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Universal Ammunition

 Universal Ammunition
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An odd phenomenon in some video games with guns in that any ammunition you pick up works with either any gun whatsoever or an entire class of guns. In the real world, cartridges have a variety of different calibers, lengths and propellants based on a number of factors, including desired stopping power, target penetration, and the amount of recoil and gas pressure needed for a semiauto or automatic weapon to cycle itself (or, the other way around, prevent it from exploding in your face).
These cartridges are then loaded into clips and magazinesnote clips feed magazines and magazines feed guns. Clips were the most common way to load guns in the days of everything having an integral magazine, but nowadays they're rather rare since most everything has a detachable magazine; if you are asking for a box of bullets that you will shove up the handle of a handgun, you want a magazine designed for specific weapons, so that even if the cartridges are identical between two or more guns, you'll have to unload and reload one painstaking round at a time before you can take advantage of it; nevermind the question of where you're getting the empty magazines from. Sitting down and filling up mags is "not always an option" in a pitched firefight, and largely qualifies as an Acceptable Break from Reality. This trope is similar to One Bullet Clips since both of them treat ammunition like water that's just decanted into a container of the right type when needed; here the container in question and its contents can magically change depending on what it is being attached to, whereas there it's more about the way every magazine not actively in your weapon is immersed in the ammo-liquid until it is as full as possible.
Before adding examples please keep in mind that a lot of weapons from video games are based on real-life weapons. Many military and civilian weapons very intentionally use common "standard" ammunition sizes and magazine types (like the NATO 5.56 and 7.62 rounds for assault rifles and battle rifles, respectively). Most 5.56mm weapons use the magwell dimensions specified under the draft STANAG 4179, meaning one can take a magazine from any such weapon and use it in another. However, if the magazine is interchangeable but visibly different depending on the weapon (for example, a steel 30-round magazine for an M4 turning into a polymer PMAG when it's put in an HK416) it is still this trope. If two weapons that have interchangeable ammunition in real life use different ammunition in the game, it is an inverted example.
"Compatible magazines" is an important distinction: if a Luger, MP40, MP5 and Glock 17 all share a "9mm ammo" pickup, there's still behind-the-scenes magic going on. Let's say you pick up a 32-round MP40 magazine under the above. You can use it to reload the 8-round Luger, the 17-round Glock, and the 30-round MP5. This could only really work if you picked up the MP40 magazine itself along with four empty Luger mags, 2 empty Glock mags, and 2 empty MP5 mags. Obviously, you didn't just pick up nine magazines, eight of them empty, so instead of having magic transforming bullets you have a magic transforming magazine.
Note that most Energy Weapons' batteries/power sources, in contrast to the panoply of batteries for various uses in Real Life, are portrayed as universal. Just pop in a random battery and they're good to go (though it can be reasonably assumed that specialized batteries for energy weapons, if such are ever developed in real life, likely would be made to some sort of standard, judging by the efforts undertaken to standardize bullets and magazines for kinetic weapons).
In fictional settings, such as science fiction, this is sometimes purposely justified by declaring there has been a worldwide standardization causing an actual adoption of universal ammunition or some sort of literally universal ammunition that's capable of reconfiguring itself to completely differing weapons.
See also Bottomless Magazines, One Bullet Clips.
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The Doom novels note that the standard pistol and the "Sig-Cow" rifle use the same 10mm ammunition, resulting in Flynn often trading up to the rifle after his frequent losses of all his acquired weapons.
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Used incorrectly in Courage Under Fire where a key plot point was whether or not there was ammunition for the M249 SAW. At the same time, there was ammunition available for their various M16s. Both weapons take 5.56mm NATO rounds, and the version of the M249 shown in the film even has an adapter to accept M16 magazines.
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In the denouement of The Three Hostages Hannay fires a shot at Medina, then realises that the spare ammunition he's brought is the wrong calibre and won't fit into his rifle.
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Averted in S.T.A.L.K.E.R., where there are some guns that use unique caliber suitable only for them, not to mention each gun has two or three different types of ammo for various situations. The game does occasionally feature unique versions of guns chambered for a different ammo type or, in later games, the ability to convert a gun chambering Warsaw Pact ammo to use the equivalent NATO caliber (and vice versa) by visiting a tech.
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In Star Ruler, all ships draw from an abstracted ammo supply with no attempt to distinguish types. Given that you can have any number of ships in varying sizes from fighters to planet-sized (or bigger!) super-battleships, trying to manage individual ammo types would be a real pain in the arse anyway.
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In Men of War, it is both averted and played straight at the same time. On the one hand, different weapon types requires different ammo, you cannot just stick ammo for a pistol in a 40mm autocannon, or ammo for a .30-cal into a .50-cal machine gun. On the other hand, ammo can be used across any gun as long as they are of the same type, leading to a Colt 1911 (chambered for .45 ACP) being able to use ammo taken from an enemy with a Luger (chambered for 9x19mm).
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The Battlefield series has generally zig-zagged this. Individual weapons tend to have their own specific ammo counts, even in games letting you use two of the same type of weapon loaded in the same manner, e.g. Battlefield 4 not letting you borrow shells from your secondary "Shorty 12G" to load up any of the primary shotguns like the 870 or SPAS-12. The Support class's Ammo Box, on the other hand, will refill ammo for anyone on your team regardless of what weapons they're using - to use BF4 as an example again, an Assault player with a 5.56x45mm rifle and 40x46mm grenade launcher, a Recon with a 5.8x42mm rifle and a .357 Magnum revolver, an Engineer with a .45 ACP submachine gun and 5.7x28mm handgun, and a Support with a 7.62x54mm machine gun and 25x40mm grenade launcher will all replenish ammo for all of their weapons from the same ammo bag, with only the explosive weapons regaining ammo at a slightly slower rate.
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In Jagged Alliance 2 all 7.62mm calibre weapons of WarPac/ChiCom origin use the same ammunition - 7.62mm, which would be logical, except there are three kinds of 7.62mm Warsaw Pact ammunition in real life: 7.62x54mmR, as used by the Dragunov and most of their MGs, 7.62x39mm as used by the AK-47/AKM and their relatives, and 7.62x25 used by the PPSh/Type 65 and other pistol type weapons. They are definitely NOT interchangeable; the second numbers denote case length, which means the first one would be more than twice the size of the chamber for the last. This was eventually fixed in the v1.13 modification.
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Deus Ex: Invisible War takes this trope to the extreme. Anything that uses ammunition uses the same ammunition as everything else. The in-game explanation is that ammunition is reduced to a slurry of nanomachines that form into the proper ammunition for the weapon. This includes battery packs, flame thrower fuel, regular bullets, and even rockets. The creative reason behind this is that the inventory system got simplified, and carrying 20 types of ammo didn't sound appealing when you only had 7 spaces. This has the major drawback of burning your ammo with one gun, or even doing too much shooting late in the game means you're screwed, since you can still only carry about as much ammo as you could in the first game but that limited supply is stretched across four or five guns now.
Averted in the first game, and wasn't an issue because ammo was stored in a Hyperspace Arsenal (your coat) separate from the normal Grid Inventory. That said, pistol and sniper ammo were simply cartons of loose bullets rather than magazines. That's One Bullet Clips for you (on top of an attachment increasing the mag size of a specific weapon.
Human Revolution averts this even further, as ammunition takes up inventory space and almost every weapon requires specific ammunition; only very similar weapons like the regular and double-barrel shotgun or regular and silenced sniper rifle use the same ammo. One Bullet Clips are still present.
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Bloodborne: Quicksilver Bullets are used for all of your firearms. At first it can be justified in that the bullets are made of liquid metal and can change shape to fit the gun, until you see they also can be used with a flamethrower, a cannon that shoots explosive cannonballs, or magical tools that very much aren't guns.
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Played absurdly straight in Persona, where your first ammo pickup is "9mm bullet" (followed by "12ga bullets" before moving on to "Tranquilizers", "Mage Killers" and so on) which you can equip with any gun type, be it an SMG, a shotgun, or an assault rifle.
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Averted in Operation Flashpoint and its Spiritual Successor ARMA. Unless the type of ammunition is used in a whole closely related family/series of firearms, you'll have to find appropriate ammo for each gun. You won't have much luck firing an AK-74 with a magazine of M16 bullets. As noted, however, related firearms can take the same ammo (most assault rifles of Western origin in the series use the same magazines as the M16, for example).
ARMA III reverses this, as most weapons actually do take the same bullets as the equivalent weapons from the other factions (basic rifles taking 6.5mm for the major factions and 5.56mm for the indigenous forces, light pistols taking 9x21mm, heavy pistols .45 ACP), but use different, incompatible magazines (for the biggest example, FNP mags versus Rhino speedloaders for the .45 pistols) that can't be exchanged except by downloading a mod that lets you transfer ammo between mags; before an update alongside the Contact DLC in 2019, even different versions of the same weapon generally couldn't exchange mags, such as the inability to use the MXSW machine gun's hundred-round mags in the MXM marksman's rifle, and with mags that were compatible changing camo patterns to match the gun they're loaded in until the different colors were made separate with that update.
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Turning Point: Fall of Liberty suffers from a glaring lack of ammo commonality. No two of the game's many 9mm weapons can share ammo. In fact, if you had the scoped and unscoped versions of the same gun, they still do not share ammo.
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Also justified in the case of E-Tech weapons in Borderlands 2, which fire everything from energy blasts to exploding swordsnote although to be fair, that one comes from a DLC where the weapon is explicitly fictional in-universe, 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 eridium-based technology to turn bullets into "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.
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Half-Life: The gluon gun and tau cannon share the same (nuclear) battery packs. According to the Half-Life wiki, these weapons are powered by a revolutionary miniature nuclear reactor fueled with depleted uranium - the contents of said battery packs.
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Totally averted in Half-Life 2, as every weapon uses unique ammunition that even has a unique world model (so the submachine gun ammo appears as an ammo box correctly labeled as holding 4.6x30mm ammo which is visibly distinct from the ammo boxes for the pistol which are marked as holding 9mm, and grenades for its launcher are noticeably different from the hand-thrown ones). One Bullet Clips still apply, which is once again hand-waved as a function of the HEV suit.
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There are three handguns in Resident Evil 7: Biohazard: an M1911, a Glock 17, and a Makarov PM. In the real world, these guns are chambered respectively in .45 ACP, 9x19 Parabellum, and 9x18 Makarov. In the game, they all magically use the same ammo.note There are M1911 clones that are chambered for 9x19, but the one in the game holds 7 rounds per magazine, which is the typical limit for .45 ACP. Then again, the magazine limits on the other two guns aren't consistent either - the Glock 17 caps off at 10 rounds when it should hold 17; 10 round mags for it exist but they are only for civilians in states with magazine capacity limits, of which Louisiana, where the game occurs, is not one. The Makarov is capped at 9 rounds when the real magazine sizes are either 8, 10, or 12. It would be 9 if there was a +1 in the chamber, but the other two guns don't follow this convention.
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It's invoked even more poorly in Resident Evil: Gun Survivor, where all four of your available handguns use 9mm rounds, which includes the Nambu pistol, a gun that was chambered exclusively in 8X22 mm. This is very weakly Hand Waved by the gun being described as "Custom," even though a standard Nambu pistol would likely self-destruct if one ever did go to the trouble of rechambering it for 9mm without strengthening the receiver.
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Half-Life:
Half-Life's pistol and submachine gun use the same ammunition. This isn't a problem with regards to the Glock and MP5, using 9mm pistol ammo, although Fridge Logic arises in how Gordon transfers the ammo between guns (he likely does so the same way he transfers bullets between half-used magazines - that is, his HEV suit does it for him). However, the Hi-Def pack - an overall graphical upgrade - changes the Glock into a Beretta and the MP5 into an M4 assault rifle. That creates a new problem - the M4 uses 5.56x45mm ammo, not 9x19mm. Another problem comes when combining the Opposing Force expansion with the Hi-Def pack, which adds an M249 SAW that should share ammo with the M4, but doesn't. This was fixed in the Play Station 2 port, which used the hi-def models, added a separate ammo type for the M4, and does not include the weapons from Opposing Force.
Totally averted in Half-Life 2, as every weapon uses unique ammunition that even has a unique world model (so the submachine gun ammo appears as an ammo box correctly labeled as holding 4.6x30mm ammo which is visibly distinct from the ammo boxes for the pistol which are marked as holding 9mm, and grenades for its launcher are noticeably different from the hand-thrown ones). One Bullet Clips still apply, which is once again hand-waved as a function of the HEV suit.
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Team Fortress 2 Classic removed the ability to pick up dropped weapons from live TF2, and reverted the dropped ammo box at the same time, returning to live TF2's original absurdity.
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Unturned downplays this. All guns use specific magazines (some, like the Military and Ranger assault rifles can use their respective category mags, and the Nightraider and Fusilaut can employ both Ranger and Military magazines of all kinds) that have to be pre-loaded. However, the magazines are reloaded with boxes of ammunition divided in classes+ civilian, ranger and military (the latter two have low and high caliber variants, low for automatic guns and DMRs and high for dedicated sniper rifles and the Desert Falcon); 12 gauge can be inserted into the Vonya's magazines. This ammo fits the mag once combined with it and can't be removed afterwards. In Unturned 2.0 the boxes were single items and filled each magazine by a certain amount dependent on the gun's damage per shot* more potent guns' mags were filled less, but that was changed in 3.0 into bullets being counted individually inside the boxes.
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The Dark Forces Saga had one type of blaster ammo in the first game, and two in later games, both of which could be recharged from the same power stations.
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Breakpoint has separate classes of ammo with their own pickups, but only has seven ammo types: 9mm, .45, 12-gauge, 5.56, 7.62, .338, and "shells" (40mm grenades). This means a lot of weapons use ammo types that don't make any sense because that's the closest the game has to what it uses in reality, like the Five-Seven and P90 (both using 5.7x28mm in reality) using 5.56mm ammo, the Desert Eagle using .338 rounds that are otherwise exclusive to sniper rifles (and which is split between guns that actually fire .338 and those that are turning the same ammo into .50 BMG), or the 7.62x35mm Honey Badger, 7.62x39mm AK-47, 7.62.51mm MK17, and 7.62x54mmR SVD-63 all sharing the same ammo.
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Averted on Elementary. A man murders his wife using a plastic gun that he made using a 3D printer. He later makes another plastic gun from the same blueprints and tries to kill his accomplice with it. However, this time he makes the mistake of using a slightly more powerful bullet and the gun blows up in his hand since the plastic cannot handle the increase in pressure.
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Referenced, subverted and parodied in Iron Man 3: Tony asks for Rhodey's extra magazines, and he reminds his friend that "It's a different gun! Those aren't universal!".*  While both pistols were firing 9mm ammunition, they used differently designed magazines. The only way for Rhodey to share ammo with Tony would have been to manually remove bullets from one of his magazines and give them to Tony, who would then have to manually reload the magazine, before inserting it into his pistol. Far more trouble than it's worth, and given Tony's aiming skills, just another good reason for those bullets to stay right where they are.
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Call of Duty: Modern Warfare II even applies this to muzzle attachments. What attachments are available in that slot for a gun depends on the caliber it fires, but weapons of more than one caliber can share any given attachment. In some cases it makes sense at least at first glance, such as the 7.62 NATO battle rifles and machine guns able to interchange muzzle brakes and suppressors with the 7.62 Soviet assault rifles and machine guns, but other times it gets completely arbitrary - perhaps most ridiculously, as of Season 3, muzzle attachments previously exclusive to the "FTac Recon" in .458 SOCOM can be used with the M200 Intervention in .408 CheyTac. This also applies to ammo attachments to a lesser degree, as ammo types are shared between the 7.62 NATO and 7.62 Soviet weapons (e.g. leveling the RPK a little bit will unlock armor-piercing 7.62mm ammo for the Lachmann-762 and SAKIN MG38 as well).
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Universal Ammunition
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KULT handles this absurdly, stating that any weapon can fire ammo of the proper caliber or smaller.
 Universal Ammunition / int_51bddf17
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1.0
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Universal Ammunition / int_51bddf17
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Universal Ammunition
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Remnant: From the Ashes: Ammo comes in two forms: handgun ammo, and long gun ammo. Each will fit anything in their category, from pistols to shotguns to sniper rifles to grenade launchers to crossbows to future-tech energy weapons to magical replicas made by fairies.
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Universal Ammunition / int_535ba07d
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Most Grand Theft Auto games play this trope straight. A particularly egregious example is the Gusenberg Sweeper from Grand Theft Auto V, which is a Thompson submachine gun that inexplicably shares ammo with belt-fed machine guns.
 Universal Ammunition / int_5425ce75
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Universal Ammunition / int_5425ce75
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Universal Ammunition
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Averted in Max Payne, where the only weapons that share ammo are pump-action and sawed-off 12 gauge shotguns, which are reloaded with loose rounds. Every other ammo type is identified by the weapon it matches; even the other guns that do share ammo in real life (the 9mm Beretta 92s and M11s, or the also-12 gauge Jackhammer) use entirely different magazines. Max Payne 2 continues with this system, albeit making less sense with the shotguns.note Its replacement for the Jackhammer is a Striker-12 shotgun that should load with loose rounds the same as the other two, but instead is animated as if it also uses detachable drum mags, hence not sharing ammo.
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Universal Ammunition / int_562e8a6e
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Universal Ammunition
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Radiant Arc:
Lexie requires arrows in order to fire her bow or use bow skills. However, there is only one type of arrow despite the many bows in the game.
Downplayed for Nuria's guns. There are bullets for specific gun types, but that means all guns of the same type can use the same ammo, regardless of their actual chamber size.
 Universal Ammunition / int_56706332
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Universal Ammunition / int_56706332
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Universal Ammunition
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Resident Evil:
Resident Evil 4 again may fall into this. Among the weapons that share ammo are the Broken Butterfly revolver and the semi-auto Killer7, both of which take .45-caliber rounds. So long as they were rimmed cartridges or at least attached to a moon clip, this would be entirely possible; revolvers will generally shoot anything you can fit into their cylinders. Also, the two scoped rifles, the Springfield M1903 and the H&K SL8, share ammo; while the Springfield in reality uses .30-06 rounds, the in-game description flat-out states this one has been rechambered for the SL8's .223 Remington. The 2023 remake goes further by adding the CQBR rifle which also uses that ammo type, befitting its real-world base also being a 5.56mm rifle.
Resident Evil 2 (Remake) fixes leftover issues of this nature from the original game. Claire now gets two revolvers, her first one being a Smith & Wesson Bodyguard in .38 Special that actually could, at least in theory, take 9mm Para rounds like Leon's VP70. Her second, replacing the SAA as her bonus weapon in a B scenario, is a Ruger Blackhawk, which gets its own unique ammo type (.45 ACP, which is a real chambering for the Blackhawk) that is only shared with Leon's equivalent bonus weapon, an M1911.
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Universal Ammunition / int_57ad0c07
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PAYDAY 2 goes to both extremes.
On the one hand, your primary and secondary weapons use separate ammunition pools, even when they should be reasonably expected to share ammo - say, you can't double up on mags for the CAR-4 or AMR-16 by carrying a Para as a secondary, and a single version of a handgun or submachine gun used as a secondary weapon will have a separate ammo pool from two more of the same gun used as a primary.
On the other, 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 to twelve bullets for an assault rifle, but only one or two extra shells for a 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 boxes of 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 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.
 Universal Ammunition / int_58a0656b
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1.0
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Universal Ammunition / int_58a0656b
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Universal Ammunition
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Fallout: New Vegas allows weapons to share ammo, with differences in damage dealt per shot by them often depending more on what type of ammo is loaded into them rather than the weapon itself; overpressure ammunition (or overcharged/max charge energy cells and microfusion cells) deal greater damage and have better armor penetration. It's not even usually a clear choice, either, as Breakable Weapons is in effect and the most common ammo that deals more damage tends to be surplus bullets that degrade your weapons faster. Likewise, there are low power versions of cartridges (like .223 for 5.56mm weapons or .38 and .44 Special for .357 and .44 Magnum, respectively) that deal less damage but cause less degradation. There are even special hand loaded, match grade rounds and bullets like wadcutters or jacketed soft points that deal extra damage and have better armor penetration without degrading the weapon, and rounds that deal better damage (hollow points) or have better penetration (AP) while doing less of the other type of damage. Simply put, there's such a huge variety of ammunition that the game had to include reloading benches to let players reload their ammo with powder, lead, and primers (either purchased from vendors or taken from broken down ammo that you don't need to use) or build their preferred loads. A major part of the modding scene for New Vegas is adding more ammunition types and expanding the reloading aspect to ensure that everyone can make whatever they want.
New Vegas also inverts this with shotguns for the sake of Sorting Algorithm of Weapon Effectiveness: most common, early-game shotguns use 20-gauge shells instead of 12-gauge, even though only one of the three shotguns' real life bases was available in 20-gauge.
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 Anti-Materiel 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's Breath rounds and Coin Shot for the 12-gauge shotguns also tend to do more damage to the barrel of the gun, for increased realism.
Most (though not all) small energy cell, microfusion cell, and electron charge pack-using weapons justify the universality by not strictly using the cells as ammunition — being energy weapons, the cells only provide the energy to power the attack, which makes it a great deal easier to universalize things and simplify logistics to just one of three types of ammunition. Much like ammo above, the player is also able to recycle used cells, convert one type to another, and buy or produce low-charged "bulk" cells (which reduce damage but also weapon degradation) or overcharged ones (which increase damage and degradation instead).
 Universal Ammunition / int_59da62aa
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Universal Ammunition / int_59da62aa
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Universal Ammunition
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A guide to the James Bond movie series states that Bond's favorite gun is the Walther PPK because its ammo is easily found around the world, fitting his globetrotting lifestyle. This is probably no longer canon post-reboot, when Skyfall explicitly stated that the new, high-tech PPK he'd been issued was in 9mm Short/.380 ACP rather than 7.65mm/.32 ACP, which dates back to the tail end of the 19th century and was so ubiquitous as a police and self-defence pistol calibre that it was grandfathered in behind the Iron Curtain. However, China still uses it in a limited capacity for police sidearms and .32 rounds are still fairly popular (mostly for very compact "mouse guns", usually smaller than the PPK).
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Universal Ammunition / int_5ada53ed
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Universal Ammunition
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Warframe: There were four ammo types — pistol, rifle, shotgun, and sniper — Color-Coded for Your Convenience. How universal is it? All sidearms/secondaries share the 'pistol' ammo type. Aside from actual pistols this category also includes shotgun pistols, SMGs, throwing knives, crossbows, laser guns, handheld rocket launchers, small flame throwers, remotely detonated sticky bombs, and bits of mutated flesh that burst open on impact to release toxic gas. A Grineer Assault Rifle and Corpus Plasma Rifle can even run off the same rifle ammo pack. Despite the fact one shoots bullets and the other shoots plasma bolts. An update changed the ammunition system to an even more egregiously universal system, where any weapon designated a primary uses one ammunition type and secondary weapons use another, with the only difference between weapons being how much ammo per pickup there isnote  so a More Dakka gun like the Soma will get much more ammo from a pickup than a Lenz would.
And then there are "ammo mutation" mods, that, when equipped on a weapon, can convert any ammunition pickup into the relevant ammunition, so you get primary ammo from secondary ammo pickups, and an Attack Drone designed to act as an Item Caddy that can do the same for all your weapons. Protea’s Dispensary can grant and Lavos’ Transmutation Probe can convert ammunition to a universal type able to work in everything from everything above to BFGs meant for destroying spacecraft.
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Universal Ammunition / int_5bfa9c98
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In Star Trek Voyager: Elite Force Federation weapons use energy, while the those of the Delta Quadrant aliens run off dilithium crystals.
 Universal Ammunition / int_5d646721
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Universal Ammunition / int_5d646721
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Universal Ammunition
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The first ObsCure game has pistol and shotgun ammunition used across all weapons in each category. It's justified for the shotguns, which are all presumably 12-gauge, but the pistol ammo is used in everything from the old pocket pistol you find early on to the custom heavy pistol you take from the principal's safe to the Hand Cannon magnum revolver, which all vary widely in power. The second game averts it, with each gun using different ammunition, but the spinoff Final Exam goes even further and has all guns, from the pistol to the rocket launcher, use the same generic ammo.
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Universal Ammunition / int_5d78cbd2
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Resident Evil 2 (Remake) fixes leftover issues of this nature from the original game. Claire now gets two revolvers, her first one being a Smith & Wesson Bodyguard in .38 Special that actually could, at least in theory, take 9mm Para rounds like Leon's VP70. Her second, replacing the SAA as her bonus weapon in a B scenario, is a Ruger Blackhawk, which gets its own unique ammo type (.45 ACP, which is a real chambering for the Blackhawk) that is only shared with Leon's equivalent bonus weapon, an M1911.
 Universal Ammunition / int_5df242fc
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Universal Ammunition / int_5df242fc
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Universal Ammunition
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Resident Evil 4 again may fall into this. Among the weapons that share ammo are the Broken Butterfly revolver and the semi-auto Killer7, both of which take .45-caliber rounds. So long as they were rimmed cartridges or at least attached to a moon clip, this would be entirely possible; revolvers will generally shoot anything you can fit into their cylinders. Also, the two scoped rifles, the Springfield M1903 and the H&K SL8, share ammo; while the Springfield in reality uses .30-06 rounds, the in-game description flat-out states this one has been rechambered for the SL8's .223 Remington. The 2023 remake goes further by adding the CQBR rifle which also uses that ammo type, befitting its real-world base also being a 5.56mm rifle.
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Universal Ammunition / int_5e91c7d
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In Resident Evil 5, the Skorpion, MP5, AK-47, and SIG 556 all take the same "machine gun" ammo despite being chambered for very different rounds (in fact, it's odd that the pistol ammo, which, due to being used in the Beretta 92FS, is implied to be 9mm Parabellum, doesn't work in the MP5, which takes that exact round IRL). This also happens in Resident Evil: Revelations.
 Universal Ammunition / int_5e91c7e
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Universal Ammunition / int_5e91c7e
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Averted in Resident Evil 6: The different types of ammo are classed by caliber rather than what type of gun they're used for, meaning that the same 9mm ammo used in most characters' semiauto pistols can be used in Ada and Piers' submachine guns, Helena's 10-gauge Hydra shotgun takes different ammo than the 12-gauge shotguns other charactes use (the same is true with Piers' 12.7mm anti-materiel rifle and the other 7.62mm sniper rifles, and the game's two magnums, the Elephant Killer (.500 Smith & Wesson) and the Lightning Hawk (.50 Action Express)), and the 5.56 ammo used in assault rifles can't be used in any other type of gun.
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Universal Ammunition
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Serious Sam's shotguns always share ammo. The Minigun also shares ammo with the Tommy Gun in 1 and the Uzis in 2 - NETRISCA's info screen for them specifically mention the latter two are re-chambered for 5.56mm rounds, while the former is a man-portable version of a 5.56mm Minigun. Inexplicably, Sam 3 gives the minigun its own ammo supply, even though its Assault Rifle is still firing the same ammonote then again, the minigun this time is more blatantly based on the real-world M134, so the minigun ammo this time could be 7.62mm.
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At least one expansion splatbook for Mutants & Masterminds / True 20 list ammo as Pistol 1-3, Longarm 1-3, and so on, with higher numbers corresponding to higher calibers. So Pistol 1 ammo fits holdout pistols (Derringers), while Pistol 3 ammo would be chambered by heavy pistols like the Desert Eagle.
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Universal Ammunition / int_69071a1b
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Call of Duty 4 changed this around and allows 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 stays on the ground in case you want to swap for it. Somewhat oddly, you can also increase the amount of maximum ammo for a gun by carrying another one that shares ammo (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 and later games are a bit stricter, where attachment differences don't matter, but what type of gun it is does - e.g. you can get ammo for your M4 with grenade launcher from dropped M4s with red dots, ACOGs, or nothing, but will be shit out of luck trying to take ammo from an M16, even one with the same grenade launcher attached. In singleplayer this isn't very limiting for the most part, as you typically have the same gun all your Red Shirt allies have (thus allowing you to replenish yourself from their guns when they die) or are given a unique gun with a ridiculous amount of ammo to start with (the silenced ACR with a red dot sight and heartbeat sensor from the MW2 mission "Cliffhanger" holds over a thousand bullets in total - more ammo than an entire fire team would be expected to have on-hand in reality), and stolen enemy guns are easy to keep loaded too because enemies are typically randomly given one of three or four guns dependent on the level.
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Universal Ammunition
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Fallout 2 has a car that can be recharged by both Small Energy Cells and Fusion Batteries - themselves used as clips for a wide assortment of energy weapons.
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Universal Ammunition / int_6c1d09b2
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Universal Ammunition
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In Fallout 3, Lincoln's Repeater (an authentic Henry Rifle) uses the same ammo as the .44 revolver. A .44 Magnum round might fit inside a Henry rifle, but the rifle's pin would hit the wrong part of the cartridge, missing the primer entirely and thus failing to fire. Even if it could fire, the higher pressure would likely destroy the rifle in short order.
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Fallout 4 allows you to modify some guns to use different ammunition types that can increase or decrease their attack power, which is useful for when you have an excess of one ammo type but a shortage of another.
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Universal Ammunition / int_6c1d09b4
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Universal Ammunition
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Averted in Parasite Eve 2, where each ammo type is Color-Coded for Your Convenience. This even gets lampshaded by one of the NPCs, who notes that another character jammed a pistol by trying to force the ammo from a different pistol caliber into it.
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Universal Ammunition
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Die Hard only gave McClane one starting magazine for his Beretta, but once he captured some of the enemy MP5 submachine guns, he also was able to top off his lone pistol mag because the two weapons share 9mm ammo. It helps that McClane had a lot of downtime during the whole ordeal, where he's presumably loading magazines off camera.
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Universal Ammunition / int_6e17a0d1
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Universal Ammunition
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Soldier of Fortune II has weapons draw from the same ammo pool depending on caliber - the 9mm SMGs all use the same ammo, the .45 ACP Grease Gun instead draws from the ammo pool you feed the M1911 and Mk 23 with, and the AK-74 shares ammo with the other 5.56mm assault rifles because it's noted as having been converted from its original 5.45mm cartridge to 5.56mm. There are still some oddities, though, such as the Desert Eagle sharing the same ammo as the other two handguns (no .45 ACP version of the Desert Eagle exists in reality), and none of the grenade launchers share ammo (realistic in the case of the XM29's 20mm grenades, but the M203 and Hawk both use the same 40mm ones in real life).
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Universal Ammunition
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Max Payne 3 uses this, in contrast to the previous two games where only shotguns loaded with loose shells could share ammo; weapons here have their ammunition differentiated by the class of weapon, so e.g. the 7.62x51mm FAL can take ammo from the 7.62x39mm AK or 5.56x45mm MD-97L.
 Universal Ammunition / int_6fa2c385
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1.0
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1.0
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Universal Ammunition / int_6fa2c385
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Universal Ammunition
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Exhumed (a.k.a. Powerslave) has a variation in the Sega Saturn and Play Station versions in which the ammo pickups are all generic blue orbs that refill whatever weapon you are holding at the time, but the weapons themselves all have different ammo pools beyond that.
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Universal Ammunition / int_7180b159
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Universal Ammunition
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Multiplayer in later games would occasionally go back to ridiculously strict requirements to pick up ammo from another gun on the ground - some games don't let you take ammo from a dropped gun, even if it's the same weapon with the same attachments, if the camo pattern applied to it is different from yours - but games since Modern Warfare 2 also allow this to be played ridiculously straight with the "Scavenger" perk - everyone you kill (except by explosive weapons in later games) will drop a backpack with one full magazine for whatever guns you're carrying, another piece of your primary equipment, and one special grenade. In Modern Warfare 2, this backpack also contains a 40mm grenade or four shotgun shells if your gun has the grenade launcher/shotgun attachment. Yeesh, good thing the enemy didn't know they were carrying all this stuff... Amusingly, the perk is also available in the singleplayer of Black Ops II, which is probably even more ridiculous than multiplayer, because New Game Plus combined with it allows you to replenish ammo for various one-off futuristic weapons by picking up packs dropped by people in a time period before those weapons even existed.
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Grand Theft Auto: San Andreas allows ammo to be picked up from other weapons in the same slot, and for the most part only shares ammo when it makes sense. The pistols don't share ammunition with one another, being that one fires a bigger bullet than the others, and another presumably uses lower-velocity ammo to complement its suppressor; the SMGs and shotguns can take ammo from other weapons in their class, since they do fire the same bullets as one another in real life (respectively 9mm and 12-gauge). However, the 7.62x39mm AK-47 and 5.56x45mm M4 also share ammo.
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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, 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. Each Vault Hunter carries a storage deck that can deconstruct, store, and reconstruct all of their guns, ammo, relics, etc; it isn't much of a stretch to think that it can create new custom ammo. This is explicitly the case with Tediore guns from Borderlands 2 onward; they explode and are reconstructed with full ammo rather than reloaded.
Salvador's class ability allows him to dual-wield guns and regenerate health and ammo. Naturally his class mod is a second storage deck.
Also justified in the case of E-Tech weapons in Borderlands 2, which fire everything from energy blasts to exploding swordsnote although to be fair, that one comes from a DLC where the weapon is explicitly fictional in-universe, 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 eridium-based technology to turn bullets into "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.
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In Mass Effect, ammunition is nothing more than a metal block that gets shaved into the proper form which for the sake of gameplay is as-good-as-unlimited, with rate of fire being limited by the weapon's heat sink. The block in a standard assault rifle is about 5,000 shots, which is more than enough to fight a war, and with field tools a new block can be swapped into place in a matter of minutes. In Wrex's backstory, he once fought a duel in which he ran out of ammo and had to take a gun from a merc he'd killed earlier, but only after the duel had gone on for three days.
Mass Effect 2 kept the unlimited ammunition, but added "thermal clips" that absorb heat from the weapon and eventually need to be discarded. Essentially, they act just like ammunition. The clips are universal - pick one up and it adds more total shots to all of your weapons. However, the game does feature a more straight example of the trope with the Heavy Weapons, which do use traditional ammo... the same ammo, whether the weapon is a rocket launcher, an experimental BFG, or an alien energy weapon built from technology beyond what anyone else has. That this "ammo" is actually a high-density power cell doesn't explain either its universal compatibility or the weapons' ability to form complicated projectiles from that raw energy - though it may be that, like standard mass effect weapons, at least the second point is rendered moot by the weapon typically having more than enough ammunition to go through a full load of energy dozens of times, and being serviced on return to the Normandy. Also, Shepard can run out of thermal clips for one weapon, yet still have plenty of shots left in the others, which is inconsistent with said ammunition being universal.
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Mass Effect 2 kept the unlimited ammunition, but added "thermal clips" that absorb heat from the weapon and eventually need to be discarded. Essentially, they act just like ammunition. The clips are universal - pick one up and it adds more total shots to all of your weapons. However, the game does feature a more straight example of the trope with the Heavy Weapons, which do use traditional ammo... the same ammo, whether the weapon is a rocket launcher, an experimental BFG, or an alien energy weapon built from technology beyond what anyone else has. That this "ammo" is actually a high-density power cell doesn't explain either its universal compatibility or the weapons' ability to form complicated projectiles from that raw energy - though it may be that, like standard mass effect weapons, at least the second point is rendered moot by the weapon typically having more than enough ammunition to go through a full load of energy dozens of times, and being serviced on return to the Normandy. Also, Shepard can run out of thermal clips for one weapon, yet still have plenty of shots left in the others, which is inconsistent with said ammunition being universal.
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Lampshaded in Poker Night at the Inventory. According to the Heavy, his minigun uses ammo with classified diameters so that his enemies cannot use it. It could be a case of not being able to manufacture more, but even then it's still absurd.
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BioShock 2 features various Rapture citizens carrying around the world's first custom-made .50 BMG Thompsons, so that their weapons can share ammo with Subject Delta's huge Gatling gun. Of course how the hell they could actually use a .50 BMG Thompson is never dealt with.
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Due to the extremely similar diameter between .308 Winchester (7.62x51mm) and the 7.62x39mm Soviet round, it's rather simple to convert weapons in the former to fire the latter, such as Norinco's M305A - a rechambered version of their M14 copy - which differs from a standard M14 mostly by a slightly modified magazine release and some internal framework added into the magazine well to fit AK-pattern magazines. The existing bolt-locking mechanism even works properly with mags designed for AKs with their own bolt-hold devices (presumably in part due to that the AK's bolt is derived from that of the M1 Garand, itself a direct predecessor to the M14), though with iffy results - Ian McCollum had to push up on the bottom of a Yugoslavian magazine that worked with the bolt hold-open to ensure it fed reliably in his video on the M305A, while a Russian AK mag that didn't lock the bolt open fed perfectly.
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In FTL: Faster Than Light, there are missiles and drone parts which are consumed by firing a missile-based weapon and deploying a drone schematic, respectively. The same missile can be used to fire a usual rocket, a bigger rocket that can leave a nasty hull breach, a bomb that teleports straight inside the ship or a packet that instantly repairs one of your systems. The same drone part can be used to create a tiny bot that rides around your ship repairing systems, a scary tank-bot that flies towards your enemy to wreak havoc inside their ship, a tiny ship that constantly attacks the enemy ships with projectiles or a defence turret that shoots down incoming projectiles.
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Subverted, of all things, in Red Faction: Armageddon. Every gun takes unique ammunition and picking up a gun will only give ammo if you have a copy of that gun in your inventory. However, the vast majority of your ammunition comes from generic containers loaded with a random amount of ammo for some or all of the guns you have. These containers will only ever contain ammo for the guns in your inventory, so the game (in practice, if not in form) has a sort of universal ammunition pickup.
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All weapons in Fallout that use the same caliber take the same ammunition. The issue of different cartridges in the same caliber is ignored, magazines/clips/belt links don't need to be kept track of, and characters seem to load mags in the heat of combat.
Possibly justified by the fact in a world with definitely limited ammunition guns would be modified to accept the most common types.
Fallout 2 has a car that can be recharged by both Small Energy Cells and Fusion Batteries - themselves used as clips for a wide assortment of energy weapons.
Due to a bug in Fallout 2, the P90 expy gun comes loaded with 9mm ammo, which is extremely rare and was only designed to be used in this one gun (it isn't even the only specialized 9mm ammo, either - elsewhere in the game is a Mauser that takes 9mm (ball) ammo). However, once emptied, it then takes extremely common 10mm ammo.
In Fallout 3, Lincoln's Repeater (an authentic Henry Rifle) uses the same ammo as the .44 revolver. A .44 Magnum round might fit inside a Henry rifle, but the rifle's pin would hit the wrong part of the cartridge, missing the primer entirely and thus failing to fire. Even if it could fire, the higher pressure would likely destroy the rifle in short order.
The .32 Pistol and Hunting Rifle both use .32 caliber ammo, however the rifle is much more powerful than the pistol. The pistol is probably the weakest weapon in the game. This is because the Hunting Rifle is actually firing .308 projectiles, and someone accidentally set it to use the wrong ammo; even if it weren't a glitch, the long-barreled rifle with a sealed chamber would be able to fire the bullet with much more energy than the tiny, unsealed revolver anyway.
Fallout: New Vegas has several weapons which share ammo pools, some more sensibly than others. For instance, it's not too far out of the question that the 9mm SMG uses the same round as the 9mm pistol, but there's a few questions as to why a superheavy machine gun loads handgun rounds and two of the miniguns load revolver rounds. The most questionable universality in ammo might be that of the flame weapons: weapons that fire flamer fuel can somehow use this ammunition type to produce a flamethrower's flames, an incinerator's arcing fireballs, or most oddly, a flare gun's magnesium flare.
A high enough Science skill will allow you to use workbenches to convert the three main types of energy weapon ammunition between each other, effectively invoking this trope yourself. You can also transfer the energy in fission batteries to small energy cells (then covert them to whatever type you need)—which mysteriously creates five charged cells for every drained one the recipe requires.
Fallout 4 allows you to modify some guns to use different ammunition types that can increase or decrease their attack power, which is useful for when you have an excess of one ammo type but a shortage of another.
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In Far Cry, 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.
In the various sequels, all weapons of the same type (with distinctions for which slot they go in for 2) use the same ammunition and can get more by walking over any other weapon of its type dropped by dead enemies. This means, for example, as of Far Cry 4 the pistols are all simultaneously chambered in .45 ACP, both 9mm Makarov and Para, .44 Magnum, 7.63mm Mauser, .455 Webley, and .50 Action Express. And that the same ammo pickups feed sniper rifles chambered for 7.62x54mmR, .308 Winchester, .50 BMG, and a .700 Nitro Express hunting rifle. They apparently tried to justify this for the automatic rifles in Far Cry 2, where they all use 7.62mm bullets in real life (even going out of their way to include an obscure 7.62mm predecessor to the AR-18 rather than any form of M16), but they ignored the fact that the AK-47 doesn't use the same 7.62 bullets as the others; conversely, this also means that the player in that game can be carrying two 40mm grenade launchers or 12-gauge shotguns at the same time and not share ammo between them for no other reason than because one of them is being used in place of a pistol and the other in place of a rifle.
Most ridiculously, in Far Cry 2 the ammo pickup for the flare gun is shown as the same can of gasoline the flamethrower and Molotovs use.
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In the various sequels, all weapons of the same type (with distinctions for which slot they go in for 2) use the same ammunition and can get more by walking over any other weapon of its type dropped by dead enemies. This means, for example, as of Far Cry 4 the pistols are all simultaneously chambered in .45 ACP, both 9mm Makarov and Para, .44 Magnum, 7.63mm Mauser, .455 Webley, and .50 Action Express. And that the same ammo pickups feed sniper rifles chambered for 7.62x54mmR, .308 Winchester, .50 BMG, and a .700 Nitro Express hunting rifle. They apparently tried to justify this for the automatic rifles in Far Cry 2, where they all use 7.62mm bullets in real life (even going out of their way to include an obscure 7.62mm predecessor to the AR-18 rather than any form of M16), but they ignored the fact that the AK-47 doesn't use the same 7.62 bullets as the others; conversely, this also means that the player in that game can be carrying two 40mm grenade launchers or 12-gauge shotguns at the same time and not share ammo between them for no other reason than because one of them is being used in place of a pistol and the other in place of a rifle.
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GoldenEye (1997) has two main types of ammo, pistol and rifle. No matter what pistol or submachine gun you use, it'll take the same ammo. Likewise, no matter what rifle you pick up, it'll take whatever rifle ammo you have. However, there are unique types of ammunition specific to certain weapons such as rocket ammunition for the rocket launcher or shotgun shells for the shotgun.
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City-Building Series: Done with people standing in for ammunition: The working populace (usually around half the non-elite population) can be assigned to any job (potters, cheesemakers, musicians, firemen, etc.) with no loss of productivity. Elites cannot be used, however, as they serve the city differently (such as paying far more taxes or providing the city's military).
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The Sniper Elite series applies this inconsistently: while each individual weapon has its own individual ammo pool, save for running over a dropped weapon while you already have another of that weapon on you, ammo pickups are universal based on what slot a weapon goes in, no matter how unlikely. A German soldier with an MP 40 may have a very small handful of 9x19mm bullets as used in that MP 40 - and depending on each game's preferences it's a toss-up whether what bullets he does have will actually be usable in an MP 40 or only in the Luger or Welrod pistol - while it's far more likely for him to have a dozen or so rifle bullets in anything from American .30-06 to Japanese 7.7x58mm.
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In Red Dead Redemption, each of its 21 firearms are in one of 6 categories: Revolvers, Pistols, Rifles, Repeaters, Sniper Rifles, and Shotguns. Each category has an associated ammunition type (e.g. shotgun ammo for shotguns) which is universal across all weapons in the category.
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Ghost Recon:
Wildlands has weapons with individual ammo counts - e.g. dropping your nearly-full assault rifle for a different one used by an enemy will leave you with only a handful of shots for the new one - but also has enemies that drop pickups which give ammo for whatever you're currently carrying.
Breakpoint has separate classes of ammo with their own pickups, but only has seven ammo types: 9mm, .45, 12-gauge, 5.56, 7.62, .338, and "shells" (40mm grenades). This means a lot of weapons use ammo types that don't make any sense because that's the closest the game has to what it uses in reality, like the Five-Seven and P90 (both using 5.7x28mm in reality) using 5.56mm ammo, the Desert Eagle using .338 rounds that are otherwise exclusive to sniper rifles (and which is split between guns that actually fire .338 and those that are turning the same ammo into .50 BMG), or the 7.62x35mm Honey Badger, 7.62x39mm AK-47, 7.62.51mm MK17, and 7.62x54mmR SVD-63 all sharing the same ammo.
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Played fairly straight in BattleTech. No matter where or when in the competing Successor States the weapon and ammunition were manufactured, as long as their general type matches it'll fit; AC/5 ammo will work in any AC/5 ever built, never mind that those can canonically come in different calibers. The weapons and feeding systems are even flexible enough to handle special-purpose ammunition that is canonically sufficiently heavier than normal to halve the number of shots! Yet on the other hand, the 'general type' match must be strict — no shooting standard shells from a more advanced (say, LB-X or ultra) autocannon of the same size or vice versa, no feeding missiles from an LRM-15 bin into an LRM-5 rack despite the fact that both get 120 identical missiles to the ton and feeding launchers of the same size from any matching magazine mounted somewhere on your unit is A-OK.
Justified when it comes to Gauss Rifle technology; since they are basically Magnetic Weapons in function, all they need (in-universe anyway) is a sufficiently aerodynamic ferrous slug of adequate weight, and as it is considered high technology, everyone's designs are based on recovered information from a more unified, more advanced era. The Clans, as descendants from the military of this same high-tech era, also drew from the same blueprints. It turns out that the Star League had proved the best results come from flinging a chunk of metal about 125kg at mach 2.
Battletech laser weapons are called out as using standardized power packs that have universal connectors for any and all electical equipment, although not all power packs have the energy capacity to be used on weapons.
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Downplayed in Aurora when it comes to missiles. Every launcher can launch missiles equal to and smaller than the size of the launcher, but there is a Min-Maxing potential to encourage using the missiles they're made for. For instance, smaller launchers are quicker to reload, fire control designed for one type of missile will lose much of its efficiency if used for launching smaller ones (fighter fire controls tend to be poor resolution and small size so they are much shorter-ranged than escort/capital ships, and that could mean the difference between pounding enemy from a safe distance or entering the range of his own anti-ship missiles).
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In 8Bit Killer, you have a single type of ammo which is used by all weapons in your arsenal save for the handgun. Even a rocket launcher accepts these bullets.
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DownWell features gunboots that can fire a variety of ammunition. This is because they run off of "charge" rather than ammo; you're reprogramming them to fire differently when you pick up a gun mod.
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The World Is Not Enough handles this differently depending on platform. While the PS1 version identifies every ammo type specifically by what weapon it went for - so, for example, having several mags' worth of TMP ammo won't help you keep your P99 or silenced MP5 loaded - the N64 version instead identifies regular ammo types by caliber. For the most part, ammo is only shared by weapons that do, in fact, fire the same bullets in real life (ignoring the One Bullet Clips issues that result), but there are still some oddities resulting from the fact that ammo is only identified by its diameter, so for instance you're perfectly capable of keeping the 7.62x51mm MSG90 or SSG 3000 loaded by salvaging dropped 7.62x39mm AKS-47s.
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X-Men: The Ravages of Apocalypse: The shotgun and chain-gun use the same ammunition, the latter using it much less efficiently.
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Arcanum: Of Steamworks & Magick Obscura:
All firearms, barring a few exotic examples, take the same bullets. Larger guns just shoot more than one at a time. Of course, the Bullets schematic only requires (some of) the ingredients for black powder, so it's unclear just what exactly you're shooting.
Particularly egregious with flintlocks, which shouldn't even fire modern cartridges. Muzzle-loading guns with flintlock mechanisms require gunpowder and a pure lead bullet rammed down the barrel, with some loose powder poured into a priming pan. This is all very fiddly and takes more time without powder-measuring flasks or prepared shot-sets.
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Wildlands has weapons with individual ammo counts - e.g. dropping your nearly-full assault rifle for a different one used by an enemy will leave you with only a handful of shots for the new one - but also has enemies that drop pickups which give ammo for whatever you're currently carrying.
 Universal Ammunition / int_993ede2b
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Metroid Prime: Hunters has actual nanotech-based Universal Ammo that fits all of your special weapons. Only Samus' missile launcher uses different ammo. Since all the other guns are at least partially energy weapons, it's a bit more believable, though, as the ammo itself probably doesn't need to shape itself to extreme tolerances - even for the explosive Battlehammer, "close enough" will do, allowing a quick configuration to be at least somewhat plausible.
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The '90s Battlezone games' Hover Tanks feed their machine guns, cannons, rockets, mines, extras from mines to the Phantom VIR and even energy weapons from the same "nano-ammo" supply.
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Oni has two kinds of ammunition: kinetic, which supposedly consists of explosives/propellant and slugs, usable for everything from SMGs to rocket launchers, which configure them appropriately on loading; and energy, which is for things like typical plasma blasters and tasers. The bigger the gun, the fewer shots any given ammo will provide before being used up.
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Universal Ammunition
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In Enemy Territory: Quake Wars, the Strogg use the exact same pickup for all their ammo and their health restoration. This would normally fall under Justified Examples... except that the pickup in question was established in Quake IV to be a specially treated slurry of liquefied human remains, and could not conceivably function as ammunition for anything except a particularly disgusting squirt-gun. 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 it's also somehow used to fuel a replicator stored in the gun.
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The Blake Stone games have all the weapons using the same ammo. Justified in that all the weapons are energy-based and the ammo is energy packs. Just don't go too crazy with the more ammo-hungry guns that you have to resort to using your emergency self-charging pistol.
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KoTOR 2 has one quest in which you run a across a Proud Warrior Race Guy who was hiding from some predators. If you choose to mock him for managing to run out of ammo, he will ask if you have ever emptied a blaster and needed to reload (thus also hanging a lampshade on the fact that the two games have Bottomless Magazines).
Power packs are separate from the blaster's supply of energetic gas; an E-11 as used by the stormtroopers requires the power pack to be swapped out much like a rifle magazine every 100 shots, while the gas will last for about 1000 shots but require more detailed work and time to refill.
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In Medal of Honor: Vanguard, enemies sometimes drop ammunition boxes instead of their weapon, which always gives the player ammunition regardless of what weapon the player is using.
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Return to Castle Wolfenstein has more ammo types, but is still careful to only let those guns that actually used them share - the returning Luger and MP40 all use 9mm Parabellum rounds, as does the British Sten, while also adding .45 ACP rounds for the Colt 1911 and Thompson SMG, and 7.92mm Mauser rounds for the Mauser rifle and FG 42. Other guns, like the Panzerfaust, flamethrower, tesla cannon and Snooper Rifle, each have their own ammo types, and you're not going to be pilfering more for them from the corpses of your enemies unless you stole the gun from one in the first place. Interestingly, the Venom gun has its own unique ammo supply, which is justified but in two entirely-incompatible ways - the in-game operations manual you can find before you get it states that it uses a specific variety of 7.92mm ammo that the Mauser and FG 42 presumably are not using, while its ammo pickups are identified as 12.7mm (i.e. .50-caliber) when you grab them.
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Girls' Frontline makes ammo management an important part of battle, but has it all as a simple, generic resource that all of your Tactical Dolls draw from when they resupply. You can have an echelon made up of girls using weapons with diverse and unique ammo types like a Nagant M1895 (7.62x38mmR), CBJ-MS (6.5x25mm), AAC Honey Badger (7.62x35mm), H&K G11 (4.73x33mm), and LWMMG (8.6x63mm), and they can all simply deduct a certain amount from your total ammo supply to fight with, with the only difference being exactly how much they each carry at once. That's also not getting into the fact that ammo as a resource is also used in the production of T-Dolls, despite the fact that there's no reason for any to be used until you actually have them and send them into battle.
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Dino Crisis starts you out with a Glock 34 pistol in 9mm that can later be upgraded with a replacement barrel and slide to turn it into a Glock 35 in .40 S&W. Like a lot of early adopters of .40 S&W, Glocks for the cartridge were made by sticking new barrels onto the existing 9mm frames, so converting one to the other by simply replacing the barrel and slide would work in reality - although you wouldn't be able to fire 9mm and .40 interchangeably from the same barrel as you can in-game.
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Human Revolution averts this even further, as ammunition takes up inventory space and almost every weapon requires specific ammunition; only very similar weapons like the regular and double-barrel shotgun or regular and silenced sniper rifle use the same ammo. One Bullet Clips are still present.
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Logan. Wolverine carries around an adamantium bullet in case he's Driven to Suicide. Later, a revolver taken off a Reaver turns out to be exactly the right caliber to fire the round when it's needed for the final battle. This is possibly justified as the two most popular revolver calibers, thus the ones he most likely had the adamantium cast to fit, are .357 Magnum and .38 Special, which are themselves interchangeable to a certain point (both rounds are the exact same diameter, but the .357 has considerably more propellant), and the revolver he grabs is indeed a .357 one.
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Digital Devil Saga: The same ammunition can be used in not only handguns and rifles, but shotguns and grenade launchers.
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The tabletop RPG Shadowrun suggests handling ammo this way: all weapons of the same class use the same ammo, for simplicity.
Then again, its Sega Genesis game fits the above Inexplicable Example table, as Ares Universal clips not only fit any gun they're loaded into (regardless of class), but round themselves off to maintain a roughly equal percentage of ammo remaining across unequal magazine sizes.
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Fat Albert and the Cosby Kids has an episode where a kid is playing with an unloaded real gun. Eventually, the kids find a real bullet and want the kid to shoot it. However, none of the kids have any idea about calibre specifications for bullets and the gun wielding kid can barely chamber it. Before Fat Albert and the kid's father can get to him, he fires it and the gun explodes in his hand. Fortunately, the father was able to render first aid and get his son to a hospital.
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The 2009 game and everything coming afterwards averts the trope entirely, where absolutely nothing shares ammo with anything else and most even get a second ammo type to switch between with an upgrade of some variety. The closest you get is that battery stations on the walls can be used to recharge anything that fires energy, be it the Laserkraftwerk, the AR Marksman's secondary fire, or even dismounted MG 60 machine guns.
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Since the weapons in Splatoon use ink rather than physical bullets, every weapon can be reloaded by just shifting into squid/octopus form and swimming through the player's ink color.
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Team Fortress 2:
Once upon a time, picking up any weapon dropped by a dead player gave you half of your maximum ammunition, whether it was like the Pyro's flamethrower, the Soldier's rocket launcher, the Demoman's bottle, a wooden bat, 150kg of metal in the shape of a minigun, or a dead fish. Spies could also somehow recharge their cloak meter with these same objects, as could the Engineer regain metal to build sentry guns and teleporters. Oddly, dropped hats gave no metal, despite them being made out of enough of the stuff to craft at least 36 weapons. With the Gun Mettle update, a dead player will drop both the weapon and a medium ammo pack. The dropped weapon instead can be freely picked up and used by another player of the respective class until their death or the end of the match.
Lampshaded in Poker Night at the Inventory. According to the Heavy, his minigun uses ammo with classified diameters so that his enemies cannot use it. It could be a case of not being able to manufacture more, but even then it's still absurd.
Team Fortress 2 Classic removed the ability to pick up dropped weapons from live TF2, and reverted the dropped ammo box at the same time, returning to live TF2's original absurdity.
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The End Times: Vermintide and Vermintide II: Ammunition works for every weapon that doesn't run on Overheat instead, from longbows to pistols and even the Trollhammer Torpedo. Hand-waved by dialogue suggesting that ammo crates contain a bit of everything:
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Perfect Dark and its prequel have more weapons with unique ammo types, but otherwise retain the same ammunition setup as in GoldenEye, changed only to add a third category for SMG ammo. Even funnier is that there are some alien weapons in the first game which draw from these pools (and some of them even have reloading animations of putting an extra glob of goo into the gun!) - good thing the Skedar chambered their handguns for 9mm, right?
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Call of Duty:
Averted to a slightly unrealistic degree at times in the earlier games. Even the normal and sniper versions of a weapon cannot interchange ammunition; while in some cases like most bolt-action rifles this is at least slightly-accurate since attaching a scope made it impossible to reload them using stripper clips (ignoring that your character could just remove the bullets from those clips and load them individually), it's even the case when the weapons should use exactly the same ammunition loaded exactly the same way, like the Sten being nearly-impossible to replenish despite taking the same ammo as the MP40s every other German soldier drops, or a scoped Mosin-Nagant reloading with clips anyway (your character's hand dutifully clipping right through the scope to do so) but still not being able to take more from unscoped ones.
Call of Duty 4 changed this around and allows 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 stays on the ground in case you want to swap for it. Somewhat oddly, you can also increase the amount of maximum ammo for a gun by carrying another one that shares ammo (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 and later games are a bit stricter, where attachment differences don't matter, but what type of gun it is does - e.g. you can get ammo for your M4 with grenade launcher from dropped M4s with red dots, ACOGs, or nothing, but will be shit out of luck trying to take ammo from an M16, even one with the same grenade launcher attached. In singleplayer this isn't very limiting for the most part, as you typically have the same gun all your Red Shirt allies have (thus allowing you to replenish yourself from their guns when they die) or are given a unique gun with a ridiculous amount of ammo to start with (the silenced ACR with a red dot sight and heartbeat sensor from the MW2 mission "Cliffhanger" holds over a thousand bullets in total - more ammo than an entire fire team would be expected to have on-hand in reality), and stolen enemy guns are easy to keep loaded too because enemies are typically randomly given one of three or four guns dependent on the level.
Multiplayer in later games would occasionally go back to ridiculously strict requirements to pick up ammo from another gun on the ground - some games don't let you take ammo from a dropped gun, even if it's the same weapon with the same attachments, if the camo pattern applied to it is different from yours - but games since Modern Warfare 2 also allow this to be played ridiculously straight with the "Scavenger" perk - everyone you kill (except by explosive weapons in later games) will drop a backpack with one full magazine for whatever guns you're carrying, another piece of your primary equipment, and one special grenade. In Modern Warfare 2, this backpack also contains a 40mm grenade or four shotgun shells if your gun has the grenade launcher/shotgun attachment. Yeesh, good thing the enemy didn't know they were carrying all this stuff... Amusingly, the perk is also available in the singleplayer of Black Ops II, which is probably even more ridiculous than multiplayer, because New Game Plus combined with it allows you to replenish ammo for various one-off futuristic weapons by picking up packs dropped by people in a time period before those weapons even existed.
Call of Duty: Modern Warfare (2019) and onward handle this differently depending on mode and circumstances. Weapons identify their ammo by specific caliber, and so picking up ammo from a dropped weapon in single- or multiplayer requires it to use the same ammo as your weapon - otherwise, you're reliant on teammates dropping munitions boxes or running the Scavenger perk. Warzone, however, identifies ammo types more generally, allowing any weapon of a requisite category to use it regardless of what it's stated to fire in other modes: heavy ammo can be shared by a 5.56mm assault rifle, 7.62mm battle rifle, and 6.8mm machine gun, just as RPG ammo, despite its pickups being visibly based specifically on the RPG-7's rocket, can be shared by any launcher from the RPG-7 to a 40mm grenade launcher and, in the first Warzone, even a ballistic knife.
Call of Duty: Modern Warfare II even applies this to muzzle attachments. What attachments are available in that slot for a gun depends on the caliber it fires, but weapons of more than one caliber can share any given attachment. In some cases it makes sense at least at first glance, such as the 7.62 NATO battle rifles and machine guns able to interchange muzzle brakes and suppressors with the 7.62 Soviet assault rifles and machine guns, but other times it gets completely arbitrary - perhaps most ridiculously, as of Season 3, muzzle attachments previously exclusive to the "FTac Recon" in .458 SOCOM can be used with the M200 Intervention in .408 CheyTac. This also applies to ammo attachments to a lesser degree, as ammo types are shared between the 7.62 NATO and 7.62 Soviet weapons (e.g. leveling the RPK a little bit will unlock armor-piercing 7.62mm ammo for the Lachmann-762 and SAKIN MG38 as well).
Zombies mode also uses this, which is probably to be expected since it isn't even trying to be realistic. Save for purchasing a weapon from off the wall and then going back to purchase ammo, your only other option for replenishing ammo is the Max Ammo pickup randomly dropped by zombies that will refill everything you have, whether it's a revolver that predates either World War, a submachine gun from the 1960s, a belt-fed machine gun from the 2060s, or a retro-futuristic raygun developed by Nazi super-science.
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Averted in the first game, and wasn't an issue because ammo was stored in a Hyperspace Arsenal (your coat) separate from the normal Grid Inventory. That said, pistol and sniper ammo were simply cartons of loose bullets rather than magazines. That's One Bullet Clips for you (on top of an attachment increasing the mag size of a specific weapon.
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TRON 2.0 takes place Inside a Computer System, which justifies the trope by having all weapons being "primitives" or "programs" that draw upon a common energy supply. The player's Disc primitive costs no energy to use, and is versatile enough that running completely dry on energy is not crippling.
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Zombies mode also uses this, which is probably to be expected since it isn't even trying to be realistic. Save for purchasing a weapon from off the wall and then going back to purchase ammo, your only other option for replenishing ammo is the Max Ammo pickup randomly dropped by zombies that will refill everything you have, whether it's a revolver that predates either World War, a submachine gun from the 1960s, a belt-fed machine gun from the 2060s, or a retro-futuristic raygun developed by Nazi super-science.
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Being forensics shows, CSI and its spin-offs and bandwagon-jumpers routinely avert the trope. In a notable example on CSI, the very fact that the rounds used in the crime were of an unusual caliber and design was a plot point. The rounds aren't even commercially available in the States. Turned out they came from a batch of FN P90s stolen from US forces in Pakistan.
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Universal Ammunition / int_cac1f772
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On a larger scale in EVE Online, one unit of a certain "size" of projectile ammunition can be chambered in up to five calibers. For example, one unit of "Large projectile ammunition", meant to be fired from battleship guns, can be used interchangeably in Dual 425mm, 650mm, 800mm, 1200mm, and 1400mm guns. Also, a unit of ammunition unloaded from an 800mm autocannon takes up the volume as ammunition unloaded from a 1400mm howitzer.
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The third game in the Dead Space series exchanges the previous games' "each gun has its own ammo type" system for this trope. Partially it was explained as a simplification for the new weapon crafting system, but the fandom reacted with They Changed It, Now It Sucks! (coupled with Lying Creator, as the initial Word of God was that this was only there for the demos).
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Call of Duty: Modern Warfare (2019) and onward handle this differently depending on mode and circumstances. Weapons identify their ammo by specific caliber, and so picking up ammo from a dropped weapon in single- or multiplayer requires it to use the same ammo as your weapon - otherwise, you're reliant on teammates dropping munitions boxes or running the Scavenger perk. Warzone, however, identifies ammo types more generally, allowing any weapon of a requisite category to use it regardless of what it's stated to fire in other modes: heavy ammo can be shared by a 5.56mm assault rifle, 7.62mm battle rifle, and 6.8mm machine gun, just as RPG ammo, despite its pickups being visibly based specifically on the RPG-7's rocket, can be shared by any launcher from the RPG-7 to a 40mm grenade launcher and, in the first Warzone, even a ballistic knife.
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The first Parasite Eve game has this. The only unique ammo is for the rocket launcher. Otherwise, you just have generic bullets. 9mm Parabellum = .45 ACP = 12 gauge = 7.62x51mm = 5.56x45mm = 40mm. For those who don't know ammo, pistol ammo = bigger pistol ammo = shotgun shell = rifle ammo = smaller rifle ammo = grenade.
Averted in Parasite Eve 2, where each ammo type is Color-Coded for Your Convenience. This even gets lampshaded by one of the NPCs, who notes that another character jammed a pistol by trying to force the ammo from a different pistol caliber into it.
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The Vanu Sovereignty in PlanetSide chamber the same type of ammunition (batteries) for their main weapons, as they all need similar levels of power. Their anti-tank laser cannon however, requires a much larger battery pack. Almost all handheld projectile rifles and pistols are chambered in 9mm ammo, bar sniper rifles, allowing a Terran Republic soldier behind enemy lines to reload his Mini Chaingun with ammo looted from New Conglomerate Gauss Rifles, for example.
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In Duke Nukem: Manhattan Project, you have 3 different ammunition types: Ammo, Pipe Bomb, and Energy. Ammo is used for your Desert Eagle, Shotgun, and Assault Rifle, though the minor pickups only show 3 Desert Eagle rounds (the Major pickups show one of each round). Pipe Bombs are used for Pipe Bombs and the RPG. Energy is used for the De-Mutator (a glob-throwing weapon that de-mutates any mutants you run across) and Pulse Rifle.
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The pistol and minigun in Unreal and Unreal Tournament share ammo; likely in reference to this, both of their Secondary Fire modes just increased firing speed at the cost of accuracy. Later games gave the two weapons separate ammo pools, culminating in Unreal Tournament III's minigun firing Tarydium shards rather than conventional bullets.
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Rogue Trooper's Action Special that came out in the mid 1990s did a Schematized Prop for Friday's equipment. His rifle is stated to be able to vary its calibre and rifling, allowing him to fire any standard Nort or Souther round.
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Painfully averted in GURPS: High Tech which gives an exhaustive list of ammunition types. Played more straight in Ultra-Tech where there are only a dozen different rounds between all the guns. High Tech even has a table explaining ammo compatibility (including showing how less powerful and/or smaller parent cartridges fit into their descendant guns, like .38 Special into .357 Magnum, but not vice-versa), and optional rules that let the GM determine the effect of loading incompatible ammo that somehow fits in the gun (with the best result being lower efficiency and possible jamming, and the worst result being the gun exploding).
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The Doom series: the first two games had four types of ammunition for six guns (seven if you include the second game's super shotgun). The Plasma Gun and BFG share ammo, as do the aforementioned super shotgun and the original shotgun, which are both justified as the former two are both energy weapons powered by battery packs and the latter two are fed with loose shells, is justified. The pistol and chaingun also share ammunition, which is less justified. Doom³ averts the trope entirely, as excluding the double-barrel shotgun added in Resurrection of Evil, which shares ammo with the base shotgun, every weapon has its own unique ammo supply - even the pistol, submachine gun and chaingun which all fire bullets but have their own supplies. Doom (2016) goes back to the style of the first two games, using four ammo types for seven guns and two special ammo types for the special weapons.
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In Guns of Icarus Online, players can equip special ammunition to apply various advantages and disadvantages to their weapon. Special ammo works in any weapon, regardless of whether the weapon is firing bullets, missiles, or burning gasoline.
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Despite the huge arsenal of weapons in Nuclear Throne, there are only 5 ammunition types. This leads to completely different weapons somehow sharing the same ammo pool, such as the Auto Crossbow and Disc Gun both using bolt ammunition.
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Irvine in Final Fantasy VIII has ammo for his Limit Break, but these work for all the guns he can equip in the game. This is not as inexplicable since you custom-make all of his weapons yourself, with the exception of his starting weapon, which the first upgrade is created from by using it as a base. In this case, you're modding the rifle to the ammo, most of which you can make yourself as well.
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Humorously averted in a scene in Burn Notice where Sam is needling Michael about having no life outside the spy business. Sam offhandedly mentions that his girlfriend Veronica once asked him if bullets came in different sizes.
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Resident Evil: Revelations 2 returns to the system of splitting up ammo by gun type rather than caliber, but this time has its three submachine guns and two assault rifles take different types of ammo rather than having them both use "machine gun ammo."
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Terraria has a very small selection of ammunition types, but said ammunition feeds a rather diverse variety of guns. For instance, standard Musket Ball ammunition will fire from muskets just fine, but it will also feed BB guns, revolvers, Uzis, shotguns, sniper rifles, and a half-minigun half-shark monstrosity.
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In darkSector this is played pretty much straight with everything but the starting pistol, which only shares ammo with its own burst-firing upgrade; the Klin PP9 (9x18mm), AKS-74U (5.45x39mm) and G36C (5.56x45mm) all share an ammo pool, as do the Webley Mark IV revolver (9x20mm rimmed) and the SOCOM 16 rifle (7.62x51mm NATO).
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The Wolfenstein series starting from Wolfenstein 3-D uses this trope, but for the most part only when it makes sense.
Wolf3D in particular only had three guns, two of which were based on real guns (the P08 or P38 pistol, depending on the system, and MP40 SMG) that do both use 9mm cartridges, though not from the same magazines - the minigun shares ammo with them too, but then again it is fictional. Later ports of the game add a rocket launcher and flamethrower weapon, each of which use separate ammo types from each other and the regular guns.
Return to Castle Wolfenstein has more ammo types, but is still careful to only let those guns that actually used them share - the returning Luger and MP40 all use 9mm Parabellum rounds, as does the British Sten, while also adding .45 ACP rounds for the Colt 1911 and Thompson SMG, and 7.92mm Mauser rounds for the Mauser rifle and FG 42. Other guns, like the Panzerfaust, flamethrower, tesla cannon and Snooper Rifle, each have their own ammo types, and you're not going to be pilfering more for them from the corpses of your enemies unless you stole the gun from one in the first place. Interestingly, the Venom gun has its own unique ammo supply, which is justified but in two entirely-incompatible ways - the in-game operations manual you can find before you get it states that it uses a specific variety of 7.92mm ammo that the Mauser and FG 42 presumably are not using, while its ammo pickups are identified as 12.7mm (i.e. .50-caliber) when you grab them.
The 2009 game and everything coming afterwards averts the trope entirely, where absolutely nothing shares ammo with anything else and most even get a second ammo type to switch between with an upgrade of some variety. The closest you get is that battery stations on the walls can be used to recharge anything that fires energy, be it the Laserkraftwerk, the AR Marksman's secondary fire, or even dismounted MG 60 machine guns.
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Left 4 Dead justifies this: all guns have separate ammo pools and replenish that or get upgraded ammo from the same pile/box, but they are all clearly shown to contain a variety of different types of ammo (even the buckets of bullets you usually see at the start of the L4D1 campaigns visibly contain several different varieties of magazine and a few loose rifle bullets). There are also a few weapons that cannot be reloaded from the ammo piles but can get explosive or incendiary ammo, specifically the grenade launcher and M60.
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Medal of Honor: Allied Assault has wildly different guns from four nations all accepting the same carts and mags if they're the same "type" (pistol, rifle, etc.). The original PSX game averted this for pistols and submachine guns (for instance, salvaged 9mm guns would not give you ammo for your .45 Colt or Thompson), but played it straight with rifles. The 2010 reboot switches to the standard modern system of weapons sharing ammo based on real-world caliber, and also allows you to ask certain allies for more ammo regardless of whether he would logically be carrying that kind of ammo on him.
In Medal of Honor: Vanguard, enemies sometimes drop ammunition boxes instead of their weapon, which always gives the player ammunition regardless of what weapon the player is using.
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Similar to the Invisible War example above, in John Scalzi's Old Man's War, the rifles used by the Colonial forces use nanotechnology-based ammo that reconfigures itself into whatever you're asking for—including rockets, grenades, bullets, and microwaves. You can even create your own custom firing macros (eg., fire a grenade followed by a blast of flame for good measure).
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The following is a list of statements referring to the current page from other pages.

 Universal Ammunition
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Acceptable Breaks from Reality
 Universal Ammunition
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Guns and Gunplay Tropes
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Guns Do Not Work That Way
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Video Game Items and Inventory
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Universal Ammunition
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Universal Ammunition
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seeAlso
Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
 Graviteam Tactics (Video Game)
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
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Universal Ammunition
 Resident Evil Village (Video Game) / int_63a865c9
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Universal Ammunition
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Universal Ammunition
 Sekiro: Shadows Die Twice (Video Game) / int_63a865c9
type
Universal Ammunition
 Shadowrun (Video Game) / int_63a865c9
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Universal Ammunition
 Snake's Revenge (Video Game) / int_63a865c9
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Universal Ammunition
 Sniper Elite V2 (Video Game) / int_63a865c9
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Universal Ammunition
 Soldier of Fortune (Video Game) / int_63a865c9
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Universal Ammunition
 State of Decay (Video Game) / int_63a865c9
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Universal Ammunition
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Universal Ammunition
 System Shock 2 (Video Game) / int_63a865c9
type
Universal Ammunition
 Team Fortress 2 Classic (Video Game) / int_63a865c9
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Universal Ammunition
 Terminator Dark Fate - Defiance (Video Game) / int_63a865c9
type
Universal Ammunition
 The 3rd Birthday (Video Game) / int_63a865c9
type
Universal Ammunition
 The Last of Us Part II (Video Game) / int_63a865c9
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Universal Ammunition
 The Riftbreaker (Video Game) / int_63a865c9
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Universal Ammunition
 The Surge 2 (Video Game) / int_63a865c9
type
Universal Ammunition
 This War of Mine (Video Game) / int_63a865c9
type
Universal Ammunition
 Time Commando (Video Game) / int_63a865c9
type
Universal Ammunition
 Tomb Raider (2013) (Video Game) / int_63a865c9
type
Universal Ammunition
 Tomb Raider III (Video Game) / int_63a865c9
type
Universal Ammunition
 UFO: Alien Invasion (Video Game) / int_63a865c9
type
Universal Ammunition
 Unreal Tournament (Video Game) / int_63a865c9
type
Universal Ammunition
 Vampyr (2018) (Video Game) / int_63a865c9
type
Universal Ammunition
 Vermintide II (Video Game) / int_63a865c9
type
Universal Ammunition
 Void Crew (Video Game) / int_63a865c9
type
Universal Ammunition
 Warhammer 40,000: Darktide (Video Game) / int_63a865c9
type
Universal Ammunition
 Wolf Team (Video Game) / int_63a865c9
type
Universal Ammunition
 Wolfenstein 3-D (Video Game) / int_63a865c9
type
Universal Ammunition
 World of Horror (Video Game) / int_63a865c9
type
Universal Ammunition
 X-Men: The Ravages of Apocalypse (Video Game) / int_63a865c9
type
Universal Ammunition
 ObsCure / Videogame / int_63a865c9
type
Universal Ammunition
 Sniper Elite 4 / Videogame / int_63a865c9
type
Universal Ammunition
 Forgotten Weapons (Web Video) / int_63a865c9
type
Universal Ammunition
 Freeman's Mind (Web Video) / int_63a865c9
type
Universal Ammunition
 Deus Ex: Invisible War (Video Game) / int_63a865c9
type
Universal Ammunition
 Star Ruler (Video Game) / int_63a865c9
type
Universal Ammunition