Difference between revisions of "Ammo"
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| data-sort-value="12" | 12.7mm || 0,06 || 80 || 90 || 110 | | data-sort-value="12" | 12.7mm || 0,06 || 80 || 90 || 110 | ||
|} | |} | ||
+ | |||
+ | == Shells {{expedition-inline|Expedition}} == | ||
+ | [[File:6p_Shotgun_Shell.png|text-top|link=]] | ||
+ | Exclusive to [[Underrail: Expedition]], shotgun shells are all 12 gauge shells with a variable pellet count which is denoted in their name ranging from 3 pellets to 20. | ||
+ | |||
+ | Each pellet rolls its own attack roll, damage roll, and crit roll individually and can potentially hit bystanders if the initial target is missed. Lower pellet count shells have more damage per pellet and have armor piercing while high pellet count shells are suited for unarmored targets. | ||
+ | |||
+ | {| class="wikitable" | ||
+ | |- | ||
+ | ! Name !! Damage/Pellet !! Total Damage !! DT Reduction !! DR Reduction | ||
+ | |- | ||
+ | | {{Itemlink|20p Shotgun Shell}} || 6% || 120% || 40% || 0% | ||
+ | |- | ||
+ | | {{Itemlink|12p Shotgun Shell}} || 9% || 108% || 55% || 0% | ||
+ | |- | ||
+ | | {{Itemlink|6p Shotgun Shell}} || 15% || 90% || 70% || 30% | ||
+ | |- | ||
+ | | {{Itemlink|3p Tungsten Shotgun Shell}} || 25% || 75% || 80% || 50% | ||
+ | |} | ||
+ | |||
+ | == Launcher Grenades {{heavyduty-inline|Heavy Duty}} == | ||
+ | [[File:40mm_Frag_Grenade.png|text-top|link=]] | ||
+ | Exclusive to [[Underrail: Heavy Duty]], launcher grenades are used in grenade launchers, and come in two calibers: 25mm and 40mm depending on the weapon frame. | ||
+ | |||
+ | 25mm grenades have an explosion radius of 1, while 40mm grenades have an explosion radius of 2. Both 25mm and 40mm have fragmentation and high explosive grenades available. Additionally each caliber has two specialty grenade types: incendiary and concussive for 25mm, and cluster and thermobaric for 40mm. | ||
+ | |||
+ | === Frag Grenades === | ||
+ | {{Itemlink|25mm Frag Grenade}}<br> | ||
+ | {{Itemlink|40mm Frag Grenade}}<br> | ||
+ | Fragmentation launcher grenades deal their damage primarily through shrapnel which is suited for unarmored targets. More shrapnel is likely to hit near the center. | ||
+ | |||
+ | === HE Grenades === | ||
+ | {{Itemlink|25mm High-Explosive Grenade}}<br> | ||
+ | {{Itemlink|40mm High-Explosive Grenade}}<br> | ||
+ | High explosive launcher grenades are effective and dedicated anti-armor explosives that are still functional against unarmored foes if needed. | ||
+ | |||
+ | === 25mm Specialty Grenades === | ||
+ | {{Itemlink|25mm Concussive Grenade}}<br> | ||
+ | Concussive launcher grenades deal low mechanical damage, but always daze injured foes, and have a small chance to stun targets who are already dazed. | ||
+ | |||
+ | {{Itemlink|25mm Incendiary Grenade}}<br> | ||
+ | Incendiary launcher grenades deal low initial heat damage, however it can set targets on fire (which can cause [[fear]]), sets the ground abaze, and has increased radius for a 25mm round. | ||
+ | |||
+ | === 40mm Specialty Grenades === | ||
+ | {{Itemlink|40mm Cluster Grenade}}<br> | ||
+ | Cluster launcher grenades initially explode in a small radius for minimal damage, however afterwards 8 additional bombs are released in a massive radius that each then create another small explosion. | ||
+ | |||
+ | {{Itemlink|40mm Thermobaric Grenade}}<br> | ||
+ | Thermobaric launcher grenades explode in an even larger radius than standard 40mm grenades, deal increased heat damage, and penetrate damage resistance and threshold. | ||
== Bolts == | == Bolts == | ||
[[File:ammo_bolts.png|text-top|link=Bolts]] | [[File:ammo_bolts.png|text-top|link=Bolts]] | ||
− | [[Bolts]] are the crossbow | + | [[Bolts]] are the standard crossbow ammunition. They have no need to be loaded individually, so long as the character has spare bolts they are loaded with each shot. |
=== Special Bolts === | === Special Bolts === | ||
− | Crossbows also have a wide variety of special bolts available, which are [[utilities]]. | + | Crossbows also have a wide variety of special bolts available, which are equipped as [[utilities]] and launched with the current crossbow for 4 more AP than its regular attack. |
+ | * {{Itemlink|Broadhead Bolt}}{{expedition-inline}} | ||
+ | * {{Itemlink|Serrated Bolt}} | ||
+ | * {{Itemlink|Acid Bolt}} | ||
+ | * {{Itemlink|Rusting Acid Bolt}}{{expedition-inline}} | ||
+ | * {{Itemlink|Corrosive Acid Bolt}} | ||
+ | * {{Itemlink|Black Dragon Poison Bolt}} | ||
+ | * {{Itemlink|Cave Ear Poison Bolt}} | ||
+ | * {{Itemlink|Crawler Poison Bolt}} | ||
+ | * {{Itemlink|Burrower Poison Bolt}} | ||
+ | * {{Itemlink|Blinding Poison Bolt}}{{expedition-inline}} | ||
+ | * {{Itemlink|Leper Poison Bolt}}{{expedition-inline}} | ||
+ | * {{Itemlink|Heartbreak Poison Bolt}}{{expedition-inline}} | ||
+ | * {{Itemlink|Tranquilizing Bolt}} | ||
+ | * {{Itemlink|Incendiary Bolt}} ({{Itemlink|Incendiary Bolt Mk II|Mk II}}, {{Itemlink|Incendiary Bolt Mk III|Mk III}}) | ||
+ | * {{Itemlink|Shock Bolt}} ({{Itemlink|Shock Bolt Mk II|Mk II}}, {{Itemlink|Shock Bolt Mk III|Mk III}}) | ||
+ | * {{Itemlink|Spirit Poison Bolt}} | ||
+ | * {{Itemlink|Putrefying Bolt}} | ||
+ | * {{Itemlink|Void Bolt}}{{expedition-inline}} | ||
− | == | + | == Batteries == |
[[File:battery1.png|text-top|link=Supercharged Lithium Cell]] | [[File:battery1.png|text-top|link=Supercharged Lithium Cell]] | ||
− | + | Batteries can be used to recharge various items and equipment. Notably energy weapons such as laser, plasma, and electroshock pistols rely on batteries to regain energy. Instead of utilizing a variety of specialty ammunition these weapons instead benefit from higher quality batteries that can restore more energy per use. | |
+ | |||
+ | {| class="wikitable" | ||
+ | ! Name !! Energy !! Weight !! Value | ||
+ | |- | ||
+ | | {{Itemlink|Supercharged Lithium Cell}} || 30 || 0.10 || 100 | ||
+ | |- | ||
+ | | {{Itemlink|Fusion Cell}} || 100 || 0.10 || 300 | ||
+ | |- | ||
+ | | {{Itemlink|Plasma Cell}} || 200 || 0.10 || 600 | ||
+ | |- | ||
+ | | {{Itemlink|Greater Fusion Cell}} || 500 || 0.10 || 1200 | ||
+ | |} | ||
== Chemical ammunition == | == Chemical ammunition == | ||
[[File:Acid Vial.png|text-top|link=Acid Vial]] | [[File:Acid Vial.png|text-top|link=Acid Vial]] | ||
− | Chemical weapons use special vials filled with chemicals as their ammunition. | + | Chemical weapons use special vials filled with chemicals as their ammunition. They come in acidic, cryogel, and incendiary varieties. |
+ | |||
+ | === Acid Vials === | ||
+ | {{Itemlink|Acid Vial}}<br> | ||
+ | {{Itemlink|Corrosive Acid Vial}}<br> | ||
+ | {{Itemlink|Rusting Acid Vial}}{{expedition-inline}}<br> | ||
+ | Usable by acid blob pistols, they entangle targets and deal Acid damage. Corrosive ammunition lowers enemy damage resistance and threshold, while rusting deals more damage to machines. | ||
+ | |||
+ | === Cryogel Vials === | ||
+ | {{Itemlink|Cryogel Vial}}<br> | ||
+ | Usable by cryoliquid blod pistols, it freezes and chills targets while dealing Cold damage. | ||
+ | === Incendiary Vials === | ||
+ | {{Itemlink|Incendiary Vial|}}<br> | ||
+ | Usable by incendiary blob pistols, it sets targets on fire and deals Heat damage. | ||
{{Ammo navbox}} | {{Ammo navbox}} | ||
[[Category:Items| Ammo]] | [[Category:Items| Ammo]] | ||
[[Category:Ammo| Ammo]] | [[Category:Ammo| Ammo]] |
Revision as of 04:12, 12 November 2023
- 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 available for all calibers - Standard, expanding JHP and armor-piercing W2C rounds. Additionally, each caliber has its own craftable special round type. 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, JHP Shift + E and special Shift + R 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 40% 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 30-45% of target's mechanical damage resistance, depending on the caliber, and 65% of damage 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, each caliber has a unique special round type. These can be acquired by reloading your spent casings with appropriate blueprints. There is a 30% chance to gain spent casing whenever firing a firearm.
Weight and value
Notably, 9mm JHP rounds are relatively cheap.
Value | ||||
---|---|---|---|---|
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 | 52 | 60 |
12.7mm | 0,06 | 80 | 90 | 110 |
Shells Expedition
Exclusive to Underrail: Expedition, shotgun shells are all 12 gauge shells with a variable pellet count which is denoted in their name ranging from 3 pellets to 20.
Each pellet rolls its own attack roll, damage roll, and crit roll individually and can potentially hit bystanders if the initial target is missed. Lower pellet count shells have more damage per pellet and have armor piercing while high pellet count shells are suited for unarmored targets.
Name | Damage/Pellet | Total Damage | DT Reduction | DR Reduction |
---|---|---|---|---|
20p Shotgun Shell | 6% | 120% | 40% | 0% |
12p Shotgun Shell | 9% | 108% | 55% | 0% |
6p Shotgun Shell | 15% | 90% | 70% | 30% |
3p Tungsten Shotgun Shell | 25% | 75% | 80% | 50% |
Launcher Grenades Heavy Duty
Exclusive to Underrail: Heavy Duty, launcher grenades are used in grenade launchers, and come in two calibers: 25mm and 40mm depending on the weapon frame.
25mm grenades have an explosion radius of 1, while 40mm grenades have an explosion radius of 2. Both 25mm and 40mm have fragmentation and high explosive grenades available. Additionally each caliber has two specialty grenade types: incendiary and concussive for 25mm, and cluster and thermobaric for 40mm.
Frag Grenades
25mm Frag Grenade
40mm Frag Grenade
Fragmentation launcher grenades deal their damage primarily through shrapnel which is suited for unarmored targets. More shrapnel is likely to hit near the center.
HE Grenades
25mm High-Explosive Grenade
40mm High-Explosive Grenade
High explosive launcher grenades are effective and dedicated anti-armor explosives that are still functional against unarmored foes if needed.
25mm Specialty Grenades
25mm Concussive Grenade
Concussive launcher grenades deal low mechanical damage, but always daze injured foes, and have a small chance to stun targets who are already dazed.
25mm Incendiary Grenade
Incendiary launcher grenades deal low initial heat damage, however it can set targets on fire (which can cause fear), sets the ground abaze, and has increased radius for a 25mm round.
40mm Specialty Grenades
40mm Cluster Grenade
Cluster launcher grenades initially explode in a small radius for minimal damage, however afterwards 8 additional bombs are released in a massive radius that each then create another small explosion.
40mm Thermobaric Grenade
Thermobaric launcher grenades explode in an even larger radius than standard 40mm grenades, deal increased heat damage, and penetrate damage resistance and threshold.
Bolts
Bolts are the standard crossbow ammunition. They have no need to be loaded individually, so long as the character has spare bolts they are loaded with each shot.
Special Bolts
Crossbows also have a wide variety of special bolts available, which are equipped as utilities and launched with the current crossbow for 4 more AP than its regular attack.
- Broadhead Bolt E
- Serrated Bolt
- Acid Bolt
- Rusting Acid Bolt E
- Corrosive Acid Bolt
- Black Dragon Poison Bolt
- Cave Ear Poison Bolt
- Crawler Poison Bolt
- Burrower Poison Bolt
- Blinding Poison Bolt E
- Leper Poison Bolt E
- Heartbreak Poison Bolt E
- Tranquilizing Bolt
- Incendiary Bolt ( Mk II, Mk III)
- Shock Bolt ( Mk II, Mk III)
- Spirit Poison Bolt
- Putrefying Bolt
- Void Bolt E
Batteries
Batteries can be used to recharge various items and equipment. Notably energy weapons such as laser, plasma, and electroshock pistols rely on batteries to regain energy. Instead of utilizing a variety of specialty ammunition these weapons instead benefit from higher quality batteries that can restore more energy per use.
Name | Energy | Weight | Value |
---|---|---|---|
Supercharged Lithium Cell | 30 | 0.10 | 100 |
Fusion Cell | 100 | 0.10 | 300 |
Plasma Cell | 200 | 0.10 | 600 |
Greater Fusion Cell | 500 | 0.10 | 1200 |
Chemical ammunition
Chemical weapons use special vials filled with chemicals as their ammunition. They come in acidic, cryogel, and incendiary varieties.
Acid Vials
Acid Vial
Corrosive Acid Vial
Rusting Acid Vial E
Usable by acid blob pistols, they entangle targets and deal Acid damage. Corrosive ammunition lowers enemy damage resistance and threshold, while rusting deals more damage to machines.
Cryogel Vials
Cryogel Vial
Usable by cryoliquid blod pistols, it freezes and chills targets while dealing Cold damage.
Incendiary Vials
Incendiary Vial
Usable by incendiary blob pistols, it sets targets on fire and deals Heat damage.
|