Table of Contents

Ammo

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

Exotic ammos can be equiped using the Technician Augment

Standard

:: Standard Ammo 0 hardware

> Standard ammunition

> Hot mag: 25% additional environment penetration + velocity

Description of Standard Ammo

:: Heavy Ammo 10 hardware

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

> 100% increased near damage range

> Hot mag: 25% additional environment penetration + velocity

-> 15% reduced velocity

Description of Heavy Ammoo

:: Piercing Ammo 20 hardware

> 50% increased environment penetration

> 25% of damage dealt penetrates defense

> 25% increased velocity

> Hot mag: 25% additional environment penetration + velocity

-> 25% reduced damage on deflections

-> 25% reduced bleed damage

Description of Piercing Ammo

:: Shred Ammo 15 hardware

> 50% increased bleed damage

> Bypasses limb damage reduction on targets with depleted defense

> Hot mag: 25% additional environment penetration + velocity

-> 15% reduced environment penetration

Description of Shred Ammo

:: TD Ammo 5 tech

> Unaffected by Core slowing effects while Core active

> Bypasses temporal damage reductions

> 15% increased Core generation

> Hot mag: 25% additional environment penetration + velocity

-> 25% reduced far damage range

Description of TD Ammo

Grenades

:: Standard Grenade 35 hardware

> Activates on impact, 1 s activation delay

> Explosive damage

> Can knockback

> Hot mag: 25% additional velocity

-> Can be disabled

Description of Standard Grenade

:: Impact Grenade 45 hardware

> Detonates on impact

> Explosive damage

> 25% increased velocity

> Hot mag: 25% additional velocity

-> 50% reduced explosive damage

-> 25% reduced explosive damage radius

Description of Impact Grenade

:: Proximity Grenade 35 hardware

> Proximity detection, 0.75 s activation delay

> Can attach to surfaces + Shells

> Explosive damage

> Hot mag: 25% additional velocity

-> 25% reduced explosive damage

-> Can be disabled

Description of Proximity Grenade

Exotic

Exotic ammo requires Technician

:: CB Ammo 35 tech

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

> Hot mag: 25% additional environment penetration + velocity

-> 15% reduced velocity

-> 25% reduced far damage range

Description of CB Ammo

:: Chem Ammo 35 tech

> 2 s corrode to enemies

> 15% of damage dealt penetrates defense

> 50% of damage dealt reduces enemy max vitals + defense

> Hot mag: 25% additional environment penetration + velocity

-> 15% reduced damage to penetration immune enemies

-> 50% reduced bleed damage

Description of Chem Ammo

:: EM Ammo 40 tech

> 1-4 s disable to enemies, scaling proportionally with damage dealt from 50-200

> 25% increased damage to stunned enemies

> Hot mag: 25% additional environment penetration + velocity

-> 25% reduced velocity + environment penetration

-> 50% reduced bleed damage

Description of EM Ammo

:: Ghostfire Ammo 35 tech

> 100% defense bypass

> 100% increased ricochets + reduced ricochet damage penalty

> 100% reduced damage to self + allies

> Hot mag: 25% additional environment penetration + velocity

-> 50% reduced damage

-> 100% reduced environment penetration

-> 100% reduced bleed damage

Description of Ghostfire Ammo

:: T-Lock Ammo 40 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

Description of T-Lock Ammo

:: Incendiary Ammo 45 tech

> 50% of damage dealt as additional fire damage

> Hot mag: 25% additional environment penetration + velocity

-> 25% reduced damage

-> 100% reduced bleed damage

Description of Incendiary Ammo

Grenades

:: Incendiary Grenade 40 hardware

> Activates on impact, 0.75 s activation delay

> Fire damage, ignites surrounding area, 2 s snare

> Hot mag: 25% additional velocity

-> 75% reduced explosive damage

Description of Incendiary Grenade