Table of Contents

Ammo

All non-heavy weapons share the same set of ammo (Except the Grenade launcher)

Exotic ammos can be equiped using the Technician Augment

Standard

:: Standard Ammo 0 body

> Standard ammunition

Standard Ammo

:: Heavy Ammo 5 hardware

> 0.25-2 s snare to enemies, scaling proportionally with damage dealt from 10-100

> 100% increased near damage range

-> 15% reduced velocity

Heavy ammo, good for fighting against aux reliant opponents and for increasing the range of weapons

:: Piercing Ammo 10 hardware

> 50% increased environment penetration

> 25% of damage dealt penetrates defense

> 25% increased velocity

-> 25% reduced damage on deflections

-> 25% reduced bleed damage

High velocity and penetration ammo

:: Shred Ammo 10 hardware

> 50% increased bleed damage

> 15% increased limb damage

-> 15% reduced environment penetration

Ammo that increases bleed and limb damage

:: TD Ammo 10 tech

> Unaffected by Core slowing effects while Core active

> Bypasses temporal damage reductions

> 15% increased Core generation

-> 25% reduced far damage range

Ammo that ignores your own core

Grenades

Ammunition usable only by the Warrant grenade launcher

:: Standard Grenade 0 body

> Activates on impact, 1 s activation delay

> Explosive damage

> Can knockback

-> Can be disabled

Standard fragmentation grenade

:: Impact Grenade 15 hardware

> Detonates on impact

> Explosive damage

-> 50% reduced explosive damage

-> 25% reduced damage range

Standard impact fragmentation grenade

:: Proximity Grenade 20 hardware

> Proximity detection, 0.75 s activation delay

> Can attach to surfaces + Shells

> Explosive damage

-> 25% reduced explosive damage

-> Can be disabled

Small sized proximity mine, only 4 can be emplaced at once, explode after 30s if not triggered

⠀> > Slug Grenade stats imagined by the Codex Keeper < <

::Slug Grenade15 hardware

› 200% increased impact damage

› 50% increased velocity

› knockdown, knockback on hit based on distance traveled 0-5 m

› 2 s snare on hit

› 100% increased reserve ammo

> 100% reduced explosive radius

> 100% reduced explosive damage

Exotic

Requires Technician augment in order to equip

:: CB Ammo 20 tech

> 50% of headshot damage dealt as additional vital damage after 1 s

-> 15% reduced velocity

-> 25% reduced far damage range

Cerebral burst

:: Chem Ammo 15 tech

> 2 s corrode to enemies

> 15% of damage dealt penetrates defense

> 25% of damage dealt reduces enemy max vitals + defense

-> 15% reduced damage to penetration immune enemies

-> 50% reduced bleed damage

Corrosive ammo

:: EM Ammo 20 tech

> 0.5-4 s disable to enemies, scaling proportionally with damage dealt from 50-200

> 25% increased damage to stunned enemies

> 25% of damage dealt reduces enemy max vitals + defense

-> 25% reduced velocity + environment penetration

-> 50% reduced bleed damage

Disable Ammo

:: Ghostfire Ammo 20 tech

> 100% defense bypass

> 100% increased ricochets + reduced ricochet damage penalty

> 100% reduced damage to self + allies

-> 50% reduced damage

-> 0.15x reduced headshot multiplier

-> 100% reduced environment penetration

-> 100% reduced bleed damage

Bouncy ammo, can hit a target multiple times

:: Incendiary Ammo 20 tech

> 50% of damage dealt as additional fire damage

-> 25% reduced damage

-> 100% reduced bleed damage

Incendiary ammo

:: T-Lock Ammo 25 tech

> Can lock onto + track painted enemies

> Additional explosive damage after 2 s

> 25 m/s velocity with lock, 250 m/s without lock

> 1.5x headshot mutliplier

> 25 penetration

> 25% reduced recoil

-> 85% reduced direct damage

-> 25% reduced automatic + burst RPM

-> Overrides weapon modifiers to velocity, damage range, headshot multiplier + penetration

-> Can be disabled

Guided ammo, requires Target Painer, Overseer or Umibozu in order to paint targets, is affected by explosive modifiers

explosive damage is decided by the formula: 60/RPM*75 rpm after the tlock reduction

Grenades

:: Incendiary Grenade 20 hardware

> Activates on impact, 0.75 s activation delay

> Fire damage, ignites surrounding area, 2 s snare

-> 75% reduced explosive damage

Standard incendiary grenade