Magazines

## Overview

The **Magazine** Component can affect Weapon ammo count, reload speed and player run speed. All Weapons use different **Magazines**, in addition, there are two types of ammo which a **Magazine** can contain, normal and special, explained in more detail below. The first prefix of a weapon is derived from the name of the weapon. E.g "Standard Tactical Knight" with the standard magazine or "Relentless Thundering Templar" derived from the 'Relentless' magazine (70-Round Double Drum magazine, AR-platform only).

## Details

Each type of **Magazine** will perform a similar function irrespective of the Weapon it is paired with, however, as above, each Weapon requires its own unique **Magazines**, meaning a player cannot buy an Assault Rifle **Magazine** and combine it with a Heavy Assault Rifle. Pictured right is the default Assault Rifle **Magazine**, the **Vulcan STD-01 AR**. General pros and cons of each magazine type can be found below.

## Special Ammo

Although special ammo provides additional effects usually at the cost of damage, these changes cannot be subjectively considered pros and cons as their effects are largely situational. It is worth noting however that all special ammo magazines slightly reduce movement and reload speed, but less so than an extended or drummed magazine. Unless you obtain these magazines with referrals, you cannot purchase permanent versions.

#### Explosive Ammo

Each explosive round will deal 80% of the weapon's stated damage and cause a distortion effect on the target's screen, making it difficult to see. In addition, landing the killing blow on an enemy with explosive rounds will prevent them being revived by allied players using the Revival Injector Mk.1, forcing them to respawn instead.

#### Electro Ammo

Electro ammo (also known as EMP ammo) is designed as an anti-Gear and Hardsuit round, doing 90% of the stated damage to players, but 120% damage to Hardsuits, Barricades and Turrets. Additionally, the Electro ammo slows the rotation speed of a Hardsuit for 0.25 seconds per hit, but this effect does not stack. Electro rounds are especially lethal when aiming for a Hardsuit's weak point, where it will perform 10x120% damage.

#### Toxic Ammo

Toxic (or Poison) ammo performs slightly differently to other special ammo types, performing 80% damage to targets unaffected by toxins, but 100% to targets who are currently poisoned. Instead of performing this damage upfront however, the damage is applied over several seconds, and as a result this can be confusing to some players who felt they may have not died had they not been poisoned, however should a player die from poison effects, they would have died from the equivalent number of shots with normal ammo. As Toxic ammo damages players over time, it is useful to keep an enemy's health low so that it cannot start to automatically recover, allowing a team mate to pick them off should you lose sight of your target. It is also worth noting that toxic ammo will continue to damage a player who uses the Health Refill at a Weapon Depot or a Heal Injector Mk.1 until the damage over time effect runs its course.
When a player is under the effect of toxic ammunition, nearby teammates of the player will also receive a small amount of damage over time depending on how long they stand near one another. This makes Toxic ammo great for firing into groups of people.

#### Incendiary Ammo

Incendiary ammo can cause more than 100% damage to players. Functioning in a similar way to toxic ammo, each incendiary round will deal 70% of a weapon's damage up front, then an additional 40% over a few seconds, for a total of 110% damage. Unlike toxic ammo, incendiary will never deal more than 70% damage upfront, but will continue to burn for the 110% damage on multiple shots, providing a great advantage to those players who have unlocked it. By combining a Bolt Action Rifle and incendiary rounds it is also possible to instantly kill light and medium armoured players with a single body shot, making this ammo type fearsome in the hands of a skilled player.

#### Magnum Ammo

Magnum ammo improves damage and range at the cost of stability and movement speed.

## List of Magazines

A full list of **Magazines** and their statistics is forthcoming.

### Secondary Weapons

#### Breech Loaded Pistol Magazines

 Foiche INCD1 BLP
 Foiche SCTR1 BLP

## Trivia

Currently the **Magazine** Component is the only gun part which can significantly affect a weapon's damage output type. The Shotgun secondary Weapon is loaded by default from a non-detachable under-barrel tube magazine that needs to be topped up shell by shell, allowing a player to load single shells then fire them without having to completely fill the tube. When using any other **Magazine** than the default or using special ammo types, the Shotgun is converted to load detachable box magazines, allowing the player to fully replenish their rounds much faster, at the cost of being unable to load single shells if they are interrupted while reloading. The conversion adds weight, such that using any of the conversions other than the Light Magazines (which is light enough to more than counter the weight gain) will result in a penalty to run speed (the Express Magazine's run speed bonus is not enough to counter the extra weight).

## Pricing

Due to the huge number of different magazines, pricing information will be provided in the list upon completion.