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'''Fall off''': 1 | '''Fall off''': 1 | ||
'''Penetration''': | '''Penetration''': 5 | ||
'''Punch''': 0.5 | '''Punch''': 0.5 |
Revision as of 15:33, 13 August 2021
Capacity: 95 Damage: 25 Max Range: 22 Fall off: 1 Penetration: 30 Punch: 0.5 |
A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same armour piercing calibre as the new versions. | |
Capacity: 95 Damage: 37.5 Max Range: 22 Fall off: 1 Penetration: 5 Punch: 0.5 |
A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same Incendiary calibre as the new versions. Will set ablaze any and all targets hit with this round. Obtainable through modifying full standard magazines with the ammunition Techweb's conversion kits or the Surplus supply crate in Requisitions. | |
Capacity: 95 Damage: 43.75 Max Range: 22 Fall off: 1 Penetration: 50 Punch: 0.5 |
A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same calibre as the new versions. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike. Obtainable through modifying full standard magazines with the ammunition Techweb's conversion kits. | |
Capacity: 95 Damage: 37.5 Max Range: 22 Fall off: 1 Penetration: 40 Punch: 0.5 |
A long rectangular box of rounds that is only compatible with the older M41A MK1. Holds up to 95 rounds plus 1 in the chamber. Uses the same calibre as the new versions. Obtainable through modifying full standard magazines with the ammunition Techweb's conversion kits.
Applies 10 toxin per hit. | |
Capacity: 40 Damage: 45.92 Max Range: 22 Fall off: 0.8 Penetration: 0 Punch: 0.5 |
Holds forty (40) 10x24mm rifle rounds. | |
Capacity: 60 Damage: 45.92 Max Range: 22 Fall off: 0.8 Penetration: 0 Punch: 0.5 |
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines. | |
Capacity: 40 Damage: 28 Max Range: 22 Fall off: 0.8 Penetration: 31 Punch: 0.5 |
Holds forty (40) 10x24mm AP rifle rounds. Has better armor penetration, but lower overall damage. | |
Capacity: 40 Damage: 33 Max Range: 22 Fall off: 1 Penetration: 0 Punch: 0.5 |
Holds forty (40) 10x24mm Incendiary rifle rounds. Will set ablaze any and all targets hit with this round. Obtainable through modifying full standard magazines with the ammunition Techweb's conversion kits or the Surplus supply crate in Requisitions. | |
Capacity: 40 Damage: 38.5 Max Range: 22 Fall off: 1 Penetration: 50 Punch: 0.5 |
Holds forty (40) 10x24mm Wall Piercing rifle rounds. Able to penetrate through up to 6 solid non-indestructible walls and people/aliens alike. Obtainable through modifying full standard magazines with the ammunition Techweb's conversion kits. | |
Capacity: 40 Damage: 33 Max Range: 22 Fall off: 1 Penetration: 40 Punch: 0.5 |
Holds forty (40) 10x24mm Toxin rifle rounds. Temporarily lowers alien armour through every hit with a maximum of 75 toxin applicable. Once the toxin level is above their armour, they will receive full damage from all sources. Obtainable through modifying full standard magazines with the ammunition Techweb's conversion kits.
Applies 10 toxin per hit. |