Compare Fallout ammo types like JHP, FMJ, and AP. Learn which energy cells are best for armored targets.
Ammunition Types:
- JHP (Jacketed Hollow Point): Always the superior choice for damage.
- FMJ (Full Metal Jacket): A 'neutral' ammo that works okay on both armored and non-armored targets. It penetrates better than JHP but doesn't suffer the damage penalty of AP.
- AP (Armor Piercing): More expensive and deals very little damage, making it useless against anything. While it penetrates a bit more than JHP, JHP is always superior.
- 12S (12 Gauge Shell): Shotgun Shells deal good damage regardless of the target.
- MFC (Micro Fusion Cell): Power unit for energy weapons.
- SEC (Small Energy Cell): Power unit for energy weapons.
Energy Weapon Ammunition:
The effectiveness of energy weapons in Fallout depends on the weapon type. Laser weapons are less effective against armored targets than plasma weapons. Plasma is good against all targets except those wearing Tesla armor. The Alien Blaster uses a different technology (possibly pulse) that bypasses all armor. Energy cells (MFC, SEC) are merely power units and do not modify damage.
Tips
- Always choose JHP for the best damage output.
- FMJ is a reliable all-around choice if JHP is unavailable.
- Avoid AP ammo due to its high cost and low damage.
- Shotgun shells (12S) are effective against any target.
- Plasma weapons are generally better against armored targets than laser weapons, with the exception of Tesla armor.
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