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  1. The Journey around Post-war America
  2. Lore

Ammunition Items of Post War America

Ammunition Items

A compact wasteland ammo reference for scavengers, traders, armorers, and anyone trying to keep a weapon fed after the bombs.

  1. .22 LR — Tiny rimfire ammo for small pistols and varmint guns. Weak, but light, quiet, and easy to carry.

  2. .32 Caliber — An old handgun round for worn pre-War pistols. Cheap, underpowered, and common in poor settlements.

  3. .38 Round — A pipe-gun and revolver cartridge. Low damage, but easy to find, easy to trade, and good enough for raiders.

  4. .44 Magnum — A heavy revolver round with serious stopping power. Favored by gunslingers, hunters, and loud problem-solvers.

  5. .45 Auto — Reliable pistol and SMG ammo. Strong up close and often tied to military sidearms or combat pistols.

  6. .45-70 Gov’t — A large rifle cartridge for lever-actions and heavy hunting rifles. Expensive, heavy, and brutal.

  7. 9mm Round — A light pistol round for compact pistols and SMGs. Not the strongest, but accurate and easy to stockpile.

  8. 10mm Round — A classic wasteland pistol cartridge. Stronger than 9mm and dependable enough for serious survival use.

  9. 12.7mm Round — Powerful ammo for advanced pistols and SMGs. Rare, heavy, and frightening in a compact weapon.

  10. 5mm Round — Small high-speed ammo used by miniguns. One round is weak; a thousand rounds become a storm.

  11. 5.56mm Round — Standard rifle ammo for assault rifles, service rifles, and marksman weapons. Balanced and useful.

  12. 7.62mm Round — A hard-hitting rifle round for rugged automatic rifles. Stronger than 5.56mm, but heavier.

  13. .308 Round — Powerful rifle ammo for hunting rifles, sniper rifles, and battle rifles. Excellent at long range.

  14. .50 Caliber — Massive anti-materiel ammo. Heavy and costly, but able to ruin armor, engines, mutants, and cover.

  15. 12 Gauge Shell — The classic shotgun shell. Devastating up close and ideal for defense, hunting, and tunnel fighting.

  16. 20 Gauge Shell — A lighter shotgun shell with less recoil and power. Useful for smaller shotguns and cheap defense.

  17. Shotgun Slug — A single heavy shotgun projectile. Better range and armor punch, but no buckshot spread.

  18. Magnum Shotgun Shell — A stronger shotgun load with more kick and damage. Built for large creatures and last stands.

  19. BB — Tiny shot for BB guns. Nearly harmless against armor, but quiet, light, and useful for pests or training.

  20. Dart — Ammo for dart guns and poison weapons. Often used to cripple legs, deliver toxins, or weaken beasts.

  21. Railway Spike — Scrap ammo for the Railway Rifle. Crude, brutal, and famous for pinning body parts to walls.

  22. Harpoon — A spear-like projectile for harpoon guns. Made for sea beasts, but terrifying against people too.

  23. Flamer Fuel — Pressurized fuel for flamers. Burns fast, but clears nests, trenches, tunnels, and panic-prone enemies.

  24. Cryo Cell — Ammo for cryogenic weapons. Freezes, slows, or locks enemies in frost before the killing blow.

  25. Fusion Cell — Compact laser-weapon ammo. Clean, efficient, and prized by anyone using advanced pre-War weapons.

  26. Fusion Core — A large power unit for power armor and some heavy weapons. More battery than bullet, but vital.

  27. Electron Charge Pack — Energy ammo for advanced weapons. Less common than fusion cells and often found in military stockpiles.

  28. Microfusion Cell — High-energy ammo for laser and plasma weapons in some regions. Valuable, technical, and sought after.

  29. Energy Cell — Small energy ammo for laser pistols and compact devices. Easy to carry and common in old facilities.

  30. Small Energy Cell — A lighter cell for compact laser weapons. Best for sidearms and low-power energy gear.

  31. Microfusion Breeder — A rare self-recharging energy supply. Slow to recover, but priceless when ammo is gone.

  32. Plasma Cartridge — Ammo for plasma pistols and rifles. Fires superheated plasma that can melt flesh, armor, and cover.

  33. Alien Power Cell — Strange ammo for Zetan weapons. Rare, powerful, and far beyond normal wasteland manufacturing.

  34. Alien Blaster Round — Exotic ammo for alien blasters. Tiny, deadly, and usually found near impossible places.

  35. Gamma Round — Irradiated ammo for gamma guns. Dangerous to humans, weaker against robots and rad-resistant creatures.

  36. Radium Rifle Round — Conventional bullets fired through radium weapons. Adds radiation exposure to normal ballistic wounds.

  37. Mesmetron Power Cell — Specialized ammo for the Mesmetron. Used more for mind-control effects than normal killing.

  38. Missile — Heavy explosive ammo for missile launchers. Great against groups, turrets, vehicles, and big beasts.

  39. Mini Nuke — The Fat Man’s infamous warhead. Absurdly powerful, extremely heavy, and saved for personal apocalypse moments.

  40. 40mm Grenade — Launcher ammo for indirect fire. Clears cover, breaks barricades, and punishes clustered enemies.

  41. 25mm Grenade — A smaller grenade-launcher round. Lighter and faster than 40mm, but usually less destructive.

  42. Frag Grenade — A common handheld explosive that throws shrapnel. Simple, deadly, and perfect for rooms or trenches.

  43. Plasma Grenade — A high-tech explosive that bursts with plasma energy. Rare and strong against armored opponents.

  44. Pulse Grenade — An electromagnetic grenade for robots, turrets, and power armor systems. Less useful against flesh.

  45. Cryo Grenade — A freezing grenade that bursts into frost. Good for slowing charges and controlling crowds.

  46. Incendiary Grenade — A fire grenade that spreads burning fuel or chemicals. Useful for nests, cover, and area denial.

  47. Nuka Grenade — A radioactive explosive using Nuka-Cola components. Bright, dirty, powerful, and wildly unsafe.

  48. Bottlecap Mine — A homemade mine packed with caps and explosives. Deadly, cheap, and economically insulting.

  49. Frag Mine — A pressure-triggered shrapnel mine. Common around camps, ruins, chokepoints, and hostile settlements.

  50. Plasma Mine — A mine that releases plasma energy. Rare, expensive, and dangerous against armor.

  51. Pulse Mine — An anti-machine mine designed to fry electronics. Excellent against robots, turrets, and powered armor.

  52. Cryo Mine — A freezing mine that detonates with extreme cold. Useful for traps and slowing monsters.

  53. Dynamite — A thrown explosive common in frontier regions. Crude but effective for ambushes and demolition.

  54. Powder Charge — Primitive explosive used by tribes and raiders. Cheap, unstable, and dangerous to everyone nearby.

  55. C-4 Plastic Explosive — Military-grade placed explosive. Stable until detonated and prized by saboteurs.

  56. Satchel Charge — A heavy improvised explosive bag. Excellent for doors, walls, vehicles, and bad decisions.

  57. Cannonball — Heavy iron ammo for the Broadsider. Archaic and ridiculous, but still able to flatten raiders.

  58. Junk — Loose scrap for weapons like the Rock-It Launcher or Junk Jet. Anything becomes ammo if fired hard enough.

  59. Acid Soaker Ammo — Corrosive ammo for acid sprayers. Eats through armor and flesh, softening hard targets.

  60. Paddle Ball String — Ammo for weaponized paddle balls. Mostly a novelty, but the wasteland kills with strange tools.

  61. Syringer Ammo — Syringe projectiles carrying drugs, toxins, or experimental compounds. Used by hunters, scientists, and sadists.

  62. Bloatfly Larva Syringe — A grotesque syringer round that implants larvae in a target. Biological and horrifying.

  63. Berserk Syringe — A chemical load that can drive a target into a frenzy. Best for making enemies fight each other.

  64. Pax Syringe — A calming syringer load meant to pacify targets. Useful for capture, escape, or avoiding wasted ammo.

  65. Bleedout Syringe — A round that causes lingering damage. Best against living targets, useless against machines.

  66. Lock Joint Syringe — A disabling load that slows or cripples movement. Good against fast melee attackers.

  67. Radscorpion Venom Syringe — A toxin round using wasteland venom. Dirty, dangerous, and effective against organics.

  68. Flare — A signaling round for flare guns. Useful for marking positions, not for serious combat.

  69. Signal Grenade — A marker used to call faction support, artillery, or transport. Its value depends on who answers.

  70. Artillery Smoke Grenade — A smoke marker for settlement artillery. Useless alone, terrifying when the guns are loaded.

  71. Vertibird Signal Grenade — A faction marker used to call Vertibird pickup or support. More logistics tool than weapon.

  72. Mortar Shell — Heavy ammunition for fixed launchers. Rare in personal inventories, important for settlements and battlefields.

  73. Armor-Piercing Round — Hardened ammo made to defeat armor. Worth the cost against soldiers, robots, and power armor.

  74. Hollow Point Round — Expanding ammo that tears through soft targets. Devastating on flesh, poor against heavy armor.

  75. Bulk Ammo — Cheap, low-quality ammunition sold in quantity. Saves caps, but hurts accuracy, reliability, and weapon condition