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Magazines

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Overview[edit | edit source]


The Magazine Component can affect Weapon ammo count, reload speed and player run speed. All Weapons use different Magazines, in addition, there are two types of ammo which a Magazine can contain, normal and special, explained in more detail below. The first prefix of a weapon is derived from the name of the weapon. E.g "Standard Tactical Knight" with the standard magazine or "Relentless Thundering Templar" derived from the 'Relentless' magazine (70-Round Double Drum magazine, AR-platform only).

Details[edit | edit source]


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Each type of Magazine will perform a similar function irrespective of the Weapon it is paired with, however, as above, each Weapon requires its own unique Magazines, meaning a player cannot buy an Assault Rifle Magazine and combine it with a Heavy Assault Rifle. Pictured right is the default Assault Rifle Magazine, the Vulcan STD-01 AR. General pros and cons of each magazine type can be found below.


Magazine Type Pros Cons
Standard Provides average stats across the board, comes with a reciever by default. Does not provide any special attributes.
Light Increases movement speed. No negative effects.
Quick Increases reload speed. No negative effects.
Extended Increases magazine capacity. Decreases movement speed.
Express Increases reload speed and movement speed. No negative effects.
Drummed Greatly increases magazine capacity. Reduces movement speed and decreases reload speed.
Relentless Massively increases magazine capacity. Severely reduces movement speed and decreases reload speed. Reloading plays the full animation regardless of the amount of ammo used.

Special Ammo[edit | edit source]


Although special ammo provides additional effects usually at the cost of damage, these changes cannot be subjectively considered pros and cons as their effects are largely situational. It is worth noting however that all special ammo magazines slightly reduce movement and reload speed, but less so than an extended or drummed magazine. Unless you obtain these magazines with referrals, you cannot purchase permanent versions.

Explosive Ammo[edit | edit source]

Each explosive round will deal 80% of the weapon's stated damage and cause a distortion effect on the target's screen, making it difficult to see. In addition, landing the killing blow on an enemy with explosive rounds will prevent them being revived by allied players using the Revival Injector Mk.1, forcing them to respawn instead.

Electro Ammo[edit | edit source]

Electro ammo (also known as EMP ammo) is designed as an anti-Gear and Hardsuit round, doing 90% of the stated damage to players, but 120% damage to Hardsuits, Barricades and Turrets. Additionally, the Electro ammo slows the rotation speed of a Hardsuit for 0.25 seconds per hit, but this effect does not stack. Electro rounds are especially lethal when aiming for a Hardsuit's weak point, where it will perform 10x120% damage.

Toxic Ammo[edit | edit source]

Toxic (or Poison) ammo performs slightly differently to other special ammo types, performing 80% damage to targets unaffected by toxins, but 100% to targets who are currently poisoned. Instead of performing this damage upfront however, the damage is applied over several seconds, and as a result this can be confusing to some players who felt they may have not died had they not been poisoned, however should a player die from poison effects, they would have died from the equivalent number of shots with normal ammo. As Toxic ammo damages players over time, it is useful to keep an enemy's health low so that it cannot start to automatically recover, allowing a team mate to pick them off should you lose sight of your target. It is also worth noting that toxic ammo will continue to damage a player who uses the Health Refill at a Weapon Depot or a Heal Injector Mk.1 until the damage over time effect runs its course. When a player is under the effect of toxic ammunition, nearby teammates of the player will also receive a small amount of damage over time depending on how long they stand near one another. This makes Toxic ammo great for firing into groups of people.

Incendiary Ammo[edit | edit source]

Incendiary ammo can cause more than 100% damage to players. Functioning in a similar way to toxic ammo, each incendiary round will deal 70% of a weapon's damage up front, then an additional 40% over a few seconds, for a total of 110% damage. Unlike toxic ammo, incendiary will never deal more than 70% damage upfront, but will continue to burn for the 110% damage on multiple shots, providing a great advantage to those players who have unlocked it. By combining a Bolt Action Rifle and incendiary rounds it is also possible to instantly kill light and medium armoured players with a single body shot, making this ammo type fearsome in the hands of a skilled player.

Magnum Ammo[edit | edit source]

Magnum ammo improves damage and range at the cost of stability and movement speed.

List of Magazines[edit | edit source]


A full list of Magazines and their statistics is forthcoming.

Primary Weapons[edit | edit source]



Assault Rifle Magazines[edit | edit source]

Image / Name Magazine Capacity Ammo Capacity Reload Speed Run Speed Note
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Vulcan STD-01 AR Standard
30 120 0 0 Standard-issue magazine provides no stat modification.
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Vulcan STD-02L AR Light
30 120 0 +0.09 Light magazines increase run speed.
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Vulcan STD-03Q AR Quick
30 120 -0.55s 0 Quick magazines greatly increase reload speed.
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Vulcan STD-04XL AR Extended
40 160 0 -0.09 Extended magazines extend ammo capacity, but decrease run speed.
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Foiche XPL1 AR Explosive
30 120 +0.02s -0.02 Explosive magazines jar the target's vision and prevent them from being revived if killed. Deals 80% damage and jars the target's vision. If a target is killed with explosive ammo, it will prevent them from being revived.
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Vulcan STD-05E AR Express
30 120 -0.31s +0.04 Express magazines increase reload and run speeds.
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Foiche ELEC1 AR Electro
30 120 +0.02s -0.02 Electro magazines deal slightly less damage to players, and slightly increased damage to mechanical targets. Does 90% base damage to normal targets. Does additional 20% base damage to Hardsuits, Turrets, Barricades and players affected by stun, EMP and digi effects. Additionally slows the rotation speed of the Hardsuit for .25 seconds (does not stack).
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Vulcan DRM-01 AR Drummed
50 200 +0.41s -0.35 Drummed magazines significantly increase ammo capacity, but greatly reduce reload and run speed.
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Foiche TOX1 AR Toxic
30 120 +0.02s -0.02 Toxic magazines deal periodic damage and obscure the target's vision. Obscures target's vision. Deals 80% total damage to unaffected targets, and 100% total damage to targets already suffering from toxic effects. Half of the total damage is delivered up front, and the remaining half over several seconds.
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Foiche INCD1 AR Incendiary
30 120 +0.02s -0.02 Incendiary magazines deal periodic damage. Deals 110% total damage, 70% damage up front, and another 40% over several seconds.
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Vulcan DRM-02X AR Relentless
70 280 +0.56s -0.59 Relentless magazines significantly increase ammo capacity, but greatly reduce reload and run speed. Holds more ammo than the single drum magazine, but reloads very slowly and reduces your run speed considerably.

Submachine Gun Magazines[edit | edit source]

Image / Name Magazine Capacity Ammo Capacity Reload Speed Run Speed Note
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Vulcan STD-01 S
30 120 0 0 Standard-issue magazine provides no stat modification.
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Vulcan STD-02L S
30 120 0 +0.10 Light magazines increase run speed.
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Vulcan STD-03Q S
30 120 -0.62s 0 Quick magazines greatly increase reload speed.
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Vulcan STD-04XL S
45 180 0 -0.10 Extended magazines extend ammo capacity, but decrease run speed.
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Foiche XPL1 S
30 120 +0.02s -0.03 Explosive magazins jar the target's vision and prevent them from being revived if killed. Deals 80% damage and jars the target's vision. If a target is killed with explosive ammo, it will prevent them from being revived.
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Vulcan STD-05E S
30 120 -0.35s +0.05 Express magazines increase reload and run speeds.
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Foiche ELEC1 S
30 120 +0.02s -0.03 Electro magazines deal slightly less damage to players, and slightly increased damage to mechanical targets. Does 90% base damage to normal targets. Does additional 20% base damage to Hardsuits, Turrets, Barricades and players affected by stun, EMP and digi effects. Additionally slows the rotation speed of the Hardsuit for .25 seconds (does not stack).
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Foiche TOX1 S
30 120 +0.02s -0.03 Toxic magazines deal periodic damage and obscure the target's vision. Obscures target's vision. Deals 80% total damage to unaffected targets, and 100% total damage to targets already suffering from toxic effects. Half of the total damage is delivered up front, and the remaining half over several seconds.
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Foiche INCD1 S
30 120 +0.03s -0.03 Incendiary magazines deal periodic damage. Deals 110% total damage, 70% damage up front, and another 40% over several seconds.


Burst Rifle Magazines[edit | edit source]

Image / Name Magazine Capacity Ammo Capacity Reload Speed Run Speed Note
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Vulcan STD-01 BR
30 120 0 0 Standard-issue magazine provides no stat modification.
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Vulcan STD-02L BR
30 120 0 +0.10 Light magazines increase run speed.
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Vulcan STD-03Q BR
30 120 -0.72s 0 Quick magazines greatly increase reload speed.
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Vulcan STD-04XL BR
40 160 0 -0.06 Extended magazines extend ammo capacity, but decrease run speed.
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Foiche XPL1 BR
30 120 +0.03s -0.02 Explosive magazines jar the target's vision and prevent them from being revived if killed. Deals 80% damage and jars the target's vision. If a target is killed with explosive ammo, it will prevent them from being revived.
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Vulcan STD-05E BR
30 120 -0.41s +0.06 Express magazines increase reload and run speeds.
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Foiche ELEC1 BR
30 120 +0.03s -0.02 Electro magazines deal slightly less damage to players, and slightly increased damage to mechanical targets. Does 90% base damage to normal targets. Does additional 20% base damage to Hardsuits, Turrets, Barricades and players affected by stun, EMP and digi effects. Additionally slows the rotation speed of the Hardsuit for .25 seconds (does not stack).
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Foiche TOX1 BR
30 120 +0.03s -0.02 Toxic magazines deal periodic damage and obscure the target's vision. Obscures target's vision. Deals 80% total damage to unaffected targets, and 100% total damage to targets already suffering from toxic effects. Half of the total damage is delivered up front, and the remaining half over several seconds.
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Foiche INCD1 BR
30 120 +0.03s -0.02 Incendiary magazines deal periodic damage. Deals 110% total damage, 70% damage up front, and another 40% over several seconds.


Heavy Assault Rifle Magazines[edit | edit source]

Image / Name Magazine Capacity Ammo Capacity Reload Speed Run Speed Note
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Vulcan STD-01 HAR
22 88 0 0 Standard-issue magazine provides no stat modification.
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Vulcan STD-02L HAR
22 88 0 +0.12 Light magazines increase run speed.
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Vulcan STD-03Q HAR
22 88 -0.59s 0 Quick magazines greatly increase reload speed.
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Vulcan STD-04XL HAR
30 120 0 -012 Extended magazines extend ammo capacity, but decrease run speed.
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Vulcan STD-05E HAR
22 88 -0.39s +0.06 Express magazines increase reload and run speeds.
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Foiche XPL1 HAR
22 88 +0.02s -0.03 Explosive magazins jar the target's vision and prevent them from being revived if killed. Deals 80% damage and jars the target's vision. If a target is killed with explosive ammo, it will prevent them from being revived.
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Vulcan STD-05E HAR
22 88 -0.31s +0.04 Express magazines increase reload and run speeds.
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Foiche ELEC1 HAR
22 88 +0.02s -0.03 Electro magazines deal slightly less damage to players, and slightly increased damage to mechanical targets. Does 90% base damage to normal targets. Does additional 20% base damage to Hardsuits, Turrets, Barricades and players affected by stun, EMP and digi effects. Additionally slows the rotation speed of the Hardsuit for .25 seconds (does not stack).
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Foiche TOX1 HAR
22 88 +0.02s -0.03 Toxic magazines deal periodic damage and obscure the target's vision. Obscures target's vision. Deals 80% total damage to unaffected targets, and 100% total damage to targets already suffering from toxic effects. Half of the total damage is delivered up front, and the remaining half over several seconds.
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Foiche INCD1 HAR
22 88 +0.03s -0.03 Incendiary magazines deal periodic damage. Deals 110% total damage, 70% damage up front, and another 40% over several seconds.


Combat Rifle Magazines[edit | edit source]

Image / Name Magazine Capacity Ammo Capacity Reload Speed Run Speed Note
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Vulcan STD-01 C
10 40 0 0 Standard-issue magazine provides no stat modification.
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Vulcan STD-02L C
10 40 0 +0.10 Light magazines increase run speed.
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Vulcan STD-03Q C
10 40 -0.54s 0 Quick magazines greatly increase reload speed.
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Vulcan STD-04XL C
13 52 0 -0.10 Extended magazines extend ammo capacity, but decrease run speed.
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Foiche XPL1 C
10 40 +0.02s -0.02 Explosive magazines jar the target's vision and prevent them from being revived if killed. Deals 80% damage and jars the target's vision. If a target is killed with explosive ammo, it will prevent them from being revived.
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Vulcan STD-05E C
10 40 -0.30s +0.05 Express magazines increase reload and run speeds.
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Foiche ELEC1 C
10 40 +0.02s -0.02 Electro magazines deal slightly less damage to players, and slightly increased damage to mechanical targets. Does 90% base damage to normal targets. Does additional 20% base damage to Hardsuits, Turrets, Barricades and players affected by stun, EMP and digi effects. Additionally slows the rotation speed of the Hardsuit for .25 seconds (does not stack).
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Foiche TOX1 C
10 40 +0.02s -0.02 Toxic magazines deal periodic damage and obscure the target's vision. Obscures target's vision. Deals 80% total damage to unaffected targets, and 100% total damage to targets already suffering from toxic effects. Half of the total damage is delivered up front, and the remaining half over several seconds.
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Foiche INCD1 C
10 40 +0.03s -0.02 Incendiary magazines deal periodic damage. Deals 110% total damage, 70% damage up front, and another 40% over several seconds.


Light Machine Gun Magazines[edit | edit source]

Image / Name Magazine Capacity Ammo Capacity Reload Speed Run Speed Note
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ArmCom H15-BELT
80 240 0 0 Standard-issue magazine provides no stat modification.
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Foiche XPL1-BELT
80 240 +0.04s -0.02 Explosive magazines jar the target's vision and prevent them from being revived if killed. Deals 80% damage and jars the target's vision. If a target is killed with explosive ammo, it will prevent them from being revived.
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ArmCom H35-QUICK
80 240 -3.34 -0.10 Quick magazines greatly increase reload speed.
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Foiche ELEC1-BELT
80 240 +0.04s -0.02 Electro magazines deal slightly less damage to players, and slightly increased damage to mechanical targets. Does 90% base damage to normal targets. Does additional 20% base damage to Hardsuits, Turrets, Barricades and players affected by stun, EMP and digi effects. Additionally slows the rotation speed of the Hardsuit for .25 seconds (does not stack).
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Foiche TOX1-BELT
80 240 +0.04s -0.02 Toxic magazines deal periodic damage and obscure the target's vision. Obscures target's vision. Deals 80% total damage to unaffected targets, and 100% total damage to targets already suffering from toxic effects. Half of the total damage is delivered up front, and the remaining half over several seconds.
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Foiche INCD1-BELT
80 240 +0.06s -0.02 Incendiary magazines deal periodic damage. Deals 110% total damage, 70% damage up front, and another 40% over several seconds.


Bolt-Action Rifle Magazines[edit | edit source]

Image / Name Magazine Capacity Ammo Capacity Reload Speed Run Speed Note
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Vulcan STD-01 BA
5 20 0 0 Standard-issue magazine provides no stat modification.
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Vulcan STD-02L BA
5 20 0 +0.10 Light magazines increase run speed.
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Vulcan STD-03Q BA
5 20 -0.61s 0 Quick magazines greatly increase reload speed.
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Foiche XPL1 BA
5 20 +0.03s -0.02 Explosive magazines jar the target's vision and prevent them from being revived if killed. Deals 80% damage and jars the target's vision. If a target is killed with explosive ammo, it will prevent them from being revived.
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Foiche ELEC1 BA
5 20 +0.03s -0.02 Electro magazines deal slightly less damage to players, and slightly increased damage to mechanical targets. Does 90% base damage to normal targets. Does additional 20% base damage to Hardsuits, Turrets, Barricades and players affected by stun, EMP and digi effects. Additionally slows the rotation speed of the Hardsuit for .25 seconds (does not stack).
Error creating thumbnail: File missing

Vulcan STD-04XL BA
8 32 0 -0.10 Extended magazines extend ammo capacity, but decrease run speed.
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Foiche TOX1 BA
5 20 +0.03s -0.02 Toxic magazines deal periodic damage and obscure the target's vision. Obscures target's vision. Deals 80% total damage to unaffected targets, and 100% total damage to targets already suffering from toxic effects. Half of the total damage is delivered up front, and the remaining half over several seconds.
Error creating thumbnail: File missing

Vulcan STD-05E BA
5 20 -0.57s +0.05 Express magazines increase reload and run speeds.
Error creating thumbnail: File missing

Foiche INCD1 BA
5 20 +0.04s -0.02 Incendiary magazines deal periodic damage. Deals 110% total damage, 70% damage up front, and another 40% over several seconds.


Secondary Weapons[edit | edit source]



Shotgun Magazines[edit | edit source]

Image / Name Magazine Capacity Ammo Capacity Reload Speed Run Speed Note
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Vulcan STD-01 SG
8 32 0 0 Standard-issue magazine provides no stat modification.
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Foiche XPL1 SG
8 32 +0.02s -0.07 Explosive magazins jar the target's vision and prevent them from being revived if killed. Deals 80% damage and jars the target's vision. If a target is killed with explosive ammo, it will prevent them from being revived.
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Vulcan STD-02L SG
8 32 0 +0.09 Light magazines increase run speed.
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Vulcan STD-03Q SG
8 32 -0.55s -0.05 Quick magazines greatly increase reload speed.
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Vulcan STD-04XL SG
12 48 0 -0.18 Extended magazines extend ammo capacity, but decrease run speed.
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Foiche ELEC1 SG
8 32 +0.02s -0.07 Electro magazines deal slightly less damage to players, and slightly increased damage to mechanical targets. Does 90% base damage to normal targets. Does additional 20% base damage to Hardsuits, Turrets, Barricades and players affected by stun, EMP and digi effects. Additionally slows the rotation speed of the Hardsuit for .25 seconds (does not stack).
Error creating thumbnail: File missing

Foiche TOX1 SG
8 32 +0.02s -0.07 Toxic magazines deal periodic damage and obscure the target's vision. Obscures target's vision. Deals 80% total damage to unaffected targets, and 100% total damage to targets already suffering from toxic effects. Half of the total damage is delivered up front, and the remaining half over several seconds.
Error creating thumbnail: File missing

Vulcan STD-05E SG
8 32 -0.31s -0.09 Express magazines increase reload and run speeds.
Error creating thumbnail: File missing

Foiche INCD1 SG
8 32 +0.02s -0.07 Incendiary magazines deal periodic damage. Deals 110% total damage, 70% damage up front, and another 40% over several seconds.
Error creating thumbnail: File missing

Vulcan DRM-01 SG
16 64 -0.10s -0.44 Drummed magazines significantly increase ammo capacity, but greatly reduce reload and run speed.


Breech Loaded Pistol Magazines[edit | edit source]

Image / Name Magazine Capacity Ammo Capacity Reload Speed Run Speed Note
Foiche XPL1 BLP.jpg
Foiche XPL1 BLP
1 2 0 0 Detonates on a small delay after hitting the target. Explosion deals damage to a small area surrounding the target.
Foiche INCD1 BLP.jpg
Foiche INCD1 BLP
1 2 0 0 Incendiary deals intense thermal damage over several seconds. Effective against infantry and armored vehicles.
Foiche SCTR1 BLP.jpg
Foiche SCTR1 BLP
1 2 0 0 Fires a large number of small projectiles in a scatter pattern from the weapon in a single shot.


Snub 260 Magazines[edit | edit source]

Image / Name Magazine Capacity Ammo Capacity Reload Speed Run Speed Damage Note
Snub260 Standard Cylinder.jpg
Standard Cylinder
8 32 0 0 93 Standard 8 shot cylinder for the Snub Nose.
Snub260 Precision Cylinder.jpg
Precision Cylinder
6 24 0 0 93 A revolver Cylinder weighted and bored with accuracy in mind. Reduces recoil and provides extra range.
Snub260 High Caliber Cylinder.jpg
High Caliber Cylinder
5 20 0 0 125 A cylinder designed to carry heavier rounds delivering more damage at the cost of increased recoil.
Snub260 Standard Cylinder.jpg
Foiche INCD1 Snub
8 32 0 0 93 Deals 110% total damage. 70% damage up front, and another 40% over several seconds.
Snub260 Standard Cylinder.jpg
Foiche ELEC1 Snub
8 32 0 0 93 Does 90% base damage to normal targets. Does additional 20% base damage to Hardsuits, Turrets, Barricades and players affected by stun, EMP and digi effects. Additionally slows the rotation of the Hardsuit for 0.25 seconds (does not stack).
Snub260 Standard Cylinder.jpg
Foiche XPL1 Snub
8 32 0 0 93 Does 80% damage and jars the target's vision. If a target is killed with explosive ammo, it will prevent them from being revived.
Snub260 Standard Cylinder.jpg
Foiche TOX1 Snub
8 32 0 0 93 Obscures target's vision. Deals 80% total damage to unaffected targets, and 100% total damage to targets already suffering from toxic effects. Half of the total damage is delivered up front, and the remaining half over several seconds.
Snub260 Standard Cylinder.jpg
Foiche MAG1 Snub
8 32 0 -0.10 100 Improves damage, and range at the cost of stability and movement speed.


Trivia[edit | edit source]


Currently the Magazine Component is the only gun part which can significantly affect a weapon's damage output type. The Shotgun secondary Weapon is loaded by default from a non-detachable under-barrel tube magazine that needs to be topped up shell by shell, allowing a player to load single shells then fire them without having to completely fill the tube. When using any other Magazine than the default or using special ammo types, the Shotgun is converted to load detachable box magazines, allowing the player to fully replenish their rounds much faster, at the cost of being unable to load single shells if they are interrupted while reloading. The conversion adds weight, such that using any of the conversions other than the Light Magazines (which is light enough to more than counter the weight gain) will result in a penalty to run speed (the Express Magazine's run speed bonus is not enough to counter the extra weight).

Pricing[edit | edit source]


Due to the huge number of different magazines, pricing information will be provided in the list upon completion.