Ammunition (no ontology)
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=== Shotgun shells === | === Shotgun shells === | ||
*All variants of [[12 gauge]] | *All variants of [[12 gauge]] | ||
- | *[[12 | + | *[[12 gauge belted]] for the [[Heckler & Koch CAWS|CAWS]] |
=== Heavy ordnance === | === Heavy ordnance === |
Revision as of 22:15, 7 July 2012
When using firearms and certain other weapons, most of the time you will need to supply them with ammunition. Ammunition is a very important aspect of the game, as running out of it makes the game more problematic. Ammunition comes most commonly at random, through the contestant's progress, but may also be bought at gun shops and weapon shops, exchanged for items at the pawn shop, as well as salvaged from dead enemies.
In rarer cases, it is also possible to find one of the three variants of ammo caches. Each of them respectively gives the equivalent of one (the Mixed Ammo Box), two, and five (the Ammo Caches) magazines for every weapon carried by the contestant, except spare weapons.
Ammunition can be classed in different categories: bullets, shotgun shells, heavy ordnance, non-bullets, and weapons that are themselves ammunition (such as in the case of the ballistic knives.)
Reloading one weapon takes one turn. The contestant is able to reload any amount of ammunition he/she wishes within the weapon's capacity, but if no amount is specified, it is assumed the weapon is refilled fully (or as much as possible if ammunition reserves are low).
Special notes: 12 gauge weapons can be loaded with any type of 12 gauge shell interchangeably. Revolvers chambered in .357 Magnum may also be interchangeably loaded with .38 Special rounds. Revolvers chambered in 10mm Auto may also be intterchangeably loaded with .40 S&W Rounds.
Bullets
- .22 Long Rifle
- .30-06 Springfield
- .300 Winchester Magnum
- .32 ACP
- .338 Lapua Magnum
- .357 Magnum
- .357 SIG
- .38 Special
- .40 S&W
- .408 Chey Tac
- .44 AMP
- .44 Magnum
- .45 ACP
- .45 Colt
- .45 GAP
- .50 Action Express
- .50 BMG
- .500 S&W
- 4.6x30mm
- 4.7x33mm Caseless
- 5.45x39mm
- 5.56x45mm NATO
- 5.7x28mm
- 7.62x25mm Tokarev
- 7.62x39mm
- 7.62x51mm NATO
- 7.62x54mm R
- 9x18mm Makarov
- 9x19mm Parabellum
- 9x39mm
- 10mm Auto
- 12.7x108mm
Shotgun shells
- All variants of 12 gauge
- 12 gauge belted for the CAWS
Heavy ordnance
Non-firearm ordnance
- Arrows for Bow
- Crossbow bolts
- Nailgun nails
- Pepper spray charges (up to 50 per can)
Self-munitions
Those are Class 5 weapons that are depleted or one-use only after being thrown or fired, because the weapon breaks or simply cannot be used more than once in this manner. It is recommended to have multiple amounts of those weapons. Those weapons remain usable an unlimited amount of times in melee.
NOTE: Keep in mind that all weapons can technically be thrown, and that if it does not appear on the following list, can be picked up again later.
- Ballistic knife (One-use only when fired)
- Brick (Breaks upon impact when thrown)
- Broken bottle (Breaks upon impact when thrown)
- Broken PSP (Breaks upon impact when thrown)
- Glass shard (Breaks upon impact when thrown)
- Scrap metal shard (Breaks upon impact when thrown)
- Table (Shatters into four planks upon impact when thrown)
- Wooden chopsticks (Breaks upon impact when thrown)
- Wooden stick (Breaks upon impact when thrown)
Weight
The following details the weight of ammunition in the backpack
- Firearm cartridge (bullet): 0.01 unit
- Shotgun shell: 0.01 unit
- Nailgun nail: 0.01 unit
- Crossbow bolt: 0.1 unit
- Bow arrow: 0.1 unit
- Non-Class 4 grenade (40x46mm, VOG-25, VGM-93): 1 unit
- Rockets/RPGs: 3 units