.357 magnum round
.357 magnum bullet compared to .22LR bullet.
The .357 magnum round, a magnum handgun cartridge manufactured by Big Chief, has a significant powder load making it a very powerful cartridge for a pistol round, and acceptable for use in carbine length lever-action rifles.
Weapons using this ammunitionEdit
- .357 magnum revolver
- Cowboy repeater
- K9000 cyberdog gun Old World Blues (add-on)
.357 magnum standard and JFP rounds can be crafted at a reloading bench. A single cartridge requires the following:
Powder, pistol (8)
.357 magnum round (1)
Powder, pistol (10)
.357 magnum, JFP (hand load) (1)
Breaking down a standard .357 magnum round yields:
.357 magnum round (3)
Powder, pistol (6)
.357 magnum, hollow pointEdit
Hollow point bullets are designed to mushroom out, expanding up to 5 times their original size resulting in a jagged, gory wound much larger than the actual round. Hollow points lack the penetrating power to punch through denser materials due to the fact that their force is distributed over a larger area, drastically reducing the weapon's penetrating power. For that same reason, they are excellent at turning internal organs to mush.
.357 magnum, JFP (hand load)Edit
JFPs (or jacketed flat points) are blunt, copper-wrapped bullets designed to flatten on impact like a hollow point, but retain the penetrating power of a copper-jacket slug. As such, they inflict greater damage, penetrate enemy armor better, and even fly straighter than normal .357 rounds. They require the Hand Loader perk to craft.
.38 special roundEdit
.38 special rounds are a less powerful cartridge than .357 magnum rounds. They can be fired from .357 weapons because the .357 magnum was developed from the .38 special round, and they share all the same dimensions except case length. Though the reduction in powder means less damage inflicted on the target, it also means less wear and tear per shot on the gun.
|Ammunition type||- Ammunition type||Spread modifier||- Weapon Spread modifier|
|Damage modifier||- Weapon Damage modifier||Bonus effect||- Ammo bonus effects|
|Damage Threshold modifier||- Target Damage Threshold modifier||Craftable||- Ammo is craftable|
|Condition penalty||- Weapon Condition modifier||Percentage chance of empty casing||- Percentage chance of empty casing, hull or drained cell/pack/tank|
|Ammunition type||Damage modifier||Damage Threshold modifier||Condition penalty||Spread modifier||Craftable||Percentage chance of empty casing|
|.357 magnum round, standard||x 1||x 1||x 1||x 1||yes||30% chance|
|.38 special round||x 0.75||x 1||x 0.75||x 1||no||0% chance|
|.357 magnum round, JFP (hand load)||x 1.25||- 3||x 1||x 0.8||yes||15% chance|
|.357 magnum round, hollow point||x 1.75||x 3||x 1||x 1||no||30% chance|
- After the completion of the Dead Money add-on, the player may receive up to 48 .357 magnum rounds (552 rounds if the player also received a complimentary voucher) from the Sierra Madre vending machine in the abandoned Brotherhood of Steel bunker every 72 hours.
- The armor locker in the vault at the end of Dead Money can contain up to 2,000 rounds.