Ammunition

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There are dozens of kinds of ammunition available in SYNTHETIK, many with unique (and unusual) effects. Each ammo type adheres to a certain technology, which determines the base stats of all ammo in that technology class.

Note: The armor penetration of ammo overwrites the penetration of its technology. (An ammo type with 25 armor pen with a technology that grants 10 armor pen will still only have 25 armor pen.)

The travel speed is (the default ammo speed value * 60)/sec. Calculations are always done in 1080p.

To see a list of all weapons based on their ammo type, see here.

Ballisticsoft.png BALLISTIC SOFT[edit | edit source]

  • Small and medium sized ballistic ammunition is ideal for close and midrange, but lacks armor penetration and loses quite a bit of damage over distance.
9mm FMJ Basic / 10mm FMJ Basic / .44 Magnum / .50 Magnum 9mm Armor Piercing / 10mm Armor Piercing / .44 Armor Piercing / .50 Armor Piercing
  • Initial damage = 253
  • Armor penetration = 10
  • Travel speed = 3000
  • 10% Chance for ricochet
9mm fmj
  • Initial damage = 228
  • Armor penetration = 25
  • Travel speed = 3000
  • 2% Extra critical chance
  • Cannot ricochet
9mm ap
9mm Soft Point / 10mm Soft Point / .44 Soft Point / .50 Soft Point 9mm Hollow Point / 10mm Hollow Point / .44 Hollow Point / .50 Hollow Point
  • Initial damage = 228
  • Armor penetration = 10
  • Travel speed = 3000
  • 25% to inflict stun for a duration of 0.35 seconds dealing 125/sec
  • 5% chance for ricochet
9mm soft
  • Initial damage = 240
  • Armor penetration = 10
  • Travel speed = 3000
  • 25% to inflict bleed for a duration of 2 seconds dealing 125/sec
  • 5% chance for ricochet
9mm hollow
S Hypersonic 5.57mm Kaida SC
  • Initial damage = 253
  • Armor penetration = 10
  • Travel speed = 4200
  • 7% to have a damage of 150% and a visible trail
  • Reduced detection range for enemies.
  • Cannot ricochet
  • Limited to suppressed weapons
s hyper
  • Initial damage = 226
  • Armor penetration = 15
  • Travel speed = 3300
  • 1/6 (16.66%) chance for ricochet
557 sc
5.57mm Acid Rounds 5.57mm Armor Piercing
  • Initial damage = 226
  • Armor penetration = 15
  • Travel speed = 3300
  • Every 5th bullet has 50% damage on bullet and inflicts Acid for a duration of 4 seconds dealing 100/sec
  • Cannot ricochet
556acid
  • Initial damage = 203
  • Armor penetration = 40
  • Travel speed = 3300
  • 3% extra critical chance
  • Cannot ricochet
557 ap
5.57mm Hollow Point 5.57mm Soft Point
  • Initial damage = 226
  • Armor penetration = 20
  • Travel speed = 3300
  • 25% to inflict bleed for a duration of 2 seconds dealing 150/sec
  • Cannot ricochet
557 hp
  • Initial damage = 203
  • Armor penetration = 15
  • Travel speed = 3300
  • 25% to have the bullet deal an additional 111 damage and inflict a 50% slow for a duration of 2 seconds and stun for 0.15 seconds
  • Cannot ricochet
557 sp

Ballisticap.png Ballistic Armor-Piercing[edit | edit source]

Medium and heavy ballistic ammo with high headshot damage, armor penetration and low damage falloff. Not as effective versus plating due to the lower rate of fire of heavy weapons, and deals slightly less damage to shields.

8.8mm Kurz 8.8mm Armor Piercing
  • Initial damage = 270
  • Armor penetration = 30
  • Travel speed = 3600
  • Headshot damage = 125%
  • Damage against shields = 75%
  • Innate enemy penetration
  • 1/6 (16.66%) chance for ricochet
88 kurz
  • Initial damage = 270
  • Armor penetration = 40
  • Travel speed = 3600
  • Headshot damage = 125%
  • Damage against shields = 75%
  • 2% Extra critical chance
  • Innate enemy penetration
  • Cannot ricochet
88 ap
8.8mm Acid Rounds 8.8mm Cataclysmic (Hollow Point)
  • Initial damage = 270
  • Armor penetration = 35
  • Travel speed = 3600
  • Headshot damage = 125%
  • Damage against shields = 75%
  • Every 5th bullet has 150 damage on bullet and inflicts Acid for a duration of 4 seconds dealing 120/sec
  • Cannot ricochet
88 tox
  • Initial damage = 270
  • Armor penetration = 35
  • Travel speed = 3600
  • Headshot damage = 125%
  • Damage against shields = 75%
  • 25% to inflict bleed for a duration of 2 seconds dealing 200/sec
  • Cannot ricochet
88 hp
8.8mm Hypersonic Tungsten Arrow
  • Initial damage = 270
  • Armor penetration = 10
  • Travel speed = 4800
  • Headshot damage = 125%
  • Damage against shields = 75%
  • Innate enemy penetration
  • 7% to have a damage of 150% and a visible trail
  • Reduced detection range for enemies.
  • Cannot richochet
  • Limited to the AS-VAL
88 hyper
  • Initial damage = 700
  • Armor penetration = 25
  • Travel speed = 3300
  • Boss/turret bonus damage = 125%
  • Headshot damage = 150%
  • Damage against shields = 75%
  • Cannot ricochet
arrow
Poison Arrow (Poison/Acid) Shock Arrow (Soft Point)
  • Initial damage = 140
  • Armor penetration = 25
  • Travel speed = 3300
  • Boss/turret bonus damage: 125%
  • Headshot damage = 150%
  • Damage against shields = 75%
  • Every bullet inflicts Acid for a duration of 6 seconds dealing 100/sec
  • Cannot ricochet
arrow pois
  • Initial damage = 600
  • Armor penetration = 30
  • Travel speed = 3300
  • Boss/turret bonus damage = 125%
  • Headshot damage = 120%
  • Damage against shields = 75%
  • 66% to stun for a duration of 0.5 seconds
  • Cannot ricochet
arrow shock
4.73mm Caseless FMJ 4.73mm Unstable Core
  • Initial damage = 126
  • Armor penetration = 35
  • Travel speed = 3000
  • Headshot damage = 125%
  • Damage against shields = 75%
  • 10% Extra critical chance
  • 1/6 (16.66%) chance for ricochet
473
  • Initial damage = 126
  • Armor penetration = 35
  • Travel speed = 3000
  • Headshot damage = 125%
  • Damage against shields = 75%
  • 10% Extra critical chance
  • Bullet damage has a range of 30%-180%
  • 1/6 (16.66%) chance for ricochet
473alt
Titanium Blades Hyper blades
  • Initial damage = 600
  • Armor penetration = 25
  • Travel speed = 1320-1080
  • Headshot damage = 50%
  • Damage against shields = 75%
  • Innate enemy penetration
  • Every blade inflicts bleed for a duration of 3 seconds dealing 150/sec
  • Ricochet up to 3/4 times
  • Limited to the 'Ripjack'
saw
  • Initial damage= 840
  • Armor penetration = 25
  • Travel speed = 3600-4200
  • Headshot damage = 50%
  • Damage against shields: 75%
  • Innate enemy penetration
  • Friendly damage = 50%
  • Every blade inflicts bleed for a duration of 3 seconds dealing 350/sec
  • Ricochet up to 5/6 times
  • Limited to the 'Ripjack' 4% Hyper Blade Chance perk and Ripjack Hyper Blade item
saw

Ballistic Anti Materiel.png Ballistic Anti-Material[edit | edit source]

Ballistic Anti-Material weapons deal very high damage with extreme armor penetration, with increased damage to bosses and turrets. Ineffective versus plating, and deals slightly reduced shield damage.

12.7mm Accelerator SC 12.7mm Accelerator Sabot
  • Initial damage = 450
  • Armor penetration = 30
  • Travel speed = 9000
  • Headshot / elite damage = 125%
  • Headshot on elite / boss damage = 150%
  • Damage against shields = 75%
  • Innate enemy penetration
  • Damage gain on distance traveled
  • Ricochet up to 2 times
127
  • Initial damage = 428
  • Armor penetration = 60
  • Travel speed = 9000
  • Headshot / elite damage = 125%
  • Headshot on elite / boss damage = 150%
  • Damage against shields = 75%
  • 6% Extra critical chance
  • Innate enemy penetration
  • Damage gain on distance traveled
  • Cannot ricochet
127ap
12.7mm Accelerator Venom (Poison/Acid) 12.7mm YL Anti Material
  • Initial damage = 428
  • Armor penetration = 60
  • Travel speed = 9000
  • Headshot / elite damage = 125%
  • Headshot on elite / boss damage = 150%
  • Damage against shields = 75%
  • Every 5th bullet has 50% damage on bullet and inflicts Acid for a duration of 6 seconds dealing 150/sec
  • Innate enemy penetration
  • Damage gain on distance traveled
  • Cannot ricochet
127 pois
  • Initial damage = 630
  • Armor penetration = 75
  • Travel speed = 12000
  • Elite damage = 125%
  • Turret damage = 140%
  • Boss damage = 150%
  • Damage against shields = 75%
  • Removes an additional plating
  • Explodes with A small area of effect
  • Cannot ricochet
  • Limited to the Yoko-Lagann
127 yl
14.4mm Titanium Core 14.4mm Soulripper Sabot (AP)
  • Initial damage = 1200
  • Armor penetration = 90
  • Travel speed = 9000
  • Elite damage = 125%
  • Friendly damage = 50%
  • Boss damage = 225%
  • 30% damage gain for each enemy penetrated
  • Removes an additional plating
  • 5% Extra critical chance
  • Ricochet up to 3 times
  • Limited to the Nemesis Prototype
144
  • Initial damage = 1140
  • Armor penetration = 100
  • Travel speed = 9000
  • Elite damage = 125%
  • Turret damage = 150%
  • Friendly damage = 50%
  • Boss damage = 300%
  • 30% damage gain for each enemy penetrated
  • Removes an additional plating
  • 7% Extra critical chance
  • Cannot ricochet
  • Limited to the Nemesis Prototype
144ap
14.4mm Kraken (Poison/Acid)
  • Initial damage = 1140
  • Armor penetration = 90
  • Travel speed = 9000
  • Elite damage = 125%
  • Friendly damage = 25%
  • Boss damage = 200%
  • 30% damage gain for each enemy penetrated
  • Removes an additional plating
  • Every 5th bullet has 50% damage on bullet and inflicts Acid for a duration of 6 seconds dealing 750/sec
  • Cannot ricochet
  • Limited to the Nemesis Prototype
144 hp

Ballisticshrap.png Ballistic Scatter[edit | edit source]

Ballistic Scatter weaponry deal high burst damage, with increased damage versus shields. Has poor range and weakened headshot damage.

12 Gauge Buckshot / 8 Gauge Nitro Buckshot 10 Gauge Power Bolt / 8 Gauge Annihilator Bolt (Power Bolt)
  • Initial damage = 109
  • Armor penetration = 0
  • Travel speed = 3300 - 3900
  • Headshot damage = 35%
  • Damage against shields = 125%
  • Projectile count = 8
  • 25% chance for ricochet
buck
  • Initial damage = 763
  • Armor penetration = 15
  • Travel speed = 4200 - 4800
  • Headshot damage = 50%
  • Damage against shields = 125%
  • Innate enemy penetration
  • Deal 1 second of 35% slow
  • Cannot ricochet
bolt
12 Gauge Triple Slug / 8 Gauge Pulse Slug (Triple Slug) 12 Gauge Flechette / 8 Gauge Flechette RX
  • Initial damage = 273
  • Armor penetration = 10
  • Travel speed = 2880 - 3300
  • Headshot damage = 35%
  • Damage against shields = 125%
  • 20% to stun for 0.15 second
  • Projectile count = 3
  • Cannot ricochet
slug
  • Initial damage = 109
  • Armor penetration = 0
  • Travel speed = 3300 - 3900
  • Headshot damage = 35%
  • Damage against shields = 130%
  • Inflicts bleed for a duration of 0.25 seconds dealing 50/sec
  • Projectile count = 6
  • Cannot ricochet
flech
12 Gauge Dragon's Breath / 8 Gauge Dragonsbreath 0.9cm Split Shot
  • Initial damage = 98
  • Armor penetration = 0
  • Travel speed = 2880 - 3300
  • Headshot damage = 35%
  • Damage against shields = 125%
  • 75% chance to light on fire for a duration of 1.5 seconds dealing 100/sec
  • Projectile count = 6
  • Cannot ricochet
dragon
  • Initial damage = 161-201
  • Armor penetration = 0
  • Travel speed = 3000 - 4800
  • Damage against shields = 125%
  • Projectile count = 2
  • 40% chance to ricochet 1 or 2 times
  • Limited to the Bren Anti-Air

0.9cm
Steel Nail 45x7mm Steel Screw 45x7mm
  • Initial damage = 229
  • Armor penetration = 10
  • Travel speed = 2700
  • Headshot damage = 150%
  • Damage against shields = 125%
  • 10% chance for ricochet
nail
  • Initial damage = 229
  • Armor penetration = 10
  • Travel speed = 2700
  • Headshot damage = 150%
  • Damage against shields = 125%
  • 25% to inflict bleed for a duration of 2 seconds dealing 200/sec
  • 10% chance for ricochet
nail bleed
Accelerator Coil X4 Accelerated Coil X1
  • Initial damage = 153
  • Armor penetration = 10
  • Travel speed = 3600
  • Headshot damage = 75%
  • Damage against shields = 125%
  • Projectile count = 4
  • Cannot ricochet
coil4
  • Initial damage = 612
  • Armor penetration = 10
  • Travel speed = 3600
  • Headshot damage = 65%
  • Damage against shields = 125%
  • 10% chance for ricochet
coil

Laser.png LASER[edit | edit source]

Laser weapons usually become more powerful, and gain rate of fire from heat- they also have accuracy independent of heat level. Powerful versus plating and weak versus shields.

Laser Cell 'Sprayer' Lithium Cell
  • Initial damage = 75
  • Armor penetration = 15
  • Travel speed = 6000
  • Damage against shields = 50%
  • Removes an additional plating
  • Cannot ricochet
lithiumcell
  • Initial damage = 121
  • Armor penetration = 5
  • Travel speed = 6000
  • Damage against shields = 50%
  • Removes an additional plating
  • It does not inflict burn, it is laser cell for shotgun.
  • Projectile count = 10
  • Cannot ricochet
lasersgcell

Laser Cell (Yellow/ P25 Overdrive) Laser Cell (Yellow/ M75 Heavy Support)
  • Initial damage = 298
  • Armor penetration = 15
  • Travel speed = 5400
  • Damage against shields = 50%
  • Removes an additional plating
  • 33% to ricochet
laseryellowcell

  • Initial damage = 298
  • Armor penetration = 15
  • Travel speed = 5400
  • Damage against shields = 200%
  • Removes an additional plating
  • Innate enemy penetration
  • Cannot ricochet
laseryellowcell

Lithium Cell Lithium Cell (Shotgun)
  • Initial damage = 283
  • Armor penetration = 15
  • Travel speed = 6000
  • Damage against shields = 50%
  • Removes an additional plating
  • 55% chance to inflict burn for a duration of 1.5 seconds dealing 75/sec
  • Cannot ricochet
lasercell
  • Initial damage = 115
  • Armor penetration = 15
  • Travel speed = 6000
  • Damage against shields = 50%
  • Removes an additional plating
  • 55% chance to inflict burn for a duration of 1.5 seconds dealing 35/sec
  • Projectile count = 10
  • Cannot ricochet
lithiumsgcell

Beam Capsule
  • Initial damage = 298
  • Armor penetration = 15
  • Travel speed = 6000(hitscan)
  • Damage against shields = 200%
  • Removes an additional plating
  • Cannot ricochet
  • Limited to the HMN Laser Cannon
lasersgcell

Fire.png Fire[edit | edit source]

Fire weapons have decent areas of effect and deal fire damage, but have reduced shield and headshot damage.

Propane Ball Propane flame
  • Initial damage = 400
  • Armor penetration = 0
  • Travel speed = 900
  • Damage against shields = 75%
  • Headshot damage = 50%
  • Projectile count = 2
  • Burn for a duration of 3 seconds dealing 75/sec
  • Cannot ricochet
  • Limited to the Makeshift Firecannon
flame

  • Initial damage = 300
  • Armor penetration = 0
  • Travel speed = 900
  • Damage against shields = 75%
  • Headshot damage = 50%
  • Burn for a duration of 3 seconds dealing 100/sec
  • Flame lingers for 0.25 seconds
  • Cannot ricochet
  • Limited to the FS5 'Flametongue'
flame

Explosive.png Explosive[edit | edit source]

Explosive weaponry deal high damage in large areas, but are very ineffective versus plating. (See also: Explosion Intensity)

40mm Bouncing Grenade 40mm Rubber Grenade
  • Initial damage = 100
  • Armor penetration = 0
  • Travel speed = 1800 - 2100
  • Headshot damage = 50%
  • Depending on Explosion intensity, large explosions with 700 damage and 175 radius
  • Inflicts 35% slow for a duration of 1 second
  • Always ricochets once, 1/6 (16.66%) chance to ricochet 2x
40bounce

  • Initial damage = 700
  • Armor penetration = 0
  • Travel speed = 1380 - 1680
  • Headshot damage = 50%
  • Inflicts 35% slow for a duration of 1 second
  • Always ricochets once, 1/6 (16.66%) chance to ricochet 2x
40rubber

40mm Impact Grenade Target Missile
  • Initial damage = 550
  • Armor penetration = 0
  • Travel speed = 2100 - 2700
  • Headshot damage = 50%
  • Depending on Explosion intensity, small explosions with 420 damage and 100 radius
  • Inflicts 35% slow for a duration of 1 second
  • Cannot ricochet
40impact


missiletarget
Dumbfire Missile Homing Missile
missilecrazy

missilehoming
50mm Airburst Cluster Accelerated V22
  • Initial damage = 200
  • Armor penetration = 0
  • Travel speed = 3000 - 3600
  • Headshot damage = 50%
  • Deal 400 - 455 area of effect damage scaling with critical and Explosion intensity
  • Inflicts 35% slow for a duration of 1 second
  • Cannot ricochet
  • Limited to the Heavy Flak Cannon
50mm

  • Initial damage = 300
  • Armor penetration = 0
  • Travel speed = 2700 - 3300
  • Headshot damage = 50%
  • Deals equal damage to everyone in the area of effect
  • Inflicts 35% slow for a duration of 1 second
  • Cannot ricochet
  • Limited to the HIG-S Particle Cannon
v22

ANH-Apocalyptic Rounds
  • Initial damage = 500
  • Armor penetration = 0
  • Travel speed = 5400
  • Headshot damage = 50%
  • Deals equal damage to everyone in the area of effect
  • Inflicts 35% slow for a duration of 1 second
  • Cannot ricochet
  • Limited to the Annihilator ANH-5
anh apocalyptic

Plasma.png Plasma[edit | edit source]

Plasma weapons have the innate ability to regenerate ammo that completely ignores armor and removes pretty much all plating. However, Plasma is extremely weak against shields.

Fluid Plasma Chamber Fluid Plasma Chamber (Shotgun)
  • Initial damage = 270
  • Armor penetration = 100
  • Travel speed = 3300
  • Damage against shields = 20%
  • Removes 5 additional plating and deals 100 extra damage for each
  • Cannot ricochet
  • Limited to the SS58 Plasma Charger
plasmacell
  • Initial damage = 270
  • Armor penetration = 100
  • Travel speed = 3300
  • Damage against shields = 20%
  • Removes 5 additional plating and deals 100 extra damage for each
  • Projectile count = 5
  • Cannot ricochet
  • Limited to the PSG 'Emerald Sword'
plasmacell

Lightning.png S-Lightning[edit | edit source]

S-Lightning ammo deals extreme damage, and has the ability to jump between nearby targets. Deals less damage to shields.

ZV Unstable Compound ZX Inverse Compound
  • Initial damage = 1800 - 2200
  • Armor penetration = 0
  • Shield damage = 50%
  • Jump between enemies in 600 pixel range either 4, 5 or 7 times
  • 4% chance for double damage
  • Loses 15% damage for each enemy hit
  • Limited to the 'Mjolnir' Chain LTN
lightning
  • Initial damage = 900
  • Armor penetration = 0
  • Shield damage = 50%
  • Jump between enemies in 600 pixel range either 4, 5 or 7 times
  • 4% chance for double damage
  • Gain 20% damage for each enemy hit.
  • Limited to the 'Mjolnir' Chain LTN
lightningcell

Ion.png ION[edit | edit source]

Ion deals extreme damage which ignores all armor, as well as gaining damage based on the enemy armor value. Also deals increased headshot damage and less shield damage.

Liquid Ion Array
  • Initial damage = 850
  • Armor penetration = 100
  • Travel speed = 2400 - 11775
  • Headshot damage = 125%
  • Gain additional 25% damage for every enemy penetrated
  • Damage against shields = 50%
  • Gain additional 10 damage for every point of armor the enemy has
  • Innate enemy penetration
  • Cannot ricochet
  • Limited to the Ion Obliterator
ioncell

Fusion.png Fusion[edit | edit source]

Fusion deals very high damage to shields, and fusion weapons usually improve the user's shields in some way while being used.

Fusion Charge Cold Fusion Charge
  • Initial damage = 226
  • Armor penetration = 10
  • Travel speed = 4200
  • Headshot damage = 150%
  • Damage against shields = 200%
  • Cannot ricochet
bulletfusion

  • Initial damage = 226
  • Armor penetration = 10
  • Travel speed = 4200
  • Headshot damage = 50%
  • Damage against shields = 150%
  • Innate enemy penetration
  • Inflicts 40% slow for a duration of 0.3 - 1.5 seconds
  • Cannot ricochet
bulletfusionslow

A-75 Hyper Velocity
  • Initial damage = 850
  • Armor penetration = 100
  • Travel speed = 24000
  • Headshot damage = 150%
  • Damage against shields = 100%
  • Innate enemy penetration
  • Penetrates ALL objects including walls
  • Cannot ricochet
  • Limited to the Liandry Rail Gun
railgun

Psyonic.png psyonic[edit | edit source]

Psyonic needles that home in on enemies. Cannot headshot nor critically strike.

89M Auto Needles

89m