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Terminator: Resistance
Unidentified This article currently has one or more unidentified weapons. |
Work In Progress This article is still under construction. It may contain factual errors. See Talk:Terminator: Resistance for current discussions. Content is subject to change. |
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Terminator: Resistance is an FPS game set in the "Future War" era briefly glimpsed in The Terminator and Terminator 2, a time period not seen in FPS gaming since 1996's SkyNET by Bethesda Softworks. The game takes place in a post-apocalyptic Los Angeles in 2029, more than three decades after Judgment Day, a worldwide nuclear holocaust that happened on August 29, 1997. In this ruined world, Jacob Rivers, a Private in the human Resistance and the player character, becomes the sole survivor of his division during a massive attack by Skynet, the AI responsible for ending the world, and its robotic army. Forced to join a band of human scavengers just to survive and escape, Jacob Rivers soon discovers himself to be a major target for Skynet, and has no choice but to find the rest of the Resistance in order to take the fight--and the world--back from the genocidal Machines.
The following weapons are used in the video game Terminator: Resistance:
WARNING! THIS PAGE CONTAINS SPOILERS!
Overview
The game allows the player character to store a limited number of weapons in a grid-based inventory system, as well as to carry four weapons in a "weapon wheel" for quick access, similar to the wheel-based inventory system seen in Grand Theft Auto V. Long guns (with the exception of the ingame Uzi) take up two inventory spaces, handguns take up only one inventory space, and grenades, ammunition of any kind, and explosive devices all take up only one inventory space for each kind of item that can be stacked as far as the player likes. Iron sights, scopes, and recoil-based muzzle climb are all implemented in the game, but most weapons lack chambering or readying animations (cocking the hammer, setting a safety to off, etc.) when reloaded or being drawn. Ballistic weaponry also does not track the additional round in the chamber which should realistically be included when reloading closed-bolt weapons that are not currently empty. Grenades go in their own "Offensive Item" slot which is separate from the weapon wheel but allows the player to use them at a moment's notice regardless of which weapon is currently equipped.
The game also has an RPG-esque progression system with experience points earned towards character levels that each grant a "Skill Point" to be spent on ingame skills that govern everything from weapon damage, to the items the player character can craft, to how stealthy the player character is, etc. Weapon damage ingame is generally affected by the Weapons Skill Level possessed by the player, with some exceptions. If a weapon is affected by a specific skill or requires a specific level of skill to be used, this will be mentioned in a weapon's own section.
Being set in a post-apocalyptic future timeline where fiat currency and precious metals have become worthless, the currency used by both ingame shops is "Trade Resource Units" (TRUs), "Trade Resources" being much of the bric-a-brac lying around post-apocalyptic Los Angeles that isn't a crafting component, such as non-perishable food, potable water and beverages, laundry detergent powder, shampoo, cigarettes, edible rat corpses, etc., that the player can scavenge, each piece of Trade Resource being worth a differing value depending on the difficulty level selected. Each weapon's price is listed in its own entry.
The weaponry listed here is sorted in the order it can be found or obtained in the game. It should also be noted that the game uses filters to emulate the look of a film being watched, including simulated film grain and chromatic aberration that can be seen in the following screenshots.
Ballistic Weaponry
Note: As was the case in the first two Terminator films, ballistic weaponry in this game cannot harm Terminators of any type, nor can they harm the Hunter-Killer (HK) vehicles or the T-47 Combat Walkers. Also, all ingame ballistic weapons (with the exception of the M1911 Pistol) lack chambering animations while reloading, and are never seen to eject spent shell casings while firing.
Auto-Ordnance M1911A1
The Auto-Ordnance M1911A1, simply named the "M1911 Pistol," is the first firearm available to the player within the game, and also the first firearm that the player must obtain. It has a nine-round magazine capacity (implying that it is chambered in 9x19mm, which is confirmed by details on its ammunition pickup item), sports an odd two-dot sighting system (see below), and uses ingame Small Caliber Ammunition. The M1911A1's low stats and limited magazine capacity more or less restrict its use to the tutorial level or being an emergency sidearm in later levels. However, it is also the only firearm in the game to feature a hammer-cocking animation and a slide-racking animation, as similar animations are missing from other ingame guns. It is also the most accurate firearm in the game when not using iron sights, which is somewhat unrealistic since, as a handgun, it lacks the additional points of contact a long gun would possess for more accuracy. No NPCs use the M1911A1 ingame, but several NPCs do sport pistol-scale holsters that are always depicted as empty, implying that they were originally going to be equipped with the handgun.
The M1911A1 is available right from the beginning of the game, or can be purchased from the Scavengers' supply locker for a meager 50 TRUs, or 150 TRUs from the Resistance Shelter Armoury. Its identity as an Auto-Ordnance M1911A1 is evidenced by the slanted cocking serrations on its slide.




Uzi
The Uzi in its full-size submachine gun configuration appears in the game, referred to ingame as the "Uzi SMG." Dealing slightly more damage than the M1911 Pistol, the ingame Uzi has an incorrect magazine capacity of 30 rounds (real Uzis were not issued with 30-round magazines but with 25-round or 32-round ones instead) of Small Caliber Ammunition and is restricted to fully-automatic fire. No NPCs use it ingame. It also sports an extendable metal stock that cannot be extended. Whether the ingame Uzi is open bolt or closed bolt cannot be determined as the weapon lacks any sort of charging animation for this weapon, but the ingame version's charging handle does reciprocate when firing, while the real-life Uzi's does not. Its presence in the game is clearly a reference to the Uzi's appearance in the first film of the series.
The Uzi can be obtained for free in the first level if the player makes a certain choice; otherwise, it is available from the Scavengers' supply locker for 100 TRUs, or from the Resistance Shelter's Armoury for 300 TRUs.



M16A4
The M16A4 appears in the game as the "M16 Rifle," with a 30-round magazine capacity, and is erroneously restricted to fully-automatic fire (real M16A4s have only semiautomatic and three-round-burst firing modes). It is the second firearm that the player must obtain. The in-game version sports a retractable buttstock, a quad rail with rail covers for the left and right side rails, and an unusable (and anachronistic) AN/PEQ-15 laser module mounted on the right side rail. The combination of these features and fully-automatic fire was not standard-issue for American-military-issued M16 rifles in real-life 1997 (the year Judgment Day occurred in the Terminator timeline); however, the M16A4 was officially adopted in real life by the United States Marine Corps in July 1997, one month before Judgment Day in the Terminator timeline. Colin the Scavenger and Ryan the Mechanic from the Scavengers' group are seen to use these weapons during the first level of the game. Jennifer the Scavenger also uses one during Skynet's attack on the Los Angeles Metro station.
The M16A4 can be found in a locked storeroom in Chapter 2 of the game, or otherwise can be purchased for 200 TRUs at the Scavengers' supply locker, or for 600 TRUs at the Resistance Shelter Armoury.

Baikal MP-133
The Baikal MP-133 appears in the game, as the "Remington Shotgun." It is supposed to stand in for the Remington 870, but its true identity can be discerned by the shape of its trigger guard, the rectangular ejection port, the magazine cut-off button, and the cylindrical "corncob" forend. It has a tube magazine capacity of seven rounds, and like the real deal can only fire once every time the pumping animation is complete. The seven-round magazine capacity is clearly intended to replicate the real MP-133's 6+1 magazine capacity, but like the other ballistic weapons in this game the player character never chambers the shotgun while reloading to get the seventh round in the chamber. As with many video game shotguns, its projectiles disappear past 10 metres or so and have a very wide and unrealistic spread when fired.
Like the rest of the game's ballistic weaponry, the MP-133 cannot damage Terminators, but it can knock them down for a short time if enough hits are scored, which is a reference to the first film in the series with the same unrealistic aspects. Ryan the Mechanic uses one in a cutscene, but no other NPCs use it. The presence of the Baikal MP-133 in this game is anachronistic and out-of-place, since it was developed in 2000 and Judgment Day happened in 1997, unless Eastern European shotgun development continued somehow after the apocalypse and the MP-133 somehow became the most common shotgun in America.
The MP-133 can be found free of charge in an abandoned gun store in the Warehouse District level (Chapter 3 of the game), or in the locked trunks of certain cop cars scattered throughout some of the game's levels. Otherwise, it can be purchased for 150 TRUs from the Scavengers' supply locker, or 450 TRUs from the Resistance Shelter Armoury.

The MP-133 in the back of Don Matthew's gun shop in the Warehouse District, which has somehow not been looted in the more than 30 years since Judgement Day. As can be seen in this screenshot, the 3D model lacks a trigger. Sadly, it's not a 12-GAUGE AUTOLOADAH.



AMT Hardballer .45 Longslide
Hand Held M134 Minigun
M79 grenade launcher
Ballistic Ammunition
Ammunition for ballistic weaponry can be found throughout the ingame levels, or can be crafted at a Crafting Table with the right components right without any regard for the player character's Crafting Skill Level. The exact amount of ammunition available per pick-up varies with the difficulty level selected.
Phased Plasma Weaponry
Note: All Phased Plasma weapons in the game can have their base stats (damage, firing rate, power reserve size/shots to overheat, and stability) upgraded with Skynet Chips looted from fallen enemies.
Endo Battle Rifle
The iconic Calico Liberty 100-based Endo Battle Rifle makes an appearance in the game, as the standard-issue weapon for almost every model of Skynet Endoskeleton. The game has two versions, the first-generation Skynet Plasma R95 and the second-generation Skynet Plasma V96, which use Red Plasma Cells and Violet Plasma Cells respectively. The R95 is used by T-800s, while the V96 is used by T-820s. The T-825 uses two R95s, while the T-825V follows suit by using two V96s. The player character can use them himself if he possesses Weapons Skill Level Three for the R95 and Weapons Skill Level Five for the V96. Neither ingame version of the Endo Battle Rifle requires reloading (instead drawing from the player character's entire inventory of the appropriate type of Plasma Cell as a single ammunition pool), however both normally take only 15 shots before temporarily overheating, so the player must use them with some discretion, especially since they possess some rather pronounced muzzle climb when fired.
As Skynet technology, neither the R95 nor V96 can be purchased from ingame stores and so must be looted from fallen Terminators, but they can be sold off for 400 TRUs and 600 TRUs respectively.


Valmet M82A
The Valmet M82A appears in the game and has two versions, named the Plasma Rifle TC2000-R and the Plasma Rifle TC2100-R, and just like in the first Terminator film it is depicted as a standard-issue Resistance weapon. Both versions use Red Plasma Cells, and have a base power reserve size of 24 units of Phased Plasma. Many Resistance and civilian NPCs use it from Chapter 7 onwards, but for some reason (most likely to emulate its magazine-less appearance in the first Terminator film as well as to make sure NPCs can use the same hand positions for all weapons they are seen to carry during gameplay) NPCs are never seen to carry it with the magazine inserted. The M82A is the first gun made available to the player that can harm or destroy Terminators, but its firepower is a bit lacking without upgrades, especially on higher difficulty levels.
The player character can obtain a Plasma Rifle TC2000-R for free in Chapter 8 and Chapter 22, or can purchase one for 1,000 TRUs at the Resistance Shelter Armoury from Chapter 9 onwards. The scoped Plasma Rifle TC2100-R on the other hand can be obtained for free in Chapter 11, or otherwise purchased from the Resistance Shelter Armoury for 1,400 TRUs from Chapter 13 onwards.

The ingame version is similar, but moves the pistol grip back and the magazine forward for a conventional layout. It also has a rubber buttpad, no iron sights, three red glowing cylindrical gadgets on its upper left side, and an AR-15-style ambidextrous charging handle on the top that is never used.
"Rail Plasma" Sniper Rifle
The "Rail Plasma" Sniper Rifle appears in the game, and has two versions: the Rail Plasma RG01 which uses Red Plasma Cells, and the Rail Plasma VG01 which uses Violet Plasma Cells. Possessing the highest damage-per-shot stats for Phased Plasma weaponry in the game, this weapon class is effective at sniping, even more so when upgraded, as it is capable of destroying most Endoskeletons in a few hits. It does however have a slow firing rate (the slowest among Phased Plasma weaponry), due to the game making it operate similarly to a real-life straight-pull bolt-action rifle. As of version 1.030 of the game, the base power reserve size for both Rail Plasma Sniper Rifles is 25 units of Phased Plasma, but each shot fired drains five units. Field Commander Jessica Baron of the Resistance's South Division uses one in a cutscene, but no other NPCs use it.
The Rail Plasma RG01 can be found hidden in a building in Chapter 11 of the game, or purchased from the Resistance Shelter Armoury for 4,000 TRUs from Chapter 13 onwards. The Rail Plasma VG01 can be purchased from the Resistance Shelter for 5,200 TRUs in Chapter 24, or can be obtained for free in the last chapter of the game.
It should be noted that plasma is magnetic and several experimental plasma railgun cannons have been tested in various directed-energy weapon experiments in real life.

The Rail Plasma RG01 in its initial (and only) location in a game level. The "Flexy Sight" seen on the Valmet M82As in the first Terminator film is present on all Rail Plasma Sniper Rifles in the game, and can be seen here mounted on accessory rails.


Mk 14 Mod 0 Enhanced Battle Rifle
The Mk 14 Mod 0 Enhanced Battle Rifle appears in the game, albeit with a futuristic shell that includes a muzzle brake and what appears to be a 10-round magazine. Modified to fire Phased Plasma, two versions exist in the game, the Plasma TC16-R and the Plasma TC30-V, which use Red Plasma Cells and Violet Plasma Cells respectively. As of Version 1.030 of the game, the base size of the power reserve of both versions is 22 units of Phased Plasma, but each shot fired drains two units. Both versions also have the second-slowest base firing rate among Phased Plasma weaponry in the game, but this can be bypassed by quickly tapping the firing button to more rapidly fire the weapon rather than simply holding down the fire button as is normal for other Phased Plasma weaponry. The Mk 14 Mod 0's red dot sight is not co-witnessed with the iron sights, and in fact the rear sight is either missing or permanently folded down in the game. No NPCs are seen to use the Mk 14 Mod 0.
The Plasma TC16-R can be bought solely from the Resistance Shelter Armoury starting from Chapter 15 of the game for 3,000 TRUs, or one can be found for free in Chapter 22. The Plasma TC30-V can be bought from the Resistance Shelter Armoury for 4,000 TRUs in Chapter 24, or can be obtained for free in the last chapter of the game.


"General Dynamics RBS-80"
The General Dynamics RBS-80 appears in the game, and has three versions: the Plasma Minigun RSB-80 which uses Red Plasma Cells, the Plasma Minigun VSB-90, and the Skynet Minigun VSB-95 (the latter two use Violet Plasma Cells). The Plasma Minigun RSB-80 and VSB-90 have a base power reserve size of 75 units and 80 units of Phased Plasma respectively, while the Skynet Minigun VSB-95 does the most damage-per-shot of its class and does not have to be reloaded (instead treating the player's entire supply of Violet Plasma Cells as a single ammunition pool) but temporarily overheats after only 25 shots. None of them possess sights of any kind, so using them on targets beyond short range, especially when aiming for their weakpoints, is rather difficult.
No NPCs use the Plasma Minigun RSB-80 or VSB-90, but the Skynet Minigun VSB-95 does appear in the hands of Skynet's T-850 Infiltrator models, making them tough opposition to face directly. The RSB-80 can be found for free in Chapter 19 of the game, or purchased from the Resistance Shelter Armoury for 4,500 TRUs from Chapter 21 onwards. The VSB-90 can be purchased from the Resistance Shelter Armoury in Chapter 24 for 6,000 TRUs, or obtained for free in Chapter 26 or the last chapter of the game. The Skynet Minigun VSB-95 first makes an appearance in Chapter 17 but does not become available to the player until Chapter 25, and cannot be purchased. As Skynet technology, it cannot be used by the player character until his Weapons Skill Level is Level Five.

The Plasma Minigun RSB-80 lying on a shelf in Hollywood Hills. Despite the above inventory description text implying it does more damage than other Phased Plasma weaponry, the RSB-80's base per-shot damage is the lowest of its generation which makes it difficult to use against tougher opposition on higher difficulty levels.
Ruger Mini-14 in Muzzelite MZ14 Bullpup Stock
The Muzzelite MZ14 Bullpup appears as the "Plasma Rifle V-25," and has two versions in the game, the standard V-25A and the scope-equipped V-25B. Both use Violet Plasma Cells and have a base power reserve size of 28 units of Phased Plasma. More powerful than the ingame Endo Battle Rifles, they are a welcome addition to the player character's arsenal late in the game. Both however lack backup sights of any kind and have no way to use the front sight properly. Some Resistance soldier NPCs are seen to use the Plasma Rifle V-25A, but no NPCs use the V-25B. The Muzzelite's presence in the game is likely based on its appearance in Terminator 2.
The V-25A is available for free in Chapter 23 of the game, or it can be purchased from the Resistance Shelter Armoury for 2,250 TRUs in Chapter 24. The V-25B can be purchased from the Resistance Shelter Armoury for 2,700 TRUs in Chapter 24, or it can be obtained for free in the last chapter of the game.
Thrown Weaponry
Note: Unlike most console games where grenades and other thrown weapons get their own weapon slot, grenades in this game all go into an "Offensive Item" slot, where they can be selected from the inventory and used at a moment's notice no matter which other weapon the player character currently has equipped. However, since Offensive Items (the Pipe Grenade, the Can Grenade, and a distracting noisemaker called a Sound Decoy) all have the same throwing animation, none of them feature a separate arming animation (i.e., the grenades are never made ready to explode by the player character) before being thrown. The exact amount of damage that ingame grenades do is dependent on the player character's "Explosives" skill level, but explosive weapons as a whole are very effective if placed properly, sometimes disarming or even dismembering Terminators caught in the blast radius.
Pipe Grenade
Pipe bombs of the same general make as seen in the first Terminator film are in the game, and are the first grenade-type weapon the player can find or craft at a crafting table. These improvised explosive devices are thrown like regular grenades, and as was the case in the first film are the first weapon available to the player that can damage or destroy Terminators or other enemies immune to ballistic weaponry. They can also be used to breach damaged walls, or the doors of locked tractor trailers.
Pipe Grenades are available in certain stashes from Chapter 2 onwards, or can be crafted assuming the player character's Crafting Skill is Level One or higher, or purchased from the Scavengers' supply locker for 65 TRUs or from the Resistance Shelter Armoury for 200 TRUs.

Can Grenade
Based on the "Future Bombs" used by Resistance soldiers in the first Terminator movie, Can Grenades appear in this game. As an explosive weapon, they are as devastating as they are effective. Can Grenades can be found in the game's levels from Chapter 11 of the game onwards, or crafted once the player character's Crafting Skill is Level Four or higher, or purchased solely from the Resistance Shelter Armoury for 400 TRUs from Chapter 13 onwards. They can be put to the same non-combat uses as Pipe Grenades can, but doing so is a bit of a waste of the power of this weapon.
Launchers
"Heat-Seeking RL-92"
A fictional single-shot heat-seeking missile launcher seemingly based on the M136 AT4 appears as the "Heat-Seeking RL-92" (RL apparently standing for "Rocket Launcher," which would only be appropriate if it launched unguided rockets) in the game. It is primarily usable as an anti-aircraft weapon against the various robotic HK Aerials (VTOL UCAVs armed with rockets and a phased plasma cannon) patrolling some of the game's levels, as the heat-seeking function does not work with any other enemy. Regardless of the target it is used against, its missiles do a large amount of damage which makes it an effective dumbfire weapon against ground targets. The player character also does not have to worry about backblast, which is unrealistic since man-portable rocket and missile launchers do emit a dangerous backblast when fired in the real world.
The Heat-Seeking RL-92 and its ammunition can only be found in one location in the game. The launcher and its ammunition can, however, be purchased from the Resistance Shelter Armoury at 3000 TRUs for the launcher (which is technically overpriced as it should only be a metal tube with sights) and 300 TRUs per heat-seeking missile. The ammunition cannot be crafted by the player.
"Laser-Guided RL-43"
This single-shot laser-guided missile launcher appears as the "Laser-Guided RL-43" in the game, RL apparently once again standing for "Rocket Launcher" which would only be appropriate if it fired unguided projectiles. The RL-43 is treated as a SACLOS device, with the player designating the desired impact point by aiming through launcher's computerized sight. This allows it to be effectively used against airborne and grounded enemies, as its missiles do the same amount of damage as the Heat-Seeking RL-92's missiles. Once again, the player unrealistically does not have to worry about backblast from firing the weapon.
The Laser-Guided RL-43 can be found in two locations in the game, both times when the player needs to destroy a vehicle to progress. The launcher and its ammunition can be purchased at the Resistance Shelter Armoury at 3000 TRUs for the launcher and 300 TRUs for each laser-guided missile. Alternatively, the weapon's ammunition can be looted from fallen HK Aerials, but this ammunition type cannot be crafted by the player.
Mounted Weaponry
Mounted Resistance Miniguns
Miniguns in static mounts can be found throughout the levels, starting with a cutscene in Chapter 13 and most commonly in Chapter 27. They are never usable by the player. The presence of a plasma-firing minigun seen in the "Future War" segment of Terminator 2's opening suggests that these may be converted to fire Phased Plasma, but this cannot be confirmed in the game.
Various Rotary Cannons
Certain robotic Skynet units use different models of rotary cannons that are never named in the game. All possess infinite ammunition, but for some reason these units often drop Medium Caliber Ammunition (which is stated to be 5.56x45mm elsewhere in the game) which does not match the implied muzzle sizes shown on their 3D models.

Unknown Guntruck Cannon
In Chapters 3 and 27 of the game, the player can come across a Resistance Guntruck with a cannon of unknown make and model mounted in a turret.
Other
Glock Pistol
A silhouette of what appears to be a Glock Pistol can be found on a sign in Don Matthew's gun shop in Chapter 3 of the game. The gun itself never appears in the game.
Smoke Grenades
Smoke Grenades can be found in the Resistance Shelter Armoury, but cannot be obtained nor used by the player. It is likely that they were cut from the game before they could be fully implemented.
Unusable Ammunition
Crates of unusable ammunition are found throughout the game. No weapons actually use the types noted on the crates, implying that they were originally intended for weapons that were cut from the release version of the game.

T-808 Flamethrower
T-808 Endoskeletons in the game are solely armed with a flamethrower of undisclosed make and model, making them very dangerous enemies at short range (though they cannot do lingering damage from setting the player character on fire). Like many video game flamethrowers, this one appears to be based on the gas-powered ones from Hollywood movies. It also possesses infinite ammunition and has a very short range, unlike real military man-portable ones which use incendiary liquids, have ranges of tens of metres, and usage times of seconds. Somewhat unrealistically, shooting any of the three tanks on a T-808's back with any gun will always cause them to explode and (literally) disarm the T-808 in question. The tanks in question also do not obstruct a player from using a "Termination Knife" weapon to backstab a T-808 just below the neck to quietly kill it without an explosion.
T-808s and their flamethrowers can be found in the game starting from Chapter 11.

"Sticky Bomb"
Blocks of C4 with adhesives on the bottom appear in the game as "Sticky Bombs." They can be thrown a short distance and will stick on virtually any surface in the game to be detonated later with a wireless detonator. Their high damage and the fact that they are invisible to enemies makes them a very effective ambush weapon. Sticky Bombs can also be used to breach damaged walls and blast open locked tractor trailer doors as well. Somewhat unrealistically, the main button on the detonator does not retract into its housing when the detonation lever is depressed. Unlike the ingame grenades, Sticky Bombs do not count as an Offensive Item and must be equipped normally like any other primary weapon in the game. The exact damage dealt by Sticky Bombs depends on the player character's Explosives Skill Level.
Sticky Bombs can be found throughout the game in random stashes from Chapter 8 onwards, or crafted by the player character once his Crafting Skill Level is Level Four or higher, or purchased exclusively from the Resistance Shelter Armoury for 500 TRUs apiece from Chapter 15 onwards.


"Laser Trap"
A Claymore-type explosive mine with a laser tripwire appears in the game as the "Laser Trap." These mines can be stuck to most walls (generally the ones in interior spaces) where they will activate after a few seconds and project a visible red laser beam, that when broken by anything passing through will cause the mine to explode. Unlike real Claymore-type mines that deal their damage in a defined arc, Laser Traps unrealistically deal damage in a hemispherical area of effect. The player character can freely place or remove Laser Traps he placed himself; enemy Laser Traps can only be temporarily deactivated, or permanently turned off, or safely removed for later use only if the player character's Explosives Skill Level is high enough (the same skill also determines the amount of damage that friendly Laser Traps do to enemies when detonated). Laser Traps can also be prematurely detonated without tripping the laser beam by hitting the mine's body with any kind of gunfire, or they can be sympathetically detonated by a nearby explosion.
Laser Traps can be found in the game's levels in Chapter 19 or later, or they can be crafted by the player character once his Crafting Skill Level is Level Three or higher, or they can be purchased exclusively from the Resistance Shelter Armoury for 500 TRUs each from Chapter 15 onwards.
Explosive Materials
The main ingredient or "ammunition" used to make explosive weapons in the game, Explosive Materials can be found in random stashes throughout the game, looted off certain destroyed enemies, or purchased from the Scavengers' supply locker at 16 TRUs each or from the Resistance Shelter Armoury at 50 TRUs apiece. The ingame model implies that they are blocks of C4 Explosive, which would technically make Pipe Grenades redundant; pipe-bomb-type improvised explosive devices have casings made out of metal pipe so as to better contain a low explosive material for more damage when detonated, whereas a high explosive material like C4 is already energetic enough to not require a such a casing but is stable enough to require a built-in detonator to explode, something that is not reflected in the crafting recipes of Pipe or Can Grenades.

Crafting Table
The game's crafting mechanic requires the player to use an ingame Crafting Table, which allows the player character to make everything from lockpicks, to first-aid kits, to ballistic ammunition, to Plasma Cells for Phased Plasma Weaponry, even high-explosive devices depending on his Crafting Skill Level. Jacob Rivers is apparently a good enough handloader to make 20 cartridges of 9x19mm or 5.56x45mm ammunition for every lot of necessary components without any appreciable time needed to do so right from the beginning of the game, which is highly unrealistic due to the fact that handloading ammunition in real life is a fairly-involved, time-consuming process that requires some specialized tools and the right bullets and casings (certainly not those made from metal scraps lying around!).