Weapon Ammo
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There are many weapons in the Nuclear Tech Mod. With many types of weapons, comes many types of ammunition.
.22 LR
.22 LR (or .22 Long Rifle) is the smallest (and weakest) round available, used exclusively by the Silenced Submachine Gun.
These rounds do not deal knockback.
| Type | Statistics | Recipe |
|---|---|---|
| Soft Point | Damage: 100% | |
| Full Metal Jacket | Damage: 80%
DT Negation: 1 DR Piercing: 10% |
|
| Jacketed Hollow Point | Damage: 150%
DR Piercing: -25% Headshot Mult: 1.5x |
|
| Armor Piercing | Damage: 150%
DT Negation: 2.5 DR Piercing: 15% Penetrates, no falloff |
9mm
9mm Parabellum (or 9mm Luger) is a middle-of-the-road pistol cartridge, used by the Grease Gun, the Comically Long Pistol, the Uzi, and their variants.
| Type | Statistics | Recipe |
|---|---|---|
| Soft Point | Damage: 100% | |
| Full Metal Jacket | Damage: 80%
DT Negation: 2 DR Piercing: 10% |
|
| Jacketed Hollow Point | Damage: 150%
DR Piercing: -25% Headshot Mult: 1.5x |
|
| Armor Piercing | Damage: 150%
DT Negation: 5 DR Piercing: 15% Penetrates, no falloff |
.357 Magnum
.357 Magnum is a potent revolver round currently used by the Break-Action Revolver and its variants.
| Type | Statistics | Recipe |
|---|---|---|
| Black Powder | Damage: 75% | |
| Soft Point | Damage: 100% | |
| Full Metal Jacket | Damage: 80%
DT Negation: 2 DR Piercing: 10% |
|
| Jacketed Hollow Point | Damage: 150%
DR Piercing: -25% Headshot Mult: 1.5x |
|
| Armor Piercing | Damage: 150%
DT Negation: 5 DR Piercing: 15% Penetrates, no falloff |
|
| FMJ Express | Damage: 150%
DT Negation: 2 DR Piercing: 10% Penetrates with falloff Wear: 150% |
.44 Magnum
.44 Magnum is the most powerful handgun cartridge in the world, currently used by the Lever Action Rifle as well as the Heavy Revolver and its variants.
| Type | Statistics | Recipe |
|---|---|---|
| Black Powder | Damage: 75% | |
| Soft Point | Damage: 100% | |
| Full Metal Jacket | Damage: 80%
DT Negation: 3 DR Piercing: 10% |
|
| Jacketed Hollow Point | Damage: 150%
DR Piercing: -25% Headshot Mult: 1.5x |
|
| Armor Piercing | Damage: 150%
DT Negation: 7.5 DR Piercing: 15% Penetrates, no falloff |
|
| FMJ Express | Damage: 150%
DT Negation: 3 DR Piercing: 10% Penetrates with falloff Wear: 150% |
5.56mm
5.56mm NATO (or 5.56x45mm NATO, derived from civilian .223 Remington) is an intermediate rifle cartridge used by the Assault Rifle and the StG 77.
| Type | Statistics | Recipe |
|---|---|---|
| Soft Point | Damage: 100% | |
| Full Metal Jacket | Damage: 80%
DT Negation: 4 DR Piercing: 10% |
|
| Jacketed Hollow Point | Damage: 150%
DR Piercing: -25% Headshot Mult: 1.5x |
|
| Armor Piercing | Damage: 150%
DT Negation: 10 DR Piercing: 15% Penetrates, no falloff |
7.62mm
7.62mm NATO (or 7.62x51mm, more or less equivalent to civilian .308 Winchester) is a full-powered rifle round fired by the Carbine and the powerful Minigun.
| Type | Statistics | Recipe |
|---|---|---|
| Soft Point | Damage: 100% | |
| Full Metal Jacket | Damage: 80%
DT Negation: 5 DR Piercing: 10% |
|
| Jacketed Hollow Point | Damage: 150%
DR Piercing: -25% Headshot Mult: 1.5x |
|
| Armor Piercing | Damage: 150%
DT Negation: 12.5 DR Piercing: 15% Penetrates, no falloff |
|
| Depleted Uranium | Damage: 250%
DT Negation: 15 DR Piercing: 25% Penetrates, no falloff |
.50 BMG
.50 BMG (or .50 Browning Machine Gun) is the largest rifle cartridge available. It is used in the Ma Deuce and the Anti-Materiel Rifle.
| Type | Statistics | Recipe |
|---|---|---|
| Soft Point | Damage: 100% | |
| Full Metal Jacket | Damage: 80%
DT Negation: 7 DR Piercing: 10% |
|
| Jacketed Hollow Point | Damage: 150%
DR Piercing: -25% Headshot Mult: 1.5x |
|
| Armor Piercing | Damage: 150%
DT Negation: 17.5 DR Piercing: 15% Penetrates, no falloff |
|
| Depleted Uranium | Damage: 250%
DT Negation: 21 DR Piercing: 25% Penetrates, no falloff |
12 Gauge
12 gauge is the premier shotgun caliber, containing every munition from slugs to phosphorus. It can be shot from the Lever Action Shotgun, the Liberator, the Franchi SPAS-12, and the Auto Shotgun (alongside their associated variants).
By default, the ricochet angle — the maximum angle between a projectile and the surface it hits that allows it to ricochet — is 5°.
| Type | Statistics | Recipe |
|---|---|---|
| Black Powder Buckshot | Projectiles: 8
Damage (per): 9.375% Spread: 0.05 Ricochet Angle: 15° |
|
| Black Powder Magnum Shell | Projectiles: 4
Damage (per): 18.75% Spread: 0.05 Ricochet Angle: 25° |
|
| Black Powder Slug | Damage: 75%
Spread: 0.01 |
|
| Buckshot | Projectiles: 8
Damage (per): 12.5% DT Negation: 2 Spread: 0.05 Ricochet Angle: 15° |
|
| Slug | Damage: 100%
DT Negation: 4 DR Piercing: 15% Headshot Mult: 1.5x Ricochet Angle: 25° |
|
| Flechette Shell | Projectiles: 8
Damage (per): 12.5% DT Negation: 3 DR Piercing: 20% Spread: 0.025 |
|
| Magnum Shell | Projectiles: 4
Damage (per): 50% DT Negation: 4 Spread: 0.015 Ricochet Angle: 15° |
|
| Explosive Shell | Damage: 250%
Ricochet Angle: 15° Explosion Range: 2 Explosion Damage: 100% |
|
| Phosphorus Shell | Projectiles: 8
Damage (per): 12.5% Spread: 0.015 Ricochet Angle: 15° Inflict 300 ticks of phosphorus |
10 Gauge
10 gauge is the bigger brother to 12 gauge, representing large shells used only by An Old Classic and its variant.
| Type | Statistics | Recipe |
|---|---|---|
| Buckshot | Projectiles: 10
Damage (per): 10% DT Negation: 5 Spread: 0.05 Ricochet Angle: 15° |
|
| Shrapnel Buckshot | Projectiles: 10
Damage (per): 10% DT Negation: 5 Spread: 0.05 Ricochet Angle: 90° |
|
| Uranium Buckshot | Projectiles: 10
Damage (per): 25% DT Negation: 10 DR Piercing: 20% Penetrates, no falloff Spread: 0.05 Ricochet Angle: 15° |
|
| Slug | Damage: 100%
DT Negation: 10 DR Piercing: 10% Penetrates with falloff Ricochet Angle: 15° |
26mm Signal Flare
26mm signal flares are an odd projectile meant only for the Flare Gun.
40mm Grenade
40mm grenades are the projectile of choice for grenade launchers, currently limited to the Congo Lake.
Damage is applied upon hitting an entity in addition to explosive damage.
| Type | Statistics | Recipe |
|---|---|---|
| High-Explosive | Damage: 100%
Explosion Range: 10 Explosion Damage: 100% |
|
| Shaped Charge | Damage: 150%
Explosion Range: 7 Explosion Damage: 50% |
|
| Demolition | Damage: 75%
Explosion Range: 10 Explosion Damage: 75% Deals block damage with a range of 5 |
|
| Incendiary | Damage 75%
Explosion Range: 6 Explosion Damage: 75% Ignites a 3x3x3 area Creates a 5x5x2 area of lingering fire for 200 ticks |
|
| White Phosphorus | Damage 75%
Explosion Range: 6 Explosion Damage: 75% Ignites a 3x3x3 area Creates a 5x5x2 area of lingering fire for 400 ticks |
Rocket
Rockets are the main armament of choice for missile launchers, including the Panzerschreck, FIM-92 Stinger, Quad Rocket Launcher, and the Missile Launcher.
| Type | Statistics | Recipe |
|---|---|---|
| High-Explosive | Damage: 100%
Explosion Range: 10 Explosion Damage: 100% |
|
| Shaped Charge | Damage: 50%
Explosion Range: 7 Explosion Damage: 150% |
|
| Demolition | Damage: 75%
Explosion Range: 10 Explosion Damage: 75% Deals block damage with a range of 5 |
|
| Incendiary | Damage: 75%
Explosion Range: 6 Explosion Damage: 75% Ignites a 5x5x5 area Creates a 6x6x2 area of lingering fire for 300 ticks |
|
| White Phosphorus | Damage: 75%
Explosion Range: 6 Explosion Damage: 75% Ignites a 5x5x5 area Creates a 6x6x2 area of lingering fire for 600 ticks |
Flamer Fuel
Flamer fuel, as the name suggests, serves as fuel for the Flamethrower and its variants.
Curiously, hitting an entity deals damage without any special ignition effects, including igniting the entity. With primary fire held down, the Flamethrower in particular 'fires' a flame projectile — with a base damage of 1 — every tick that ignores invincibility frames; as such, its nominal damage per second is 20.
| Type | Statistics | Recipe |
|---|---|---|
| Diesel | Damage: 100%
Lasts for 100 ticks Ignites the block it hits Creates a 2x2x1 area of lingering fire for 100 ticks |
|
| Gas | Damage: 100%
Spread: 0.05 Lasts for 10 ticks Ignites the block it hits Has no gravity |
|
| Napalm | Damage: 100%
Lasts for 200 ticks Ignites the block it hits Creates a 2.5x2.5x1 area of lingering fire for 200 ticks |
|
| Balefire | Damage: 100%
Lasts for 200 ticks Creates a 3x3x1 area of lingering radioactive fire for 300 ticks |
Capacitor
Capacitors are disposable ammunition used in energy weapons like the Laser Rifle and the Tesla Cannon.
Due to their status as simply a store of electricity (rather than a discretely-fired projectile), the actual mechanics vary wildly between weapon. For actual statistics, check the respective weapons page.
| Type | Recipe |
|---|---|
| Capacitor | |
| Overcharge | |
| Low Wavelength |
Mini Nuke
Mini nukes represent the ultimate weapon of choice: a man-portable, miniaturized atomic bomb. They are launched by the M42 Nuclear Catapult "Fat Man".
Every type explodes on impact — unlike grenades and rockets, no direct damage is applied to the entity.
| Type | Statistics | Recipe |
|---|---|---|
| Mini Nuke | Explosion Range: 35
Explosion Damage: 100% Irradiates a 5x5 chunk area RAD/s at center: 50 |
|
| Demolition | Explosion Range: 35
Explosion Damage: 100% Deals block damage with a range of 10 Irradiates a 5x5 chunk area RAD/s at center: 75 |
|
| High Yield | Spawns a nuclear explosion instead
Explosion Range: 35 Explosion Damage: 250 Ignites afflicted entities Deals nuclear block damage with a range of 35 |
|
| Tiny Tots | Projectiles: 8
Explosion Range (per): 15 Explosion Damage (per): 35% Spread: 0.1 Irradiates a 5x5 chunk area each RAD/s at center: 12.5 |
|
| Rocket Hive | Projectiles: 12
Explosion Range (per): 15 Explosion Damage (per): 25% Spread: 0.15 |
Tanks
Tanks are disposable tanks filled with water, foam, or boron sand, and are used to refill the fire extinguisher, a tool for putting out most kinds of fire.
| Type | Statistics | Recipe |
|---|---|---|
| Water | Can put out normal vanilla fire. | |
| Foam | Can put out Balefire. | |
| Sand | Can put out reactor fires, and absorb their radiation. |
Charges
Charges are the specialized mortar-like ammo type for the charge thrower, which include two types of demolition charges and a grappling hook.
| Type | Statistics | Recipe |
|---|---|---|
| Grappling Hook | Deals 10 damage, can pierce enemies with no falloff.
Has great movement utilities. |
|
| Demolition Charge | Deals 25 damage and some block damage in an area of 5 blocks. | |
| Heavy Demolition Charge | Deals 50 damage and significant block damage in an area of 15 blocks, also covers the crater in slag. |
Trivia
- In real life, soft-point bullets are typically still jacketed. The term comes from that the soft metal core is exposed at the tip. Solid lead bullets are their own category.
- Using soft-point bullets in warfare is a violation of the Hague Convention of 1899 (declaration IV, 3).
- Similarly, full metal jacket bullets are not made of solid copper or hard metal, as their core is still soft metal, like lead. Bullets made of solid hard metal do exist, but are typically just called solid metal bullets.
- Some jacketed hollow-point include a polymer tip, as all NTM hollow-points do. The purpose is to improve expansion upon hitting a soft target, but also sometimes to prevent premature expansion, such as when passing through clothing.
External Links
From Wikipedia: