Ammunition Items
A compact wasteland ammo reference for scavengers, traders, armorers, and anyone trying to keep a weapon fed after the bombs.
.22 LR — Tiny rimfire ammo for small pistols and varmint guns. Weak, but light, quiet, and easy to carry.
.32 Caliber — An old handgun round for worn pre-War pistols. Cheap, underpowered, and common in poor settlements.
.38 Round — A pipe-gun and revolver cartridge. Low damage, but easy to find, easy to trade, and good enough for raiders.
.44 Magnum — A heavy revolver round with serious stopping power. Favored by gunslingers, hunters, and loud problem-solvers.
.45 Auto — Reliable pistol and SMG ammo. Strong up close and often tied to military sidearms or combat pistols.
.45-70 Gov’t — A large rifle cartridge for lever-actions and heavy hunting rifles. Expensive, heavy, and brutal.
9mm Round — A light pistol round for compact pistols and SMGs. Not the strongest, but accurate and easy to stockpile.
10mm Round — A classic wasteland pistol cartridge. Stronger than 9mm and dependable enough for serious survival use.
12.7mm Round — Powerful ammo for advanced pistols and SMGs. Rare, heavy, and frightening in a compact weapon.
5mm Round — Small high-speed ammo used by miniguns. One round is weak; a thousand rounds become a storm.
5.56mm Round — Standard rifle ammo for assault rifles, service rifles, and marksman weapons. Balanced and useful.
7.62mm Round — A hard-hitting rifle round for rugged automatic rifles. Stronger than 5.56mm, but heavier.
.308 Round — Powerful rifle ammo for hunting rifles, sniper rifles, and battle rifles. Excellent at long range.
.50 Caliber — Massive anti-materiel ammo. Heavy and costly, but able to ruin armor, engines, mutants, and cover.
12 Gauge Shell — The classic shotgun shell. Devastating up close and ideal for defense, hunting, and tunnel fighting.
20 Gauge Shell — A lighter shotgun shell with less recoil and power. Useful for smaller shotguns and cheap defense.
Shotgun Slug — A single heavy shotgun projectile. Better range and armor punch, but no buckshot spread.
Magnum Shotgun Shell — A stronger shotgun load with more kick and damage. Built for large creatures and last stands.
BB — Tiny shot for BB guns. Nearly harmless against armor, but quiet, light, and useful for pests or training.
Dart — Ammo for dart guns and poison weapons. Often used to cripple legs, deliver toxins, or weaken beasts.
Railway Spike — Scrap ammo for the Railway Rifle. Crude, brutal, and famous for pinning body parts to walls.
Harpoon — A spear-like projectile for harpoon guns. Made for sea beasts, but terrifying against people too.
Flamer Fuel — Pressurized fuel for flamers. Burns fast, but clears nests, trenches, tunnels, and panic-prone enemies.
Cryo Cell — Ammo for cryogenic weapons. Freezes, slows, or locks enemies in frost before the killing blow.
Fusion Cell — Compact laser-weapon ammo. Clean, efficient, and prized by anyone using advanced pre-War weapons.
Fusion Core — A large power unit for power armor and some heavy weapons. More battery than bullet, but vital.
Electron Charge Pack — Energy ammo for advanced weapons. Less common than fusion cells and often found in military stockpiles.
Microfusion Cell — High-energy ammo for laser and plasma weapons in some regions. Valuable, technical, and sought after.
Energy Cell — Small energy ammo for laser pistols and compact devices. Easy to carry and common in old facilities.
Small Energy Cell — A lighter cell for compact laser weapons. Best for sidearms and low-power energy gear.
Microfusion Breeder — A rare self-recharging energy supply. Slow to recover, but priceless when ammo is gone.
Plasma Cartridge — Ammo for plasma pistols and rifles. Fires superheated plasma that can melt flesh, armor, and cover.
Alien Power Cell — Strange ammo for Zetan weapons. Rare, powerful, and far beyond normal wasteland manufacturing.
Alien Blaster Round — Exotic ammo for alien blasters. Tiny, deadly, and usually found near impossible places.
Gamma Round — Irradiated ammo for gamma guns. Dangerous to humans, weaker against robots and rad-resistant creatures.
Radium Rifle Round — Conventional bullets fired through radium weapons. Adds radiation exposure to normal ballistic wounds.
Mesmetron Power Cell — Specialized ammo for the Mesmetron. Used more for mind-control effects than normal killing.
Missile — Heavy explosive ammo for missile launchers. Great against groups, turrets, vehicles, and big beasts.
Mini Nuke — The Fat Man’s infamous warhead. Absurdly powerful, extremely heavy, and saved for personal apocalypse moments.
40mm Grenade — Launcher ammo for indirect fire. Clears cover, breaks barricades, and punishes clustered enemies.
25mm Grenade — A smaller grenade-launcher round. Lighter and faster than 40mm, but usually less destructive.
Frag Grenade — A common handheld explosive that throws shrapnel. Simple, deadly, and perfect for rooms or trenches.
Plasma Grenade — A high-tech explosive that bursts with plasma energy. Rare and strong against armored opponents.
Pulse Grenade — An electromagnetic grenade for robots, turrets, and power armor systems. Less useful against flesh.
Cryo Grenade — A freezing grenade that bursts into frost. Good for slowing charges and controlling crowds.
Incendiary Grenade — A fire grenade that spreads burning fuel or chemicals. Useful for nests, cover, and area denial.
Nuka Grenade — A radioactive explosive using Nuka-Cola components. Bright, dirty, powerful, and wildly unsafe.
Bottlecap Mine — A homemade mine packed with caps and explosives. Deadly, cheap, and economically insulting.
Frag Mine — A pressure-triggered shrapnel mine. Common around camps, ruins, chokepoints, and hostile settlements.
Plasma Mine — A mine that releases plasma energy. Rare, expensive, and dangerous against armor.
Pulse Mine — An anti-machine mine designed to fry electronics. Excellent against robots, turrets, and powered armor.
Cryo Mine — A freezing mine that detonates with extreme cold. Useful for traps and slowing monsters.
Dynamite — A thrown explosive common in frontier regions. Crude but effective for ambushes and demolition.
Powder Charge — Primitive explosive used by tribes and raiders. Cheap, unstable, and dangerous to everyone nearby.
C-4 Plastic Explosive — Military-grade placed explosive. Stable until detonated and prized by saboteurs.
Satchel Charge — A heavy improvised explosive bag. Excellent for doors, walls, vehicles, and bad decisions.
Cannonball — Heavy iron ammo for the Broadsider. Archaic and ridiculous, but still able to flatten raiders.
Junk — Loose scrap for weapons like the Rock-It Launcher or Junk Jet. Anything becomes ammo if fired hard enough.
Acid Soaker Ammo — Corrosive ammo for acid sprayers. Eats through armor and flesh, softening hard targets.
Paddle Ball String — Ammo for weaponized paddle balls. Mostly a novelty, but the wasteland kills with strange tools.
Syringer Ammo — Syringe projectiles carrying drugs, toxins, or experimental compounds. Used by hunters, scientists, and sadists.
Bloatfly Larva Syringe — A grotesque syringer round that implants larvae in a target. Biological and horrifying.
Berserk Syringe — A chemical load that can drive a target into a frenzy. Best for making enemies fight each other.
Pax Syringe — A calming syringer load meant to pacify targets. Useful for capture, escape, or avoiding wasted ammo.
Bleedout Syringe — A round that causes lingering damage. Best against living targets, useless against machines.
Lock Joint Syringe — A disabling load that slows or cripples movement. Good against fast melee attackers.
Radscorpion Venom Syringe — A toxin round using wasteland venom. Dirty, dangerous, and effective against organics.
Flare — A signaling round for flare guns. Useful for marking positions, not for serious combat.
Signal Grenade — A marker used to call faction support, artillery, or transport. Its value depends on who answers.
Artillery Smoke Grenade — A smoke marker for settlement artillery. Useless alone, terrifying when the guns are loaded.
Vertibird Signal Grenade — A faction marker used to call Vertibird pickup or support. More logistics tool than weapon.
Mortar Shell — Heavy ammunition for fixed launchers. Rare in personal inventories, important for settlements and battlefields.
Armor-Piercing Round — Hardened ammo made to defeat armor. Worth the cost against soldiers, robots, and power armor.
Hollow Point Round — Expanding ammo that tears through soft targets. Devastating on flesh, poor against heavy armor.
Bulk Ammo — Cheap, low-quality ammunition sold in quantity. Saves caps, but hurts accuracy, reliability, and weapon condition