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Capacity: 9 Damage: 41 Max Range: 22 Fall off: 1 Penetration: 12 Punch: 0.5 |
Holds nine (9) 9mm heavy pistol rounds. | |
Capacity: 9 Damage: 27 Max Range: 22 Fall off: 1 Penetration: 31 Punch: 0.5 |
Holds nine (9) 9mm pistol rounds. Has better armour penetration, but lower overall damage. | |
Capacity: 9 Damage: 54 Max Range: 22 Fall off: 2 Penetration: 0 Punch: 0.5 |
Holds nine (9) 9mm pistol rounds. Has lower overall penetration but better damage. Smartgunner belts come with one magazine. More can be obtained through the Surplus Ammo Crate which can be ordered by Requisitions. | |
Capacity: 9 Damage: 20 Max Range: 22 Fall off: 1 Penetration: 0 Punch: 0.5 |
Holds nine (9) 9mm pistol Incendiary rounds. Will set ablaze any and all targets hit with this round. Obtainable through modifying standard magazines with the ammunition conversion kits or the Surplus supply crate in Requisitions. | |
Capacity: 9 Damage: 30 Max Range: 22 Fall off: 1 Penetration: 30 Punch: 0.5 |
Holds nine (9) 9mm pistol Wall Piercing 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 conversion kits. | |
Capacity: 9 Damage: 25 Max Range: 22 Fall off: 1 Penetration: 0 Punch: 0.5 |
Holds nine (9) 9mm pistol Toxin 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 via Techwebs conversion kits.
Applies 10 toxin per hit. |