Combat Extended Wiki
Advertisement

There are 6 types of ammo for the rifle, they are made at a loading table.

Ammo Type Required Materials Description
Full Metal Jacket (FMJ) 21-6 steel per 500 Shots This ammo type is a middle ground between hollow point and armor piercing.
Hollow Point (HP) 21-6 steel per 500 Shots This ammo type has higher damage at the cost of armor penetration. It is useful for hunting animals and early raids, and is most effective against unarmored targets.
Armor Piercing (AP) 26-7 steel per 500 shots This ammo type, as the name suggests, has a high penetration value, but some of the lowest damage. A few pawns should have this equipped in case of a heavily armored enemy.
Armor Piercing Incendiary (AP-I) 12-46 steel and 1-4 prometheum per 500 This ammo type has, like the aforementioned armor piercing a high armor penetration, but it also has the bonus of doing burn damage after penetrating. This makes it a better choice over regular armor piercing if acquiring prometheum is not an issue.
High explosive (HE) 12-76 steel and 7-13 FSX per 500 This ammo type has the perk of doing more damage against buildables (Walls, barricades, etc) but it also does more damage than AP-I against foes, at the cost of penetration*1. It still is a good choice if your opponents aren't wearing that much armor yet and acquiring FSX is not an issue.
Armor Piercing discarding sabot (SABOT) 8-50 steel, 2-8 uranium and 2-8 chemfuel This ammo type has the highest armor penetration of all the ammo depicted here, however, it also has the lowest damage, even lower than AP. You can use this in conjunction with the called shots feature to always guarantee headshots, regardless of head armor*2.

All ammo loaded (crafted) at loading bench.

*1 Unless you have the AP-HE variant of the round, which is only available to the TAC50.

*2 Depends on the caliber.


Advertisement