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
|