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
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
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
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
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
Caseless Rifle
ID
|
Damage
|
AP
|
Pierce
|
Ricochet
|
Pierce Level
|
Notes
|
BulletCaselessRifleTrace
|
Piercing: 19
|
—
|
—
|
—
|
—
|
Standard caseless round
|
BulletCaselessRiflePracticeTrace
|
Blunt: 2
|
—
|
—
|
—
|
—
|
Training round
|
Heavy Rifle & Minigun
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
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
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
|