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This article appeared in Quake II  

They are five major ammo types: shells, cells, bullets, grenades, and rockets. except for the blaster, you must have ammunition to use a weapon. Each ammo type has a maximum you carry.

—The Quake II Manual

Quake II contains various types of ammunition to supply the different weapons available to the player. The Blaster and the Chainfist do not require ammunition, but other weapons do. These are collected as individual pickups throughout the levels, or sometimes dropped by Strogg when they are killed.

The Bandolier and Ammo Pack are power-ups which permanently increase the player's maximum capacity for various types of ammunition. The Bandolier and Ammo Pack also contain an immediate bonus of ammunition - see their own pages for details.

Ammo Magazine Normal capacity Bandolier Ammo Pack Used for
Shells 10 100 150 200 Shotgun, Super Shotgun
Bullets 50 200 250 300 Machine Gun, Chain Gun
Grenades 5 50 50 100 Hand Grenade, Grenade Launcher
Rockets 5 50 50 100 Rocket Launcher
Cells 50 200 250 300 Power Shield, Hyperblaster, BFG10K, Ion Ripper, Plasma Beam
Slugs 10 50 75 100 Railgun
Mag Slugs 10 50 75 100 Phalanx
Flechettes 50 200 250 300 ETF Rifle
Prox 5 50 50 50 Prox Launcher
Rounds 3 12 21 30 Disruptor
Trap 1 5 5 5 itself
Tesla 3 5 5 5 itself

The table above is a complete list as of the release of the 2023 remaster. In the original Quake II there were only six types of ammunition (the first six entries in the table). The Reckoning added Mag Slugs and the Trap. Ground Zero added Flechettes, Prox and Tesla. The 2023 remaster added Disruptor Rounds.

Furthermore, some changes were made as part of the 2023 remaster - in the original game the Ammo Pack didn't affect Flechettes, and the maximum capacity for Tesla mines was 50, with five in each pickup rather than three.

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