Database · 9 records

Ammunition

Compare every shell by job, damage, blast radius, and its connected requisition card.

Armor-Piercing

AP
Damage 2Blast 0.15

Use against hardened bunkers, armored targets, and other high-durability objectives.

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High-Capacity HE

HCHE
Damage 1Blast 0.55

Use when a larger lethal blast matters more than the tighter impact area of standard HE.

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High-Explosive

HE
Damage 1Blast 0.25

Use as the general-purpose fragmentation round for exposed troops and ordinary soft targets.

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Pyro / Incendiary

PYRO
Damage 0Blast 1

Use to ignite a wide area and pressure targets through persistent fire rather than impact damage.

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Phosgene Gas

PGAS
Damage 1Blast 0.75

Use for lethal gas saturation and broad area denial around infantry positions.

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Star / Illumination

STAR
Damage 0Blast 0.2

Use to light the battlefield when visibility and target acquisition are the priority.

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Smoke

SMK
Damage 1Blast 1

Use to create a wide smoke screen that obscures movement and breaks lines of sight.

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Tear Gas

TGAS
Damage 1Blast 1

Use to suppress and disperse infantry across a broad impact area.

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Empty / Practice

EMPT
Damage 1Blast 1

Use as the practice payload when learning the gun without selecting a specialized effect.

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