10mm JHP
A jacketed hollow point bullet, abbreviated as JHP, is designed to cause severe damage by expanding on impact with its target, while minimizing the distance it penetrates. They were designed in an attempt to reduce collateral damage, as their penetration is impaired by the function of the hollow cavity. The bullet's nose, rather than being pointed, is recessed, or hollowed out, hence the term hollow point. The lead cores in jacketed hollow point ammunition is coated with a harder metal known as the "Jacket" or "Plate". This is to increase bullet strength and in an effort to protect the barrel of the gun from lead residue, cast-off, and striping.
When a JHP bullet strikes tissue, or any other surface, the lead around the hollow cavity is forced outward, causing the bullet to "mushroom" and fragment, increasing its diameter and resulting in a larger and wider wound channel. However, the hollow cavity makes for very poor penetration, as the hollow cavity will cause the bullet to flatten prematurely upon hitting a hardened target, causing minimal penetration.
In the games[]
In Fallout, the ammunition modifiers do not work correctly due to an executable bug and in Fallout 2 the damage formula works in a way that makes armor piercing ammunition strictly inferior to JHP rounds, as the reduction in damage dealt is never compensated for by the increased penetrative power (in particular because it applies the damage reduction before damage threshold effects).
Fallout Tactics appears to be the first game when these ammunition modifiers are implemented correctly.
Ammo types[]
Fallout[]
Note that due to an executable bug, no modifiers are applied. The values are provided for reference.
| Ammo | Shots/clip | Weight | AC Modifier | DR Modifier | Damage Multiplier | Used in | Value | V:W | Prototype ID |
|---|---|---|---|---|---|---|---|---|---|
| 10mm JHP | 24 | 1 | 0% | +25% | 2/1 | 10mm pistol 10mm SMG |
75 | 75:1 | 29 |
| .44 Magnum JHP | 20 | 1 | 0% | +20% | 2/1 | Desert Eagle .44 | 50 | 50:1 | 31 |
| 5mm JHP | 50 | 1 | 0% | +35% | 2/1 | Assault rifle Minigun |
100 | 100:1 | 35 |
Fallout 2[]
Due to how the damage formula calculates damage, JHP rounds are strictly superior to AP rounds.
| Ammo | Shots/clip | Weight | AC Modifier | DR Modifier | Damage Multiplier | Used in | Value | V:W | Prototype ID |
|---|---|---|---|---|---|---|---|---|---|
| 10mm JHP | 24 | 1 | 0% | +25% | 2/1 | 10mm pistol 10mm SMG H&K P90c |
75 | 75:1 | 29 |
| .44 Magnum JHP | 20 | 1 | 0% | +20% | 2/1 | Desert Eagle .44 Desert Eagle (exp. mag.) .44 Magnum revolver .44 Magnum (speed load) |
50 | 50:1 | 31 |
| 5mm JHP | 50 | 1 | 0% | +35% | 2/1 | Assault rifle Assault rifle (exp. mag.) Minigun Avenger minigun XL70E3 |
100 | 100:1 | 35 |
Fallout Tactics[]
| Ammo | Shots/clip | Weight | Penetration | Damage Multiplier | Used in | Value | V:W |
|---|---|---|---|---|---|---|---|
| .44 Magnum JHP | 10 | 1 | -20% | +60% | Desert Eagle .44 44 M29 revolver |
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| 9mm JHP | 30 | 4 | -20% | +60% | 9mm HSI Mauser 9mm M9FS Beretta Browning HiPower Calico Liberty 100 9mm Calico M-950 FN P90c MP5 H&K MP38 P220 Sig Sauer Scorpio Sten gun UZI Walther MPL Zip gun |
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Inconsistency over effectiveness[]
While JHP rounds are ineffective against armored targets, armor piercing, or AP rounds are ineffective against fleshy targets. This is best observed while fighting the guards carrying the AK-112 assault rifle from Vault 15 in Fallout 2. They are initially loaded with 5mm JHP that deal about 22 points of damage in a mid-ranged burst against characters wearing combat armor. However, the guards carry only 5mm AP to reload with. Subsequent bursts from the same distance often fail to deal any damage at all.