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This page lists all munitions in Fallout 2. |
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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 |
---|---|---|---|---|---|---|---|---|---|---|---|
.223 FMJ | FMJ | -20% | -20% | 1 | $200 | 100 | 50 | $4 | 2 | ||
.44 Magnum FMJ | FMJ | 0% | -20% | 1 | $50 | 50 | 20 | $2.5 | 1 | ||
.44 Magnum JHP | JHP | 0% | 20% | 2 | $50 | 50 | 20 | $2.5 | 1 | ||
.45 Caliber | .45 caliber | 0% | 0% | 1 | $75 | 75 | 10 | $7.5 | 1 | ||
2mm EC | 2mm EC | -30% | -20% | 1.5 | $400 | 400 | 50 | $8 | 1 | ||
4.7mm caseless | 4.7mm caseless | -5% | -10% | 1.5 | $600 | 600 | 50 | $12 | 1 | ||
5mm AP | AP | 0% | -35% | 0.5 | $120 | 120 | 50 | $2.4 | 1 | ||
5mm JHP | JHP | 0% | 35% | 2 | $100 | 100 | 50 | $2 | 1 | ||
7.62mm | 7.62mm | -5% | -10% | 1 | $150 | 150 | 20 | $7.5 | 1 | ||
9mm | 9mm | 0% | 10% | 0.5 | $100 | 100 | 20 | $5 | 1 | ||
9mm ball | 9mm | 0% | 0% | 1 | $100 | 50 | 20 | $5 | 2 | ||
10mm AP | AP | 0% | -25% | 0.5 | $100 | 100 | 24 | $4.17 | 1 | ||
10mm JHP | JHP | 0% | 25% | 2 | $75 | 75 | 24 | $3.125 | 1 | ||
14mm AP | AP | 0% | -50% | 0.5 | $150 | 150 | 30 | $5 | 1 | ||
BB's | BBs | 0% | 0% | 1 | $20 | 10 | 20 | $1 | 2 | ||
12 gauge shotgun shells | 12 gauge shotgun shells | -10% | 0% | 1 | $225 | 225 | 20 | $11.25 | 1 | ||
Explosive rocket | Explosive | 0% | -25% | 1 | $200 | 67 | 1 | $200 | 3 | ||
Rocket AP | AP | -15% | -50% | 1 | $400 | 133 | 1 | $400 | 3 | ||
Flamethrower fuel | Flamethrower fuel | -20% | 25% | 1 | $250 | 25 | 10 | $25 | 10 | ||
Flamethrower fuel Mk II | Flamethrower fuel | -20% | 0% | 1 | $250 | 25 | 10 | $25 | 10 | ||
HN Needler cartridge | Needler cartridge | -10% | 0% | 1 | $250 | 250 | 30 | $8.33 | 1 | ||
HN AP Needler cartridge | AP | -10% | 0% | 2 | $300 | 300 | 10 | $30 | 1 | ||
Microfusion cell | Energy Weapons | 0% | 0% | 1 | $1000 | 200 | 50 | $20 | 5 | ||
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[]
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