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
All ammo types have 0.05m/s speed penalty
:: Chem Grenade 3 hardware
> Activates on impact, 0.5 s activation delay
> Detonates on Shell impact
> Creates toxic cloud on impact, spreading to nearby surfaces
> 25 chemical damage to enemies within 3 m
> Cloud obscures vision, applies 4 s [[effects#snare|Snare]] and [[effects#corrode|Corrode]] to enemies on contact
> Ignites on contact with fire, dealing explosive and [[effects#burn|Burn]] damage to nearby targets
> Hot mag: 25% additional velocity
-> 100% reduced bleed and explosive damage
Description of Chem Grenade
:: Standard Ammo 0 hardware
> Standard ammunition
> Hot mag: 25% additional penetration and velocity
Description of Standard Ammo
:: Heavy Ammo 1 hardware
> 0.25-2 s [[effects#snare|Snare]] to enemies, scaling proportionally with damage dealt from 10-100
> 100% increased near damage range
> Hot mag: 25% additional penetration and velocity
-> 15% reduced velocity
Description of Heavy Ammoo
:: Piercing Ammo 1 hardware
> 50% increased environment penetration
> 25% of damage dealt penetrates defense
> 25% increased velocity
> Hot mag: 25% additional penetration and velocity
-> 25% reduced hard target damage
-> 25% reduced [[effects#bleed|Bleed]] damage
Piercing ammo pierces thru multiple enemies
:: Shred Ammo 1 hardware
> 50% increased [[effects#bleed|Bleed]] damage
> Bypasses limb damage reduction on targets with depleted defense
> Hot mag: 25% additional penetration and velocity
-> 15% reduced penetration
Description of Shred Ammo
:: TD Ammo 0 tech
> Unaffected by Core slowing effects while Core active
> Bypasses temporal damage reductions
> 15% increased Core generation
> Hot mag: 25% additional penetration and velocity
-> 25% reduced far damage range
TD Ammo can bypass temporal damage reductions such as Tech or Temporal Suspension
:: Standard Grenade 2 hardware
> Activates on impact, 0.75 s activation delay
> Detonates on Shell impact
> Explosive damage
> Can knockback
> Hot mag: 25% additional velocity
-> Can be [[effects#disable|Disabled]]
Description of Standard Grenade
:: HV Grenade 3 hardware
> Activates on impact, 0.25 s activation delay
> Detonates on Shell impact
> Impact and explosive damage
> 50% increased velocity
> Hot mag: 25% additional velocity
-> 50% reduced bleed damage
-> 25% reduced explosive damage
-> 25% reduced explosive damage range
Description of HV Grenade
:: Proximity Grenade 2 hardware
> Proximity detection, 0.5 s activation delay
> Can attach to surfaces and Shells, up to 4 attached
> Explosive damage
> 25% increased explosive damage range
> Hot mag: 25% additional velocity
-> 25% reduced explosive damage
-> Can be [[effects#disable|Disabled]]
Deals 50% more damage to the enemy its stuck to, cannot trigger from the same enemy its stuck to
Exotic ammo requires Technician
:: CB Ammo 2 tech
> 50% of headshot damage dealt as additional vital damage after 1 s
> Hot mag: 25% additional penetration and velocity
-> 15% reduced velocity
-> 25% reduced far damage range
Description of CB Ammo
:: Chem Ammo 2 tech
> 2 s [[effects#corrode|Corrode]] to enemies
> Hot mag: 25% additional penetration and velocity
-> 50% reduced [[effects#bleed|Bleed]] damage
Description of Chem Ammo
:: EM Ammo 3 tech
> 0.5-4 s [[effects#disable|Disable]] to enemies, scaling proportionally with damage dealt from 25-200
> 25% increased damage to enemies with [[effects#disable|Disable+]]
> Hot mag: 25% additional penetration and velocity
-> 25% reduced velocity and penetration
-> 50% reduced [[effects#bleed|Bleed]] damage
Description of EM Ammo
:: Ghostfire Ammo 2 tech
> 100% defense bypass
> 100% increased ricochets and reduced ricochet damage penalty
> 100% reduced damage to self and allies
> Hot mag: 25% additional penetration and velocity
-> 50% reduced damage
-> 100% reduced penetration
-> 100% reduced [[effects#bleed|Bleed]] damage
Ghostfire ammo can hit the same enemy multiple times
Ghostfire ammo earns 100% - 0% more CR, Core charge and damage stat proportional to remaining defense of the target (100% - 0%)
:: Incendiary Ammo 3 tech
> 50% of damage dealt as additional [[effects#burn|Burn]] damage
> Hot mag: 25% additional penetration and velocity
-> 25% reduced damage
Description of Incendiary Ammo
:: Incendiary Grenade 2 hardware
> Activates on impact, 0.75 s activation delay
> Detonates on Shell impact
> [[effects#burn|Burn]] and explosive damage, ignites surrounding area
> Hot mag: 25% additional velocity
-> 50% reduced explosive damage
Ignites area for 5s