I am not completely sure what the mods do for the
performance of the round. I think the AC and DR mods are added to 100% to
calculate the target's effective armor class and damage resistance. The
DMG mod multiplies the damage done, though whether this is before or after
the effects of armor are calculated is unclear. AP rounds tend to suck
because they do only half damage, even though their armor penetration is
more effective. The overall suckiness of 10mm AP suggests that the DMG
multiplier is calculated before anything else, though I have no hard
evidence on either side.
| Name | AC mod | DR Mod |
DMG Mod | Weight | Quantity | Value |
| 10mm JHP | 0 | 25 |
2/1 | 1 | 24 | 75 |
| 10mm AP | 0 | -25 |
1/2 | 1 | 24 | 100 |
| BB's | 0 | 0 |
1/1 | 1 | 20 | 20 |
| 5mm JHP | 0 | 35 |
2/1 | 1 | 50 | 100 |
| 5mm AP | 0 | -35 |
1/2 | 1 | 50 | 120 |
| 14mm AP | 0 | -50 |
1/2 | 1 | 30 | 150 |
| 44 Magnum JHP | 0 | 20 |
2/1 | 1 | 20 | 50 |
| 44 Magnum FMJ | 0 | -20 |
1/1 | 1 | 20 | 50 |
| 12 Gauge Shotgun Shell | -10 | 0 |
1/1 | 1 | 20 | 225 |
| 7.62 mm | -5 | -10 |
1/1 | 1 | 20 | 150 |
| .223 FMJ | -20 | -20 |
1/1 | 2 | 50 | 200 |
| 4.7mm Caseless | -5 | -10 |
3/2 | 1 | 50 | 600 |
| .45 Caliber | 0 | 0 |
1/1 | 1 | 50 | 75 |
| 9mm Ball | 0 | 0 |
1/1 | 1 | 50? | 100 |
| 9mm | 0 | 10 |
1/2 | 1 | 50? | 100 |
| HN Needler Cartridge | -10 | 0 |
1/1 | 1 | 10 | 250 |
| HN AP Needler Cartridge | -10 | 0 |
2/1 | 1 | 10 | 300 |
| 2mm EC | -30 | -20 |
3/2 | 1 | 50 | 400 |
| Explosive Rocket | 0 | -25 |
1/1 | 3 | 1 | 200 |
| Rocket AP | -15 | -50 |
1/1 | 3 | 1 | 400 |
| Flamethrower Fuel | -20 | 25 |
1/1 | 10 | 10 | 250 |
| Flamethrower Fuel MKII | -20 | 0? |
1/1 | 10 | 10 | 250 |
| Small Energy Cell | 0 | 0 |
1/1 | 3 | 40 | 400 |
| Micro Fusion Cell | 0 | 0 |
1/1 | 5 | 50 | 1000 |
| Abbreviation | Description |
| AC | Armor Class |
| DR | Damage Resistance |
| DMG | Damage |
| JHP | Jacketed Hollow Point |
| FMJ | Full Metal Jacket |
| EC | Electromagnetic Cartridge? |
| HN | Hollow Needle? |
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