Ammo Classification

Basic

 * Ball/FMJ: A solid bullet is the baseline projectile for most small arms. Depending of cartridge, ball ammo can range from either inept to very effective.
 * HP/JHP/JSP: “Hollow-point” is a generic term for any number of expanding projectiles. They have increased wounding capabilities, but usually at cost of reduced penetration.
 * GPR: General-purpose rounds are projectiles that features enhanced penetration, compared to ball rounds, and sometimes even improved wounding abilities.


 * -T: tracer rounds contain a flammable element that ignites upon firing, making the bullet’s path visible. Almost any projectile can have a tracer element. While tracer burns, it also has a chance to set flammable target on fire.
 * MATCH: Carefully crafted and loaded projectiles, offering a superior accuracy.
 * +P: Increased pressure loads for better ballistics. More +s indicate higher pressure, but this can be dangerous.

Armor Piercing

 * AP: Armor-piercing bullets are designed to penetrate hard barriers more effectively than standard solid rounds. Typically they inflicts lesser wounds than ball rounds.
 * AP+: Improved AP bullets with increased penetrating abilities.
 * AP Match: AP loading that combines robust penetration with match-grade properties.
 * AP Sniper: Identical to AP Match, but usually only found in Eastern ammunition inventories.
 * UAP: Ultra-Armor-Piercing. Rare ammunition types with extreme penetrative power.
 * APHP: Armor-piercing-hollow-point. High-dollar alternatives to the GPR.
 * SLAP/APDS: This ammunition fires a subcaliber projectile in a lightweight sabot which falls away when the bullet leaves the barrel. The result is a faster projectile with a higher cross-sectional density. This improves both range and armor penetration, but wounding abilities are usually not impressive.
 * Usually unusable with muzzle brakes due to sabot strippage. Some are prone to keyholing.
 * FLCH/APFSDS: This ammo is similar to APDS, but uses a longer, finned projectile with a smaller diameter to achieve even greater penetration.
 * Usually even poorer terminal, with few exceptions.


 * MP (Metal-piercing): Barrier-blind rounds optimized against metal covers. usually feature special geometry or high velocity.
 * FRAN: Frangible rounds are designed to shatter against hard surfaces, including thick glass and aluminum, thereby minimizing the danger of overpenetration. In terms of wounding and penetration they are roughly comparable to HP rounds.
 * AQUA: Ammunition designed for underwater use. Typically good only for underwater use, as other types aren't effective at all.
 * Usually supercavitating.
 * SUB: Subsonic ammunition has a muzzle velocity below the speed of sound, resulting in a lower sound signature and increasing the effectiveness of sound suppressors. Usually decreases ballistics of flight however.
 * HVAP: Hypervelocity rounds, achieving a very high muzzle velocity due to advanced propellant design. They are exceptionally good at penetration, wounding and accuracy, but also very loud.
 * DUPLEX/TRIPLEX/MULTIPLEX: Multi-ball rounds increase the chance of a hit by throwing more bullets at the target – similar to a shotshell, but with only a few full-caliber projectiles. Damage and range of individual bullets usually lower than usual.

Explosive/Incendiary

 * INC: A solid bullet can have a small amount of incendiary material inside. When full-caliber AP round is given an incendiary element, it effectively becomes an API, choice for anti-materiel work.
 * WP: This round spreads pieces of white phosphorus over its burst radius. The hot fragments ignite instantly on contact with air and burn anyone they hit. The burning WP also creates a cloud of thick, white smoke.
 * HE: Exploding shell filled with a high explosive. Effects may vary depending on explosive type and mass.
 * FRAG: Exploding shell, that relies primarily on fragmentation, rather than on blast. Typical for hand and UBGL grenades. Some experimental shotgun shells.
 * HE-FRAG: An especially effective combination of HE and FRAG types.
 * FAE/TB: Fuel-air and thermobaric warheads detonate aerosol clouds of volumetric slurry explosives. This results in powerful concussion and incendiary effects.
 * HEAB: An “airburst” HE warhead is fused to detonate in the air over an area of ground or close to a flying target.
 * HE-JUMP: Grenade, that "bounces" upon impact and explode mid-air, basically a cost-effective version of HEAB.
 * APHEI/MP: This rounds combines the enhanced armor penetration of AP with follow-up explosive and incendiary effects, making then ideal for anti-materiel work.
 * HEAT: Anti-armor rounds, that relies on deep penetration of shaped charge. Due to linked explosion, in also doubles as HE charge.
 * HEDP: Dual-purpose rounds combining HEAT blast and penetrating effects with increased fragmentation.
 * HEDP+: High-end version of a HEDP grenade.
 * HEHC: High-Explosive-Hollow-Charge. Identical to HEAT for gameplay purposes.
 * EFP: Brother of HEAT warheads, where explosive forms the liner into a high-velocity projectile that penetrates armor like a kinetic energy round.
 * DPICM: Dual-Purpose-Inert-Cluster-Munition.

Specialist
Niche ammo for other use or less lethal ammunition.


 * LL-SLUG: Less-Lethal Slug.
 * LL-BUCK: Less-Lethal Buckshot.
 * HPM: High-Powered-Microwave. EMP. Excellent against electronics.
 * CAN: Canister shot, turning grenade launcher into giant shotgun.
 * NUKE: Nuclear / Nuclear Isomer warheads.