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Capacity: 48 Damage: 40 Max Range: 22 Fall off: 2 Penetration: 5 Punch: 0.5 |
A 10x20mm caseless high-velocity submachinegun magazine. Powerful propellant allows the bullet increased velocity and minor penetration capabilities, noticeably improving its efficacy at medium ranges, although it still suffers significantly compared to a rifle bullet.
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Capacity: 72 Damage: 41 Max Range: 22 Fall off: 2 Penetration: 5 Punch: 0.5 |
A 10x20mm caseless high-velocity extended submachinegun magazine.
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Capacity: 48 Damage: 35 Max Range: 22 Fall off: 3 Penetration: 30 Punch: 0.5 |
A 10x20mm caseless armour-piercing submachinegun magazine. The bullet tips are made out of high-density material, allowing them to pierce straight through armour, but also reducing the raw stopping power and velocity of the ammunition.
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Capacity: 48 Damage: 25 Max Range: 22 Fall off: 2 Penetration: 5 Punch: 0.5 |
A 10x20mm caseless incendiary submachinegun magazine.
Holds forty eight (48) 10x20mm Incendiary rounds. Obtainable through modifying full standard magazines with the ammunition Techweb's conversion kits. | |
Capacity: 48 Damage: 30 Max Range: 22 Fall off: 2 Penetration: 50 Punch: 0.5 |
A 10x20mm caseless incendiary submachinegun magazine.
Holds forty eight (48) 10x20mm 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 Techweb's conversion kits. | |
Capacity: 48 Damage: 35 Max Range: 22 Fall off: 3 Penetration: 30 Punch: 0.5 |
A 10x20mm caseless Toxin submachinegun magazine.
Holds forty eight (48) 10x20mm 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 Techweb's conversion kits. Applies 5 toxin per hit. |