Ammo Case is a mod that allows the

Converted ammo is denoted by a symbol.
It is given to players upon claiming Carrier (
Prime) from the Foundry or buying a
Carrier from the Market.
Stats[]
Rank | Ammo Capacity | Mutation Delay | Cost |
---|---|---|---|
0 | +5% | +5s | 2 |
1 | +10% | +4s | 3 |
2 | +13% | +3.5s | 4 |
3 | +15% | +3s | 5 |
4 | +17% | +2.5s | 6 |
5 | +25% | +2s | 7 |
Ammo Conversion[]
Ammo Type | Efficiency (Primary) |
Efficiency (Secondary) |
---|---|---|
Primary | N/A | 33% |
Secondary | 33% | N/A |
Drop Locations[]
Mission Drop Tables
Mission Type | Source | Rotations or Drop Table |
Chance[1] | Quantity[2] | Avg. per roll[3] | Star Chart Nodes |
---|
Enemy Drop Tables
Enemy | Drop Table Chance[4] | Item Chance[5] | Chance[6] | Expected Kills[7] | Quantity[8] | Avg. per roll attempt[9] |
---|---|---|---|---|---|---|
Corrupted Butcher | 3% | 37.94% | 1.1382% | 88 | 1 | 0.011382 |
Corrupted Lancer | 3% | 37.94% | 1.1382% | 88 | 1 | 0.011382 |
Sourced from the official drop table repository. See Module:DropTables/data to edit on the wiki.
Notes[]
- The extra 25% ammo maximum is added depending on your weapons' modded ammo maximum (any negative percentage will be offset only by up to 25% of the weapon's own final ammo maximum value).
- Mutation Efficiency is the same for all ranks and equivalent to a Rank 3 Ammo Mutation Mod.
- The amount of ammo received depends on the equipped weapon and follows the respective mutation mod for the equipped weapon.
- Other mutation mods stack with this effect, however the mutation delay will always be applied.
- Conversion effect does not work with Atmospheric Archguns.
Trivia[]
- Ammo Case was added as a replacement mod for Carrier's
Vacuum precept, with all copies of Vacuum converted to Ammo Case. However, copies of Vacuum acquired after Hotfix: The Vacuum Within 2 (2016-10-06) will not be converted.
Bugs[]
- Due to its mutation delay, sometimes it will consume more than enough ammo pickups in range. Sometimes multiple ammo pickups will be consumed even if you need just 1 bullet.
- For bows, every shot potentially consumes a lot of ammo pickups within 12m if you have a maxed
Vacuum equipped.
- For bows, every shot potentially consumes a lot of ammo pickups within 12m if you have a maxed
Patch History[]
Hotfix 22.20.4 (2018-05-22)
- Fixed Carrier’s Ammo Case precept continuing to function after it has died.
Hotfix 19.6.3 (2017-01-17)
- Fixed Ammo Case Mod upgrades remaining after death.
Hotfix: The Vacuum Within 2 (2016-10-06)
- Changes:
- Changed the Mod image for Ammo Case to better reflect its role.
- Fixes:
- Fixed Ammo Case still applying its buffs after Carrier has died.
- Fixed Ammo Case refilling ammo on respawn.
- Fixed Ammo Case refilling ammo on Host Migration.
Hotfix: The Vacuum Within 1 (2016-10-05)
- Fixes:
- Fixed a crash that would occur when Ammo Case would trigger on a weapon with no ammo (
Exalted Blade, etc).
- Fixed a crash that would occur when Ammo Case would trigger on a weapon with no ammo (
Update: The Vacuum Within (2016-10-05)
- Carrier’s precept has been automatically changed to Ammo Case - now increases ammunition capacity and converts ammo pickups into ammo for the currently equipped weapon after a short delay.
Ammo Mods | |
---|---|
Sentinels | ![]() |
Reserve Ammo | ![]() ![]() ![]() |
Magazine Capacity | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Ammo Mutation | ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
Ammo Pickup | ![]() ![]() ![]() ![]() ![]() |
Ammo Efficiency | ![]() ![]() |
Ammo Refund | ![]() ![]() |
PvP | ![]() ![]() ![]() ![]() ![]() ![]() ![]() |
- ↑ Chance to roll item within drop table
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance)
- ↑ Chance to roll drop table
- ↑ Chance to roll item within drop table
- ↑ (Drop Table Chance × Item Chance)
- ↑ (1 / Chance), see WARFRAME Wiki:Expected & Nearly Guaranteed Numbers for more details
- ↑ Amount rewarded on successful roll
- ↑ (Quantity × Chance), average item quantity on a roll attempt (successful or not)
Lorem ipsum dolor sit amet
37 comments
Is it important in which order I put the mod in the Carrier, or can it be placed anywhere?
The order is important, the mods that are equppied on the top left will have the highest priority
Using kuva kohm and carrier, once out of ammo, switch to melee, but it'll say like pistol ammo full, and doesnt convert unless I switch to the kohm it doesn't pick up, 2 second delay included. Has it always been this way?
for EQUIPPED weapon
It sometimes refills my Arch-gun ammo but I don't know the condition for it, don't know if it's a bug or feature.
Hopefully a feature since heavy weapons look badass, my fav being the Dual Decurions. I mean most of them aren't even that good in regular missions except maybe the Fluctus due to it's wide AoE and infinite punch through.
Heavy
[1]
Ammo Case is increasing arch-gun total ammo capacity but not converting it ammo after pickups. That makes no sense. Mod is working for like 50%. Am I missing something?
AFTER TWO SECONDS??? what does that even mean?
IS THIS A PASSIVE? or ACTIVE?
It's passive. What it means that the once the unusable ammo is picked up, it takes 2 seconds before it's actually converted into the type you can use.
Is this a passive precept or should I care about where I place it?
Anyone notice they changed the description of Ammo Case to include "An unused, unfused artifact" at the start
So I'm not the only one to notice that
Everytime you mention using primed ammo mutation mods, people always say "hurr durr that's what carrier is for durr"
Just no, Carrier isn't the answer to all of your problems, I'd rather not put down Helios/Kavats for this
And most other people wouldn't want to gimp their weapon with useless mods that don't improve the direct perfromance of their weapon. Any benefits a particular companion would offer over carrier do not come even close for making up the loss of a mod slot on a weapon.
That one mod slot and carrier > Companion and a wasted mod slot
Since when does the description have "An unused, unfused artifact"?
yeah just saw it. Umbral Ammo Case inc?
I believe thereis a bug currently where it has no polarity at all
bugged on PoE
Still is bugged as of 9/28/2018 ...it seems like it won't convert rifle or sniper...at least it didn't last night (solo)
how does this synergize with other mutation mods?
It's bugged for lenz. At least for me it's supposed to have a mag of 9 or 10 I belive
@Wolfnrun
1. Why are you commenting about the Ammo Capacity bonus on a post discussing the Ammo Mutation Bonus?
2. Lenz doesn't have a mag, it's a bow, it only has an Ammo Capacity
3. It's a 25% bonus, Lenz has a Ammo Capacity of 6, so 6*1.25 = 7.5 which is rounded down to 7.
7.5 is rounded to 8, not to 7.
That's how rounding is supposed to work, but it's not how the mod works in game.
Sometimes it stops picking up certains ammos in a mission for me. It starts picking up all ammos, but after a while it stops picking up some ammos to convert. I don't know if it's a bug with this mod, Vacuum, or if it actually picked up but latency issues show the ammo still on the ground (although I'm fairly certain the ammo is still there and is not being picked up for some reason).
There's a good chance your ammo reserves are full.
where would i farm this easily?
build another carrier
Uhhh. I may not know what enemie as it is not stated anywere on the wiki. Do some void missons, I found 3 in a 20min survival run. Assuming you lost it, you should get it again within the time frame
^Corrupted Butchers and Lancers drop it...
^ I was thinking vaccum... XD. Ya you'r right it says it here. Do a few void missons and you'r good. Don't hurt me =-P
you need this and primed ammo mut to make the twin grakatas ammo efficient!
That won't make it anymore efficient, it'll just keep you from running out of ammo.
Well, it'll pretty much increase the efficiency and usability of them in missions so I guess you can still use the word efficient.
Ammo Efficiency is the damage per ammo used, this does not change that at all. What it does is feed you enough ammo so that you don't run out with the low efficiency.
No. Those two arent enough. You also need scavenger to keep it firing 24/7.
Trick Mag prevents this from mutating ammo for the Furis. May be the same for other pistols, haven't tried it yet.
Free sentinel based ammo mutation? That frees up a mod slot on my weapons? Yes please.
At least until my carrier dies. Hrm...
Carrier (or Prime) is the most durable sentinel of all...it doesnt simply die that easily
you can just run carrier with no mods for defense, it will die easily enough
Carrier prime is preety damn anky, couple that with primed regen and you shouldnt have any problems
Stacks with other mutation mods now!
-added a note about it-
interesting, i wondered why my carrier wasn't collecting stuff like energy drops; my existing vacuum was converted into a maxed Ammo Case, but I still had a few vacuums in mod inventory. They now specify 'sentinel' and not just carrier, so can be used on any sentinel, presumably. I'm not sure what the effect of running both mods may be.
I do think this may help with the case where the player without the carrier with vacuum doesn't get any energy drops because the other with the vacuum sucks them all up as soon as they appear. But, vacuum still remains, it seems, though I haven't tested it yet. Supposedly all sentinels have a short range vacuum built-in, but I didn't see it working.
Vacuum is now a general Sentinel Mod, so it can be equipped on all Sentinels.
All Vacuum-Mods was changed to Ammo Case. The they reintroduced the new Vakuum and gave everyone the new VersionxYour amount of Sentinels. They both work. But I don´t know if the deleted the build in Vacuum after the last Update. Does anyone know?
well, the old vacuum still works; maybe the range is lower, though
looks like they are going with zero vacuum even on carrier, as i had to walk on top of mods and energy balls to pick them up without vacuum mod; i like it, every sentinel can use vacuum now, or also Ammo Case i guess, depending on the needs of the weapons; it is not specific if it refers to the sentinel's weapon or the tenno's weapon, though; however, it is easy to assume they mean the tenno's weapon, as the sentinels never run out, or never used to, anyway, lol.
range is not lower, it is now 12m again. and it's a mod card again, like before the first changes. no innate vacuum for the sentinels, but all of them can use the mod card. ammo case is just for Carrier though and it's, like you assumed, for all the weapons the warframe uses, as sentinel weapons don't use up ammo.
Well if my carrier is destroyed, does the 25% ammo disepear? or it is for all the mission?
Did not until last update, but was a bug and is now fixed (Source: Update notes)