Fallout ammunition

==General information==
===Weight calculations===
Every ammunition type has a specific stack size which is used by the game to determine how much the player character's ammunition supply and how much a weapon loaded with ammo weighs.
The engine only looks at the number of stacks in inventory and calculates the total weight based on that amount, rounding up regardless of the actual amount of bullets in a stack. It will also not display the sum weight of an ammunition type, but just a single stack's weight.
E.g. a 10mm SMG has a magazine capacity of 30 bullets, but 10mm ammo has a stack size of 24. As such, the game considers the 10mm SMG loaded with two stacks of 10mm ammo, for a total of 2 pounds. 
Ammunition is also traded in stacks, rather than individual bullets, but the price is calculated proportionately.
===Unused modifiers===
A major bug in the Fallout executable (not fixed in the latest patches) prevents any of the ammunition modifiers (Damage modifier, Armor Class modifier, Damage Resistance modifier) from working. 
This table lists the intended values in the last columns, but Armor Class and Damage Resistance modifiers are actually 0% and the Damage modifier is 1/1. As such, only the weapon base damage and Critical Hit modifier are used.
==List of Fallout ammunition==
Image	Name 	Type 	Stack	Value	Weight	Value to WT	Weapons using this ammo	Intended values (not used)	Intended values (not used)	Intended values (not used)
Image	Name 	Type 	Stack	Value	Weight	Value to WT	Weapons using this ammo	AC mod 	DR mod 	Damage mod
 	.223 FMJ 	FMJ 	50 	200 	2 	 	
* .223 pistol
* Hunting rifle
* Sniper rifle	-20% 	-20% 	1/1
 	.44 Magnum FMJ 	FMJ 	20 	50 	1 	 	
* Desert Eagle .44 	0% 	-20% 	1/1
 	.44 Magnum JHP 	JHP 	20 	50 	1 	 	
* Desert Eagle .44 	0% 	20% 	2/1
 	10mm AP 	AP 	24 	100 	1 	 	
* 10mm pistol
* 10mm SMG	0% 	-25% 	1/2
 	10mm JHP 	JHP 	24 	75 	1 	 	
* 10mm pistol
* 10mm SMG	0% 	25% 	2/1
 	12 gauge shotgun shell	shotgun shells 	20 	225 	1 	 	
* Combat shotgun
* Shotgun	-10% 	0% 	1/1
 	14mm AP 	AP 	30 	150 	1 	 	
* 14mm pistol 	0% 	-50% 	1/2
 	5mm AP 	AP 	50 	120 	1 	 	
* Assault rifle
* Minigun	0% 	-35% 	1/2
 	5mm JHP 	JHP 	50 	100 	1 	 	
* Assault rifle
* Minigun	0% 	35% 	2/1
 	9mm ball 	9mm 	20 	100 	2 	 	
* 9mm Mauser 	0% 	0% 	1/1
 	BBs 	BBs 	20 	20 	2 	 	
* Red Ryder BB gun
* Red Ryder LE BB gun	0% 	0% 	1/1
 	Explosive rocket 	Explosive 	1 	200 	3 	 	
* Rocket launcher 	0% 	-25% 	1/1
 	Flamethrower fuel 	Flamethrower fuel	10 	250 	10 	 	
* Flamer 	-20% 	25% 	1
 	Microfusion cell 	Energy Weapons 	50 	1000 	5 	 	
* Gatling laser
* Laser rifle
* Plasma rifle
* Turbo plasma rifle	0% 	0% 	1
 	Rocket AP 	AP 	1 	400 	3 	 	
* Rocket launcher 	-15% 	-50% 	1/1
 	Small energy cell 	Energy Weapons 	40 	400 	3 	 	
* Alien blaster
* Cattle prod
* Laser pistol
* Plasma pistol
* Power fist
* Ripper	0% 	0% 	1
==Behind the scenes==
* The aforementioned bug in the executable that prevents the modifiers from being applied also likely prevented the developers from realizing that the ammo modifiers did not work with SPECIAL: The absence of any Damage Threshold modifiers suggests they were carried over from GURPS, which only uses Damage Resistance for the purpose of determining damage effects (Passive Defense was abstracted as Armor Class).
* In GURPS, the damage is determined by rolling d6 for incoming damage (e.g. the Desert Eagle was supposed to deal 3d6 or 3-18 damage), then deducting the Damage Resistance (which is a flat modifier, not a proportional one), and then applying any damage modifiers from ammunition to the resulting value, called penetrating damage. As such, hollow points potentially deal greater damage, but only against unarmored or lightly armored targets; GURPS DR greatly reduces the penetrating damage and the multiplier quickly loses value. Armor piercing ammunition can punch through armor with much more ease, but the effective damage is lower.
* In SPECIAL, the damage is determined by multiplying incoming damage by the ammo modifier, then applying Damage Threshold effects, and finally reducing the value through Damage Resistance. While evidently intended to simulate the effects of the GURPS calculation, it accidentally rendered armor piercing ammo useless, as the incoming damage is greatly reduced before DT and DR come into play, and ammo modifiers were not updated with DT modifiers.
==Gallery==
Fallout 1 & 2 - Upscaled ammunition.png|Upscaled sprites of Fallout 1 & 2 ammunition
 
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