There are dozens of kinds of ammunition available in SYNTHETIK, many with unique (and unusual) effects. Each ammo type adheres to a certain technology, which determines the base stats of all ammo in that technology class.
Note: The armor penetration of ammo overwrites the penetration of its technology. (An ammo type with 25 armor pen with a technology that grants 10 armor pen will still only have 25 armor pen.)
The travel speed is (the default ammo speed value * 60)/sec. Calculations are always done in 1080p.
To see a list of all weapons based on their ammo type, see here.
Small and medium sized ballistic ammunition is ideal for close and midrange, but lacks armor penetration and loses quite a bit of damage over distance.
9mm FMJ Basic / 10mm FMJ Basic /.44 Magnum /.50 Magnum
9mm Soft Point / 10mm Soft Point / .44 Soft Point / .50 Soft Point
9mm Hollow Point / 10mm Hollow Point / .44 Hollow Point / .50 Hollow Point
Initial damage = 228
Armor penetration = 10
Travel speed = 3000
25% to inflict stun for a duration of 0.35 seconds dealing 125/sec
5% chance for ricochet
Initial damage = 240
Armor penetration = 10
Travel speed = 3000
25% to inflict bleed for a duration of 2 seconds dealing 125/sec
5% chance for ricochet
S Hypersonic
5.57mm Kaida SC
Initial damage = 253
Armor penetration = 10
Travel speed = 4200
7% to have a damage of 150% and a visible trail
Reduced detection range for enemies.
Cannot ricochet
Limited to suppressed weapons
Initial damage = 226
Armor penetration = 15
Travel speed = 3300
1/6 (16.66%) chance for ricochet
5.57mm Acid Rounds
5.57mm Armor Piercing (Sharp Tip)
Initial damage = 226
Armor penetration = 15
Travel speed = 3300
Every 5th bullet has 65% damage on bullet and inflicts Acid for a duration of 4 seconds dealing 200/sec
50% extra critical damage
Cannot ricochet
Initial damage = 203
Armor penetration = 40
Travel speed = 3300
10% extra critical chance
Cannot ricochet
5.57mm Hollow Point
5.57mm Soft Point
Initial damage = 226
Armor penetration = 20
Travel speed = 3300
25% to inflict bleed for a duration of 2 seconds dealing 150/sec
Cannot ricochet
Initial damage = 203
Armor penetration = 15
Travel speed = 3300
25% to have the bullet deal an additional 111 damage and inflict a 50% slow for a duration of 2 seconds and stun for 0.15 seconds
Cannot ricochet
Ballistic Armor-Piercing[ | ]
Medium and heavy ballistic ammo with high headshot damage, armor penetration and low damage falloff. Not as effective versus plating due to the lower rate of fire of heavy weapons, and deals slightly less damage to shields.
8.8mm Kurz
8.8mm Armor Piercing
Initial damage = 270
Armor penetration = 30
Travel speed = 3600
Headshot damage = 150%
Damage against shields = 75%
Innate enemy penetration at 0.5 effectiveness
1/6 (16.66%) chance for ricochet
Initial damage = 270
Armor penetration = 40
Travel speed = 3600
Headshot damage = 150%
Damage against shields = 75%
2% Extra critical chance
Innate enemy penetration at 1.0 effectiveness
Cannot ricochet
8.8mm Acid Rounds
8.8mm Cataclysmic (Hollow Point)
Initial damage = 270
Armor penetration = 35
Travel speed = 3600
Headshot damage = 150%
Damage against shields = 75%
Every 5th bullet has 65% damage on bullet and inflicts Acid for a duration of 4 seconds dealing 200/sec
Cannot ricochet
Initial damage = 270
Armor penetration = 35
Travel speed = 3600
Headshot damage = 150%
Damage against shields = 75%
25% to inflict bleed for a duration of 2 seconds dealing 200/sec
Every blade inflicts bleed for a duration of 3 seconds dealing 350/sec
Ricochet up to 5/6 times
Limited to the 'Ripjack' 4% Hyper Blade Chance perk and Ripjack Hyper Blade item
Ballistic Anti-Material[ | ]
Ballistic Anti-Material weapons deal very high damage with extreme armor penetration, with increased damage to bosses and turrets. Ineffective versus plating, and deals slightly reduced shield damage.
12.7mm Accelerator SC
12.7mm Accelerator Sabot (Armor Piercing)
Initial damage = 450
Armor penetration = 30
Travel speed = 9000
Headshot / elite damage = 125%
Headshot on elite / boss damage = 150%
Damage against shields = 75%
Innate enemy penetration at 0.75 effectiveness
Damage gain on distance traveled
Ricochet up to 2 times
Initial damage = 428
Armor penetration = 60
Travel speed = 9000
Headshot / elite damage = 125%
Headshot on elite / boss damage = 150%
Damage against shields = 75%
6% Extra critical chance
Innate enemy penetration at 0.8 effectiveness
Damage gain on distance traveled
Cannot ricochet
12.7mm Accelerator Venom (Poison/Acid)
12.7mm YL Anti Material
Initial damage = 428
Armor penetration = 60
Travel speed = 9000
Headshot / elite damage = 125%
Headshot on elite / boss damage = 150%
Damage against shields = 75%
Every 5th bullet has 65% damage on bullet and inflicts Acid for a duration of 6 seconds dealing 150/sec
25% to inflict bleed for a duration of 2 seconds dealing 200/sec
10% chance for ricochet
Accelerator Coil X4
Accelerated Coil X1
Initial damage = 153
Armor penetration = 10
Travel speed = 3600
Headshot damage = 75%
Damage against shields = 125%
Projectile count = 4
Cannot ricochet
Initial damage = 612
Armor penetration = 10
Travel speed = 3600
Headshot damage = 65%
Damage against shields = 125%
10% chance for ricochet
LASER[ | ]
Laser weapons usually become more powerful, and gain rate of fire from heat- they also have accuracy independent of heat level. Powerful versus plating and weak versus shields.
Laser Cell
'Sprayer' Laser Cell
Initial damage = 311
Armor penetration = 15
Travel speed = 6000
Damage against shields = 50%
Removes an additional plating
Cannot ricochet
Initial damage = 121
Armor penetration = 15
Travel speed = 6000
Damage against shields = 50%
Removes an additional plating
Projectile count = 10
Cannot ricochet
Laser Cell (Yellow/ P25 Overdrive)
Laser Cell (Yellow/ M75 Heavy Support)
Initial damage = 298
Armor penetration = 15
Travel speed = 5400
Damage against shields = 50%
Removes an additional plating
33% to ricochet
Initial damage = 298
Armor penetration = 15
Travel speed = 5400
Damage against shields = 200%
Removes an additional plating
Innate enemy penetration at 0.75 effectiveness
Cannot ricochet
Lithium Cell
Lithium Cell (Shotgun)
Initial damage = 283
Armor penetration = 15
Travel speed = 6000
Damage against shields = 50%
Removes an additional plating
55% chance to inflict burn for a duration of 1.5 seconds dealing 75/sec
Cannot ricochet
Initial damage = 115
Armor penetration = 15
Travel speed = 6000
Damage against shields = 50%
Removes an additional plating
55% chance to inflict burn for a duration of 1.5 seconds dealing 35/sec
Plasma weapons have the innate ability to regenerate ammo that completely ignores armor and removes pretty much all plating. However, Plasma is extremely weak against shields.
Fluid Plasma Chamber
Fluid Plasma Chamber (Shotgun)
Initial damage = 270
Armor penetration = 100
Travel speed = 3300
Damage against shields = 30%
Removes 5 additional plating and deals 100 extra damage for each
Ion deals extreme damage which ignores all armor, as well as gaining damage based on the enemy armor value. Also deals increased headshot damage and less shield damage.
Liquid Ion Array
Accelerated V22
Initial damage = 850
Armor penetration = 100
Travel speed = 2400 - 11775
Headshot damage = 125%
Damage against shields = 50%
Gain additional 10 damage for every point of armor the enemy has
Psyonic needles that home in on enemies. Cannot headshot. Can critically strike, but gains no additional damage (i.e., unaffected by Critical Damage). Hits disorient and slow enemies.