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General information[]

Weight calculations[]

Every ammunition type has a specific stack size which is used by the game to determine how much the player character's ammunition supply and how much a weapon loaded with ammo weighs.

The engine only looks at the number of stacks in inventory and calculates the total weight based on that amount, rounding up regardless of the actual amount of bullets in a stack. It will also not display the sum weight of an ammunition type, but just a single stack's weight.

E.g. a 10mm SMG has a magazine capacity of 30 bullets, but 10mm ammo has a stack size of 24. As such, the game considers the 10mm SMG loaded with two stacks of 10mm ammo, for a total of 2 pounds.

Ammunition is also traded in stacks, rather than individual bullets, but the price is calculated proportionately.

Damage modifiers[]

The executable for Fallout 2 has been modified to properly implement damage modifiers. The same change also changed the viability of entire ammo types and several weapons, as the greatly reduced raw damage on armor piercing ammunition does not ignore or reduce Damage Threshold.

As such, weapons like the 14mm pistol not only deal half damage, but that half is further reduced by the remaining DR, while all armor piercing ammunition variants are strictly inferior to JHP or FMJ variants.

List of Fallout 2 ammunition[]

Image Name Type AC mod DR mod Damage mod Value $$ per pound Stack size Cost per round Weight Weapons using this ammo
223fmj .223 FMJ FMJ -20% -20% 1 $200 100 50 $4 2
44fmj .44 Magnum FMJ FMJ 0% -20% 1 $50 50 20 $2.5 1
44jhp .44 Magnum JHP JHP 0% 20% 2 $50 50 20 $2.5 1
45CAL .45 Caliber .45 caliber 0% 0% 1 $75 75 10 $7.5 1
2MMEC 2mm EC 2mm EC -30% -20% 1.5 $400 400 50 $8 1
4 7MM 4.7mm caseless 4.7mm caseless -5% -10% 1.5 $600 600 50 $12 1
5mmap 5mm AP AP 0% -35% 0.5 $120 120 50 $2.4 1
5mmjhp 5mm JHP JHP 0% 35% 2 $100 100 50 $2 1
762mm 7.62mm 7.62mm -5% -10% 1 $150 150 20 $7.5 1
9MM 9mm 9mm 0% 10% 0.5 $100 100 20 $5 1
9mmBall 9mm ball 9mm 0% 0% 1 $100 50 20 $5 2
10mmap 10mm AP AP 0% -25% 0.5 $100 100 24 $4.17 1
10mmjhp 10mm JHP JHP 0% 25% 2 $75 75 24 $3.125 1
14mmap 14mm AP AP 0% -50% 0.5 $150 150 30 $5 1
BBS BB's BBs 0% 0% 1 $20 10 20 $1 2
12ga 12 gauge shotgun shells 12 gauge shotgun shells -10% 0% 1 $225 225 20 $11.25 1
Explosiverocket Explosive rocket Explosive 0% -25% 1 $200 67 1 $200 3
Rocketap Rocket AP AP -15% -50% 1 $400 133 1 $400 3
Flamethrowerfuel Flamethrower fuel Flamethrower fuel -20% 25% 1 $250 25 10 $25 10
FLMFUEL2 Flamethrower fuel Mk II Flamethrower fuel -20% 0% 1 $250 25 10 $25 10
HNNeedlerCartridge HN Needler cartridge Needler cartridge -10% 0% 1 $250 250 30 $8.33 1
HNAPNeedler Cartridge HN AP Needler cartridge AP -10% 0% 2 $300 300 10 $30 1
DCELLS Microfusion cell Energy Weapons 0% 0% 1 $1000 200 50 $20 5
CCELLS Small energy cell Energy Weapons 0% 0% 1 $400 133 40 $10 3
Sunlight Energy Weapons 0% 0% 1 0 unlimited 0 0

Behind the scenes[]

  • Unlike Fallout, the ammo modifiers are actually implemented and function correctly. However: The absence of any Damage Threshold modifiers suggests they were carried over from GURPS, which only uses Damage Resistance for the purpose of determining damage effects (Passive Defense was abstracted as Armor Class).
  • In GURPS, the damage is determined by rolling d6 for incoming damage (e.g. the Desert Eagle was supposed to deal 3d6 or 3-18 damage), then deducting the Damage Resistance (which is a flat modifier, not a proportional one), and then applying any damage modifiers from ammunition to the resulting value, called penetrating damage. As such, hollow points potentially deal greater damage, but only against unarmored or lightly armored targets; GURPS DR greatly reduces the penetrating damage and the multiplier quickly loses value. Armor piercing ammunition can punch through armor with much more ease, but the effective damage is lower.
  • In SPECIAL, the damage is determined by multiplying incoming damage by the ammo modifier, then applying Damage Threshold effects, and finally reducing the value through Damage Resistance. While evidently intended to simulate the effects of the GURPS calculation, it accidentally rendered armor piercing ammo useless, as the incoming damage is greatly reduced before DT and DR come into play, and ammo modifiers were not updated with DT modifiers.

Gallery[]

See also[]

Ammunition in Fallout 2
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