---|---|---|---|---|---|
BulletRifleTraceSP | Piercing: 17 | -0.25 | 0.40 | 0.30 | Wood | SP (Soft Point / Semi-jacket) |
BulletRifleTraceHP | Piercing: 22 | -1 | 0.03 | 0.15 | — | HP (Hollow Point) |
BulletRifleTraceFMJ | Piercing: 14 | 0.35 | 0.69 | 0.80 | Metal | FMJ (Full Metal Jacket) |
BulletRifleTraceAP | Piercing: 10 | 0.69 | 0.81 | 0.48 | HardenedMetal | AP (Armor-Piercing) |
BulletRifleTracePractice | Blunt: 2 | — | 0.69 | 0.48 | — | Training round |
BulletRifleTraceIncendiary | Blunt: 2, Heat: 15 | — | 0.69 | 0.48 | — | Incendiary (igniteOnCollision = true) |
BulletRifleTraceUranium | Radiation: 7, Piercing: 8 | — | 0.69 | 0.80 | HardenedMetal | Depleted Uranium |
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 |