Fallout: New Vegas ammunition

Ammunition or Ammo is the term used for expendable ordnance material used in charging firearms of all kinds; as powder, balls, shot, shells, percussion caps, rockets, missiles, energy, etc. The purpose of ammunition is to project force against a selected target or area.

Other

 * Note: Weight only applies while playing on Hardcore mode.
 * ¹ Compatible with weapons that use 5.56mm rounds.
 * ² Compatible with weapons that use .357 Magnum rounds.

Notable Vendors
These are vendors carrying large amounts of certain ammunition types.
 * .308 round: Daniel Contreras at Camp McCarran and Quartermaster Bardon at Hoover Dam
 * 12.7mm round: Daniel Contreras at Camp McCarran and Quartermaster Bardon at Hoover Dam
 * 12 gauge shotgun shell: Quartermaster Bardon at Hoover Dam
 * 25mm grenade, .50 MG: Vendortron at Gun Runners and Alexander at 188 Trading Post and Quartermaster Bardon at Hoover Dam
 * 40mm grenade: Cliff Briscoe at Novac, Vendortron at Gun Runners, Lacey at Mojave Outpost and Boomer munitions manager at Nellis Air Force Base and Quartermaster Bardon at Hoover Dam
 * Flamer Fuel: Chet at Goodsprings and Johnson Nash at Primm

Loading
To load different ammunition, go into the Pip-boy, scroll to the "Ammo" section and select from the list any compatible ammo type for the currently equipped weapon. Outside of the Pip-boy, press the top middle button of the hot-keys to switch ammo types for the currently equipped weapon.

Bugs

 * Ammo boxes: It seems a player cannot carry more than 100 surplus small energy cell charges. If the player buys two or more boxes, only one will show up. If the player buys one box, drops that box, picks up the cells, and buys a second box it will have the same effect. Problem may apply to other types of ammo.
 * Ammo boxes: If the item was purchased through a vendor, the player may have to drop the ammo box onto the ground (through the Pip-Boy) and pick it up off the ground to receive the ammunition contained inside the box. *Confirmed* [This has been fixed in the 1.2.0.285 patch (PC)]
 * Occasionally when switching between types of ammunition for a gun, the loaded ammo may become "stuck" and not allow you to switch. To correct this, drop all ammo of the currently loaded type. The gun should then switch to the other ammo type and you can pick the first set of ammo back up. *Confirmed*
 * In reference to the above statement, you cannot change ammo types (by hitting up on the D-Pad), when the weapon is holstered. Additionally you might not be able to change ammo types via pip-boy on an equipped/holstered weapon.  You can unequip in the pip-boy, then change ammo types. *Confirmed, but not sure this is an actual bug.
 * When adding large amounts of ammunition using the console command, the game may crash. This is especially evident when adding .50 MG Incendiary rounds.
 * When transferring ammo to a companion in Hardcore mode and you get a message that the transfer will overload them (which is correct), try reducing the amount you're giving them at once. For instance, Boone mightn't like you lumping 200 Microfusion Cells on him at once, so try maybe 20 or 50 at a time. You can keep trickling them in at this reduced amount until they're all transferred. You can then proceed to transfer in different ammo types in the same trade session, but once you exit, you'll have to take some weight off him to bring him under 220WG to 'overload' him with ammo again. Note: On the character wheel, it will still display his maximum full weight (220/220 WG) though what he's truly carrying could now be far exceeding this.
 * when switing amunition and acidently goes to the gun below it it gives that gun its amounition and gives it clip capasity too.

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