Ammunition

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.

###  **BALLISTIC SOFT**

* 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.

* Armor penetration = 10
* Travel speed = 3000
* 10% Chance for ricochet

* Armor penetration = 25
* Travel speed = 3000
* 10% Extra critical chance
* Cannot ricochet
* Armor penetration = 10
* Travel speed = 3000
* 25% to inflict stun for a duration of 0.35 seconds dealing 125/sec
* 5% chance for ricochet

* Armor penetration = 10
* Travel speed = 3000
* 25% to inflict bleed for a duration of 2 seconds dealing 125/sec
* 5% chance for ricochet
* 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

* Armor penetration = 15
* Travel speed = 3300
* 1/6 (16.66%) chance for ricochet
* 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

* Armor penetration = 40
* Travel speed = 3300
* 10% extra critical chance
* Cannot ricochet
* Armor penetration = 20
* Travel speed = 3300
* 25% to inflict bleed for a duration of 2 seconds dealing 150/sec
* Cannot ricochet

* 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.

* 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

* 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
* 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

* 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
* Cannot ricochet
* Armor penetration = 10
* Travel speed = 4800
* Headshot damage = 150%
* Damage against shields = 75%
* Innate enemy penetration at 0.5 effectiveness
* 7% to have a damage of 150% and a visible trail
* Reduced detection range for enemies.
* Cannot richochet
* Limited to the AS-VAL

* Armor penetration = 25
* Travel speed = 3300
* Boss/turret bonus damage = 125%
* Headshot damage = 150%
* Damage against shields = 75%
* Cannot ricochet
* Armor penetration = 25
* Travel speed = 3300
* Boss/turret bonus damage = 125%
* Headshot damage = 150%
* Damage against shields = 75%
* Every bullet inflicts Acid for a duration of 6 seconds dealing 100/sec
* Cannot ricochet

* Armor penetration = 30
* Travel speed = 3300
* Boss/turret bonus damage = 125%
* Headshot damage = 120%
* Damage against shields = 75%
* 66% to stun for a duration of 0.5 seconds
* Cannot ricochet
* Armor penetration = 35
* Travel speed = 3000
* Headshot damage = 150%
* Damage against shields = 75%
* 10% Extra critical chance
* 1/6 (16.66%) chance for ricochet

* Armor penetration = 35
* Travel speed = 3000
* Headshot damage = 150%
* Damage against shields = 75%
* 10% Extra critical chance
* Bullet damage has a range of 30%-180%
* 1/6 (16.66%) chance for ricochet
* Armor penetration = 25
* Travel speed = 1320-1080
* Headshot damage = 50%
* Damage against shields = 75%
* Innate enemy penetration at 0.75 effectiveness
* Every blade inflicts bleed for a duration of 3 seconds dealing 150/sec
* Ricochet up to 3/4 times
* Limited to the 'Ripjack'

* Armor penetration = 25
* Travel speed = 3600-4200
* Headshot damage = 50%
* Damage against shields = 75%
* Innate enemy penetration at 1.0 effectiveness
* Friendly damage = 50%
* 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.

* 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

* 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
* 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
* Innate enemy penetration at 0.75 effectiveness
* Damage gain on distance traveled
* Cannot ricochet

* Armor penetration = 75
* Travel speed = 12000
* Elite damage = 125%
* Turret damage = 140%
* Boss damage = 150%
* Damage against shields = 75%
* Removes an additional plating
* Explodes with A small area of effect
* Cannot ricochet
* Limited to the Yoko-Lagann
* Armor penetration = 90
* Travel speed = 9000
* Elite damage = 125%
* Friendly damage = 50%
* Boss damage = 225%
* 30% damage gain for each enemy penetrated
* Removes an additional plating
* 5% Extra critical chance
* Ricochet up to 3 times
* Limited to the Nemesis Prototype

* Armor penetration = 100
* Travel speed = 9000
* Elite damage = 125%
* Turret damage = 150%
* Friendly damage = 50%
* Boss damage = 300%
* 30% damage gain for each enemy penetrated
* Removes an additional plating
* 7% Extra critical chance
* Cannot ricochet
* Limited to the Nemesis Prototype
* Armor penetration = 90
* Travel speed = 9000
* Elite damage = 125%
* Friendly damage = 25%
* Boss damage = 200%
* 30% damage gain for each enemy penetrated
* Removes an additional plating
* Every 5th bullet has 50% damage on bullet and inflicts Acid for a duration of 6 seconds dealing 750/sec
* Cannot ricochet
* Limited to the Nemesis Prototype

###  **Ballistic Scatter**

Ballistic Scatter weaponry deal high burst damage, with increased damage versus shields. Has poor range and weakened headshot damage.

* Armor penetration = 0
* Travel speed = 3300 - 3900
* Headshot damage = 35%
* Damage against shields = 125%
* Projectile count = 8
* 25% chance for ricochet

* Armor penetration = 15
* Travel speed = 4200 - 4800
* Headshot damage = 50%
* Damage against shields = 125%
* Innate enemy penetration at 0.5 effectiveness
* Deal 1 second of 35% slow
* Cannot ricochet
* Armor penetration = 10
* Travel speed = 2880 - 3300
* Headshot damage = 35%
* Damage against shields = 125%
* 20% to stun for 0.15 second
* Projectile count = 3
* Cannot ricochet

* Armor penetration = 0
* Travel speed = 3300 - 3900
* Headshot damage = 35%
* Damage against shields = 130%
* Inflicts bleed for a duration of 0.25 seconds dealing 50/sec
* Projectile count = 6
* Cannot ricochet
* Armor penetration = 0
* Travel speed = 2880 - 3300
* Headshot damage = 35%
* Damage against shields = 125%
* 75% chance to light on fire for a duration of 1.5 seconds dealing 100/sec
* Projectile count = 6
* Cannot ricochet

* Armor penetration = 0
* Travel speed = 3000 - 4800
* Damage against shields = 125%
* Projectile count = 2
* 40% chance to ricochet 1 or 2 times
* Limited to the Bren Anti-Air
* Armor penetration = 10
* Travel speed = 2700
* Headshot damage = 35%
* Damage against shields = 125%
* 10% chance for ricochet

* Armor penetration = 10
* Travel speed = 2700
* Headshot damage = 35%
* Damage against shields = 125%
* 25% to inflict bleed for a duration of 2 seconds dealing 200/sec
* 10% chance for ricochet
* Armor penetration = 10
* Travel speed = 3600
* Headshot damage = 75%
* Damage against shields = 125%
* Projectile count = 4
* Cannot ricochet

* 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.

* Armor penetration = 15
* Travel speed = 6000
* Damage against shields = 50%
* Removes an additional plating
* Cannot ricochet

* Armor penetration = 15
* Travel speed = 6000
* Damage against shields = 50%
* Removes an additional plating
* Projectile count = 10
* Cannot ricochet
* Armor penetration = 15
* Travel speed = 5400
* Damage against shields = 50%
* Removes an additional plating
* 33% to ricochet

* Armor penetration = 15
* Travel speed = 5400
* Damage against shields = 200%
* Removes an additional plating
* Innate enemy penetration at 0.75 effectiveness
* Cannot ricochet
* 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

* 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
* Projectile count = 10
* Cannot ricochet
* Armor penetration = 15
* Travel speed = 6000(hitscan)
* Damage against shields = 50%
* Removes two additional plating
* Innate enemy penetration at 1.0 effectiveness
* Cannot ricochet
* Limited to the HMN Laser Cannon

###  **Fire**

Fire weapons have decent areas of effect and deal fire damage, but have reduced shield and headshot damage.

* Armor penetration = 0
* Travel speed = 900
* Damage against shields = 75%
* Headshot damage = 50%
* Projectile count = 2
* Burn for a duration of 3 seconds dealing 75/sec
* Cannot ricochet
* Limited to the Makeshift Firecannon

* Armor penetration = 0
* Travel speed = 900
* Damage against shields = 75%
* Headshot damage = 50%
* Burn for a duration of 3 seconds dealing 100/sec
* Flame lingers for 0.25 seconds
* Cannot ricochet
* Limited to the FS5 'Flametongue'

###  **Explosive**

Explosive weaponry deal high damage in large areas, but are very ineffective versus plating. (See also: Explosion Intensity)

* Armor penetration = 0
* Travel speed = 1800 - 2100
* Headshot damage = 50%
* Depending on Explosion intensity, large explosions with 700 damage and 175 radius
* Inflicts 35% slow for a duration of 1 second
* Always ricochets once, 1/6 (16.66%) chance to ricochet 2x

* Armor penetration = 0
* Travel speed = 1380 - 1680
* Headshot damage = 50%
* Inflicts 35% slow for a duration of 1 second
* Always ricochets once, 1/6 (16.66%) chance to ricochet 2x
* Armor penetration = 0
* Travel speed = 2100 - 2700
* Headshot damage = 50%
* Depending on Explosion intensity, small explosions with 420 damage and 100 radius
* Inflicts 35% slow for a duration of 1 second
* Cannot ricochet

* Follows the mouse
* This ammo type has Explosion intensity
* Unpredictable projectile path
* This ammo type has Explosion intensity

* Homes in on enemies
* This ammo type has Explosion intensity
* Armor penetration = 0
* Travel speed = 3000 - 3600
* Headshot damage = 50%
* Deal 400 - 455 area of effect damage scaling with critical and Explosion intensity
* Inflicts 35% slow for a duration of 1 second
* Cannot ricochet
* Limited to the Heavy Flak Cannon

* Armor penetration = 0
* Travel speed = 5400
* Headshot damage = 50%
* Deals equal damage to everyone in the area of effect
* Inflicts 35% slow for a duration of 1 second
* Cannot ricochet
* Limited to the Annihilator ANH-5

###  **Plasma**

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.

* Armor penetration = 100
* Travel speed = 3300
* Damage against shields = 30%
* Removes 5 additional plating and deals 100 extra damage for each
* Cannot ricochet
* Limited to the SS58 Plasma Charger

* Armor penetration = 100
* Travel speed = 3300
* Damage against shields = 30%
* Headshot damage = 200%
* Deals 300 extra damage for each plating removed
* Projectile count = 5
* Cannot ricochet
* Limited to the PSG 'Emerald Sword'

###  **S-Lightning**

S-Lightning ammo deals extreme damage, and has the ability to jump between nearby targets. Deals less damage to shields.

* Armor penetration = 0
* Shield damage = 50%
* Jump between enemies in 600 pixel range either 4, 5 or 7 times
* 4% chance for double damage
* Loses 15% damage for each enemy hit
* Limited to the 'Mjolnir' Chain LTN

* Armor penetration = 0
* Shield damage = 50%
* Jump between enemies in 600 pixel range either 4, 5 or 7 times
* 4% chance for double damage
* Gain 20% damage for each enemy hit.
* Limited to the 'Mjolnir' Chain LTN

###  **ION**

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.

* 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
* Innate enemy penetration
* Cannot ricochet
* Limited to the Ion Obliterator

* Armor penetration = 100
* Travel speed = 2700 - 3300
* Headshot damage = 50%
* Deals equal damage to everyone in the area of effect
* Inflicts 35% slow for a duration of 1 second
* Cannot ricochet
* Limited to the HIG-S Particle Cannon

###  **Fusion**

Fusion deals very high damage to shields, and fusion weapons usually improve the user's shields in some way while being used.

* Armor penetration = 10
* Travel speed = 4200
* Headshot damage = 150%
* Damage against shields = 200%
* Cannot ricochet

* Armor penetration = 10
* Travel speed = 4200
* Headshot damage = 50%
* Damage against shields = 150%
* Innate enemy penetration at 0.35 effectiveness
* Inflicts 40% slow for a duration of 0.3 - 1.5 seconds
* Cannot ricochet
* Armor penetration = 100
* Travel speed = 24000
* Headshot damage = 150%
* Damage against shields = 100%
* Innate enemy penetration at 1.0 effectiveness
* Penetrates ALL objects including walls
* Cannot ricochet
* Limited to the Liandry Rail Gun

###  **psyonic**

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.

* Armor penetration = 15
* Homing projectile
* Limited to the X512 Experimental