Ammo

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Revision as of 01:30, 8 February 2025 by Clone0401 (talk | contribs) (Light Rifle Bullets: changes bullet ID to bullet ID)

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 (.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
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