More actions
Capacity: 60 Damage: 31.5 Max Range: 22 Fall off: 5.5 Penetration: 40 Punch: 0.5 |
A stubby and wide, high capacity double stack magazine used in the M40-SD pulse rifle. Fires 10x24mm Armor Piercing rounds, holding up to 60 + 1 in the chamber.
Holds sixty (60) 10x24mm armour piercing rifle rounds. | |
Capacity: 40 Damage: 44 Max Range: 22 Fall off: 5.5 Penetration: 0 Punch: 0.5 |
Holds forty (40) 10x24mm rifle rounds. | |
Capacity: 60 Damage: 44 Max Range: 22 Fall off: 5.5 Penetration: 0 Punch: 0.5 |
Holds sixty (60) 10x24mm rifle rounds. Holds more ammunition than the standard magazines. | |
Capacity: 40 Damage: 33 Max Range: 22 Fall off: 5.5 Penetration: 40 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: 5.5 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: 5.5 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: 5.5 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. |