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