History Main / UniversalAmmunition

21st Sep '17 10:07:14 PM TheWildWestPyro
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* One weird example is the Destroyer Carbine, chambered for the 9x23mm Largo pistol cartridge. This carbine was developed in Spain for police use. It was a bolt-action weapon whose action was basically that of a scaled-down Mauser 1893 rifle (not the WWI Mauser Gewehr 98 or the K98 we usually see, as the 1893 Mauser bolt cocked upon closing, whereas the G98 and K98 bolts cocked on opening) and fed by the six-round or ten-round magazines used by the Bergmann-Bayard Pistols employed by said Spanish Police units. So the average Spanish cop after 1921 was usually armed with both a pistol and a carbine chambered for the same ammo. In 1976, the Destroyer was no longer produced, having been slowly replaced by the Star Z-62, also chambered for 9x23mm Largo. Picking on cops in Spain tends to be BullyingTheDragon.

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* One weird example is the Destroyer Carbine, chambered for the 9x23mm Largo pistol cartridge. This carbine was developed in Spain for police use. It was a bolt-action weapon whose action was basically that of a scaled-down Mauser 1893 rifle (not the WWI Mauser Gewehr 98 or the K98 we usually see, as the 1893 Mauser bolt cocked upon closing, whereas the G98 and K98 bolts cocked on opening) and fed by the six-round or ten-round magazines used by the Bergmann-Bayard Pistols employed by said Spanish Police units. So the average Spanish cop after 1921 was usually armed with both a pistol and a carbine chambered for the same ammo. In 1976, the Destroyer was no longer produced, having been slowly replaced by the Star Z-62, also chambered for 9x23mm Largo. Picking on cops in Spain tends to be BullyingTheDragon.BullyingTheDragon, as their police force have a ''very'' long history of ending political violence in the streets.
21st Sep '17 9:26:29 PM Vinderzlow
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** Even more glaring is that some Strogg weapons (namely the nailgun) use physical projectiles, as opposed to plasma/generic energy, so you couldn't even say the ammo's powering the gun's internal generator, unless its also somehow used to fuel a [[Franchise/StarTrek replicator]] stored in the gun.
18th Sep '17 2:01:26 PM Kadorhal
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*** Inverted in the case of the TMP as compared to the handguns. An actual Steyer TMP fires standard 9x19mm Parabellum rounds but the in-game TMP uses its own rounds separate from the game's 9x19mm ammunition.

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*** Inverted in the case of the TMP as compared to the handguns. An actual Steyer Steyr TMP fires standard 9x19mm Parabellum rounds rounds, the same as what the ammo pickups for the handguns identifies them as firing, but the in-game TMP uses its own rounds separate from those for the game's 9x19mm ammunition.handguns. This is justified with the series' catch-all HandWave that the rounds for your TMP are "custom".



** The TMP, meanwhile, has its own unique ammo that, despite being identified as the same caliber, cannot be used in any of the pistols; this is justified with the catch-all series HandWave that the 9mm rounds for your TMP are "Custom."
16th Sep '17 1:33:27 AM Kadorhal
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** ''[[VideoGame/ModernWarfare Call of Duty 4]]'' changed this around and would allow you to take ammo from any dropped weapon if it fired the same kind of bullet as what you already had, and if it isn't already the exact same gun you're using, the gun itself would stay on the ground in case you wanted to swap for it. You can also increase the amount of maximum ammo for a gun by carrying another one that fires the same kind of bullet (such as the 5.56x45mm M16, M4, and/or [=G36C=], which falls into this when you're using two guns that are clearly ''not'' using the same magazines). Multiplayer here and singleplayer in later games is a bit stricter, where you can only take ammo from another gun if it's the same base model (i.e. an M4 with any attachment[s] would give ammo to any other M4, but not to an M16; this is usually not very limiting in singleplayer, however, as the player's starting gun usually has more attachments and reserve ammo than is normally possible or even necessary to complete the level, and anything you could replace it with would get more ammo from every enemy or ally that dies during the level).

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** ''[[VideoGame/ModernWarfare Call of Duty 4]]'' changed this around and would allow you to take ammo from any dropped weapon if it fired the same kind of bullet as what you already had, and if it isn't already the exact same gun you're using, the gun itself would stay on the ground in case you wanted to swap for it. You can also increase the amount of maximum ammo for a gun by carrying another one that fires the same kind of bullet (such as the 5.56x45mm M16, M4, and/or [=G36C=], which falls into this when you're using two guns that are clearly ''not'' using the same magazines). Multiplayer here and singleplayer in later games is a bit stricter, where attachment differences don't matter, but what type of gun it is does - e.g. you can only could get ammo for your M4 with grenade launcher from dropped M4s with a red dot, an ACOG, or nothing on it, but would be shit out of luck trying to take ammo from another gun if it's an M16, even one with the same base model (i.e. an M4 with any attachment[s] would give ammo to any other M4, but not to an M16; grenade launcher attached. In singleplayer this is usually not isn't very limiting in singleplayer, however, as for the player's starting most part, as you either have the same gun all your RedShirt allies have (thus allowing you to replenish yourself from dead allies) or a unique gun with a ridiculous amount of ammo (the silenced ACR with a red dot sight and heartbeat sensor from the ''[=MW2=]'' mission "Cliffhanger" holds more than '''1,200''' bullets in reserve, enough for forty full magazines in reality), and enemies usually has more attachments and reserve only have two or three guns they can spawn with in a mission, allowing you to easily replenish your ammo than is normally possible or even necessary to complete the level, and anything you could replace it with would get more ammo from every enemy or ally that dies during the level).for a stolen gun.



* In ''VideoGame/FarCry'', the [=MP5=] and P90 use the same ammo, with boxed "SMG" ammo found in the game having "9x19" written on it. Right ammo for the [=MP5=], but absolutely wrong for the 5.7x28mm P90.

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* In ''VideoGame/FarCry'', ''VideoGame/FarCry1'', the [=MP5=] and P90 use the same ammo, with boxed "SMG" ammo found in the game having "9x19" written on it. Right ammo for the [=MP5=], but absolutely wrong for the 5.7x28mm P90.



** Most ridiculously, in ''Far Cry 2'' "flame" ammo is shown as a gas can, which can somehow morph into ammunition for a flaregun.

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** Most ridiculously, in ''Far Cry 2'' "flame" ammo is shown as a small gas can, which can somehow morph into ammunition for a flaregun.



* The primary and secondary weapons of ''VideoGame/{{PAYDAY 2}}'' use separate ammunition pools, but ammunition pickups restore ammo for almost all weapons (though different weapons and ammo types replenish at different rates; a box of ammo from a dead street cop will probably give you three or five bullets for your assault rifle, but only one or two extra shells for your secondary shotgun, possibly not even that if loading it with slugs or explosive shells). An attempt at justification can be seen in the ammo pickups having multiple ammunition boxes clustered together, but that does not explain why a player who only needs shotgun ammunition somehow makes all of the handgun ammo from a pickup vanish, or why a policeman only armed with a single 9mm pistol is carrying five different types of ammo, including a box very explicitly labeled as carrying 5.56mm ammo. Nor does it explain how a player filling up on saw blades from an ammo bag, which ''looks'' to be filled only with magazines for specific assault rifles, somehow reduces the amount of .50 BMG ammunition available for a Thanatos-equipped player.
** Then this trope is averted to the other extreme with the [[GunsAkimbo Akimbo]] skill/perk. A player may wield two of a handgun as a primary and another of the same type of handgun as a secondary, but ammunition for each is distinct and separate.

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* The primary and secondary weapons of ''VideoGame/{{PAYDAY 2}}'' use separate ammunition pools, but ammunition pickups restore ammo for almost all weapons (though different weapons and ammo types replenish at different rates; a box of ammo from a dead street cop will probably give you anywhere between three or five to twelve bullets for your assault rifle, but only one or two extra shells for your secondary shotgun, possibly not even that if loading it with slugs or explosive shells). An attempt at justification can be seen in the ammo pickups having multiple ammunition boxes clustered together, but that does not explain why a player who only needs shotgun ammunition somehow makes all of the handgun ammo from a pickup vanish, or why a policeman only armed with a single 9mm pistol is also carrying five different types boxes of ammo, shotgun shells and 5.56mm bullets on him... or why those shotgun shells and 5.56mm bullets can also turn into rounds of nearly any other caliber, including a box very explicitly labeled as carrying 5.56mm ammo.9x18mm Makarov, 4.6x30mm, 7.62x39mm, .30-06 Springfield, or even ''25 and 40mm grenades''. Nor does it explain how a player filling up on saw blades from an ammo bag, which ''looks'' to be filled only with magazines for specific assault rifles, somehow reduces the amount of .50 BMG ammunition available for a Thanatos-equipped player.
** Then this trope is averted to the other extreme with the [[GunsAkimbo Akimbo]] skill/perk. A player may wield two of a handgun most handguns or submachine guns as a primary and another of the same type of handgun gun as a secondary, but ammunition for each is distinct and separate.
25th Jun '17 3:18:48 PM DirtyHarry44Magnum
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** In ''VideoGame/MedalOfHonorVanguard'', enemies sometimes drop ammunition boxes instead of their weapon, which always gives the player ammunition regardless of what weapon the player is using.
30th May '17 7:04:33 AM Dimensio
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*** Inverted in the case of the TMP as compared to the handguns. An actual Steyer TMP fires standard 9x19mm Parabellum rounds but the in-game TMP uses its own rounds separate from the game's 9x19mm ammunition.
29th May '17 10:18:34 PM Marchogwyn
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* Similarly, there are different sizes of airsoft pellets, but the most common ones are 6mm. That said, even among 6mm pellets there's still room for an inability to exchange ammo, for instance some weapons are specifically designed for lighter 12g pellets, while others may require 20g or heavier to work properly. On top of that, magazines are rarely interchangeable - one could have two or more airsoft versions of the same weapon but be unable to exchange magazines if they're made by different companies, but then load the magazine from one into a completely different pistol made by the same company. Meanwhile, some magazines are stated as compatible but require some form of modification (like wrapping duct tape around them) to get them to fit properly.

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* Similarly, there are different sizes of airsoft pellets, but the most common ones are 6mm. That said, even among 6mm pellets there's still room for an inability to exchange ammo, for instance some weapons are specifically designed for lighter 0.12g pellets, while others may require 0.20g or heavier to work properly. On top of that, magazines are rarely interchangeable - one could have two or more airsoft versions of the same weapon but be unable to exchange magazines if they're made by different companies, but then load the magazine from one into a completely different pistol made by the same company. Meanwhile, some magazines are stated as compatible but require some form of modification (like wrapping duct tape around them) to get them to fit properly.
15th May '17 8:36:35 PM CountDorku
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* ''VideoGame/{{Borderlands}}'' has over 17 million guns, with Universal Ammo for each type of gun. The same bullets do different things, from explode to multiply, based on which gun they are loaded into. [[VideoGame/{{Borderlands 2}} The second game]] suggests that a technology known as 'digistructing' might be the cause of this; specifically, Tediore guns are [[ThrowAwayGuns discarded explosively]] with a fresh copy built anew in the user's hands, complete with a fresh load of ammunition for whatever type of gun it is. It isn't too hard to believe that this might be the case for all weapons simply creating fresh ammo in magazines from a generic supply on your person.

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* ''VideoGame/{{Borderlands}}'' has over 17 million guns, with Universal Ammo for each type of gun. The same bullets do different things, from explode to multiply, based on which gun they are loaded into.into, and can appear in a wide variety of clips (especially in ''2''), from energy cells for Maliwan or Hyperion sniper rifles to chunky wheels full of bullets for Jakobs ones. [[VideoGame/{{Borderlands 2}} The second game]] suggests that a technology known as 'digistructing' might be the cause of this; specifically, Tediore guns are [[ThrowAwayGuns discarded explosively]] with a fresh copy built anew in the user's hands, complete with a fresh load of ammunition for whatever type of gun it is. It isn't too hard to believe that this might be the case for all weapons simply creating fresh ammo in magazines from a generic supply on your person.person.
** Also justified in the case of E-Tech weapons in ''VideoGame/Borderlands2'', which fire everything from energy blasts to exploding swords[[note]]although to be fair, that one comes from a DLC where the weapon is explicitly fictional in-universe[[/note]], even when they've got a Bandit clip that supplies clearly visible bullets: Zed explains during the "this is how E-Tech works" sidequest that E-Tech uses [[GreenRocks eridium]]-based technology to turn bullets into "[[BuffySpeak things that ain't bullets]]", so presumably the laser blaster uses two bullets at a time because firing it involves converting two bullets into the death beam.
2nd May '17 8:19:54 AM MaulMachine
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** With the ''Gun Runners' Arsenal'' DLC installed, the intercompatibility of ammo types makes some more sense. .223 and 5.56 NATO cartridges are just slightly different versions of the same cartridge, while weapons like That Gun and the Service Rifle are chambered for the same NATO cartridge. You can also, as in the Real Life examples below, create Overpressure cartridges that have significantly greater muzzle velocity, but damage the barrel more when fired. Some specific weapons, like the .50 Rifle and the various 5.56 NATO guns, can even have special Match ammo made for them, which uses greater numbers of crafting ingredients to produce ammo, that in turn does less damage to the barrel and has greater accuracy, reflecting the wide variety of grades for powder and primer in real life. Esoteric ammo like Dragon rounds for the shotgun and Coin Shot also tend to do more damage to the barrel of the gun, for increased realism.
18th Mar '17 7:59:31 AM JackG
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* ''Film/{{Logan}}''. Wolverine carries around an adamantium bullet in case he's DrivenToSuicide. Later a revolver taken off a Reaver turns out to be exactly the right caliber to fire the round [[ChekhovsGun when it's needed for the final battle]].
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