Difference between revisions of "Ammo"
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== Bullets == | == Bullets == | ||
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+ | Firearm ammunition in Underrail comes in the following calibers: '''''5mm''''', '''''7.62mm''''', '''''8.6mm''''', '''''9mm''''', '''''.44in''''' and '''''12.7mm'''''. They are all packed into a universal cartridge that any weapon class can use if the weapon is of that caliber. When crafting firearms, one of the components is the barrel which will dictate the caliber of the weapon. Not all weapon classes and models can use all calibers. | ||
Three different types of ammunition are currently available for each caliber - [[#Standard Rounds|Standard]], expanding [[#JHP Rounds|JHP]] and armor-piercing [[#W2C Rounds|W2C]] rounds. Each caliber will also have at least one special bullet type in the final game. The value of different rounds can give a rough idea of their relative rarity and power. | Three different types of ammunition are currently available for each caliber - [[#Standard Rounds|Standard]], expanding [[#JHP Rounds|JHP]] and armor-piercing [[#W2C Rounds|W2C]] rounds. Each caliber will also have at least one special bullet type in the final game. The value of different rounds can give a rough idea of their relative rarity and power. | ||
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Rarer and more expensive than standard rounds, ''W<sub>2</sub>C rounds'' are best used against heavily armored or mechanical targets, such as auto-turrets and wheeled bots. | Rarer and more expensive than standard rounds, ''W<sub>2</sub>C rounds'' are best used against heavily armored or mechanical targets, such as auto-turrets and wheeled bots. | ||
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+ | === Special Rounds === | ||
+ | In addition to the universal Standard, JHP and W<sub>2</sub>C rounds, a unique special round type is planned for each caliber.[http://underrail.com/forums/index.php?topic=691.msg3631#msg3631] | ||
=== Weight and value === | === Weight and value === | ||
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== Bolts == | == Bolts == | ||
− | [[File:ammo_bolts.png|link=Bolts]] | + | [[File:ammo_bolts.png|text-top|link=Bolts]] |
[[Bolts]] are the crossbow standard ammunition. They are not retrievable after use. | [[Bolts]] are the crossbow standard ammunition. They are not retrievable after use. | ||
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== Energy sources == | == Energy sources == | ||
− | Energy weapons such as laser and plasma pistols use energy. Their internal magazines can be recharged with [[batteries]]. | + | [[File:battery1.png|text-top|link=Supercharged Lithium Cell]] |
+ | Energy weapons such as laser and plasma pistols use energy. Their internal magazines can be recharged with [[batteries]]. Energy weapons cannot be unloaded. | ||
== Chemical ammunition == | == Chemical ammunition == | ||
− | Chemical weapons use special vials filled with chemicals as their ammunition. | + | [[File:Acid Vial.png|text-top|link=Acid Vial]] |
+ | Chemical weapons use special vials filled with chemicals as their ammunition. Chemical weapons cannot be unloaded. | ||
Revision as of 03:32, 16 August 2014
- For a full list of Ammo items, see Category:Ammo.
Bullets
Firearm ammunition in Underrail comes in the following calibers: 5mm, 7.62mm, 8.6mm, 9mm, .44in and 12.7mm. They are all packed into a universal cartridge that any weapon class can use if the weapon is of that caliber. When crafting firearms, one of the components is the barrel which will dictate the caliber of the weapon. Not all weapon classes and models can use all calibers.
Three different types of ammunition are currently available for each caliber - Standard, expanding JHP and armor-piercing W2C rounds. Each caliber will also have at least one special bullet type in the final game. The value of different rounds can give a rough idea of their relative rarity and power.
You can mix and match different rounds of the same caliber into a single magazine using the Load Single Bullet options, allowing for additional tactical options and full reloads when less than one magazine worth of a single ammo type is available.
Quick reload commands for standard Shift + Q, W2C Shift + W and JHP Shift + E rounds are also available.
Standard Rounds
Standard round. |
The cheapest and by far the most common variety. Has no drawbacks nor special strengths.
JHP Rounds
Jacketed hollow point round.
Incurs 150% of mechanical damage resistance and threshold, but the damage that penetrates the armor is increased by 25% against organic targets. |
Rarer and more expensive than standard rounds, JHP rounds are best used against soft, unarmored targets to cause extra damage.
W2C Rounds
Armor-piercing cartridge with a tungsten carbide bullet.
Ignores 50% of target's mechanical damage resistance and threshold. |
Rarer and more expensive than standard rounds, W2C rounds are best used against heavily armored or mechanical targets, such as auto-turrets and wheeled bots.
Special Rounds
In addition to the universal Standard, JHP and W2C rounds, a unique special round type is planned for each caliber.[1]
Weight and value
Notably, 9mm and .44 inch JHP rounds are relatively cheap.
Value | ||||
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Caliber | Weight | Std | JHP | W2C |
5mm | 0,02 | 10 | 20 | 20 |
7.62mm | 0,03 | 14 | 20 | 24 |
8.6mm | 0,03 | 20 | 26 | 30 |
9mm | 0,04 | 26 | 18 | 36 |
.44 | 0,06 | 45 | 20 | 60 |
12.7mm | 0,06 | 80 | 90 | 110 |
Bolts
Bolts are the crossbow standard ammunition. They are not retrievable after use.
Special Bolts
Crossbows also have a wide variety of special bolts available, which are utilities.
Energy sources
Energy weapons such as laser and plasma pistols use energy. Their internal magazines can be recharged with batteries. Energy weapons cannot be unloaded.
Chemical ammunition
Chemical weapons use special vials filled with chemicals as their ammunition. Chemical weapons cannot be unloaded.
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