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
All ammo types have 0.05m/s speed penalty
Standard
:: Standard Ammo 0 hardware
> Standard ammunition
> Hot mag: 25% additional environment penetration and 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 and 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 and velocity
-> 25% reduced hard target damage
-> 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 and 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 and velocity
-> 25% reduced far damage range
TD Ammo can bypass temporal damage reductions such as Tech 51+ or Temporal Suspension
Grenades
:: Standard Grenade 35 hardware
> Activates on impact, 0.75 s activation delay
> Explosive damage
> Can knockback
> Hot mag: 25% additional velocity
-> Can be Disabled
Description of Standard Grenade
:: Impact Grenade 45 hardware
> Activates on impact, 0.5 s activation delay
> Detonates on Shell impact
> Explosive damage
> 25% increased velocity
> Hot mag: 25% additional velocity
-> 50% reduced bleed damage
-> 25% reduced explosive damage range
Description of Impact Grenade
:: Proximity Grenade 35 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 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 and velocity
-> 15% reduced velocity
-> 25% reduced far damage range
Description of CB Ammo
:: Chem Ammo 35 tech
> 2 s Corrode to enemies
> Hot mag: 25% additional environment penetration and velocity
-> 50% reduced Bleed damage
Description of Chem Ammo
:: EM Ammo 45 tech
> 0.5-4 s Disable to enemies, scaling proportionally with damage dealt from 25-200
> 25% increased damage to enemies with Disable+
> Hot mag: 25% additional environment penetration and velocity
-> 25% reduced velocity and environment penetration
-> 50% reduced Bleed damage
Description of EM Ammo
:: Ghostfire Ammo 35 tech
> 100% defense bypass
> 100% increased ricochets and reduced ricochet damage penalty
> 100% reduced damage to self and allies
> Hot mag: 25% additional environment penetration and velocity
-> 50% reduced damage
-> 100% reduced environment penetration
-> 100% reduced 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 45 tech
> 50% of damage dealt as additional Burn damage
> Hot mag: 25% additional environment penetration and 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
> Burn damage, ignites surrounding area, 2 s Snare
> Hot mag: 25% additional velocity
-> 100% reduced bleed damage
-> 25% reduced explosive damage
Ignites area for 5s