Munitions is an unlockable helmet (i.e. specialization or class) for your Trooper. It's distinct direct ability is resupplying ammunition of all troops deployed once a wave is over. With each new level a munition-man will be able to perform one more additional resupply, resulting in prolonged combat abilities of your grunts. This class also boosts Grenade use frequency globally, i.e. your dummies will throw all sorts of grenades twice as often even if the munition-man is not deployed in person.
Here's how resupplying works exactly. The weapon bar on the trooper's in-battle sheet has two bars. The top one shows how many rounds can be loaded into a gun at a time ("Capacity" is the name), and how many actually are at the moment. The bottom one shows the total amount of rounds the dummy gets equipped with, more often than not a random number not bigger than capacity will be subtracted from the total amount and loaded to start with. The rest ammo in the bar is considered spare just to be loaded later when the gun's empty, and so the total amount equals spare ammunition plus loaded rounds. That's pretty much maximum. The resupplying, however, adds a certain number to spare ammo, leaving loaded ones intact. That way the trooper can have more spare ammunition stocked than initially possible.
- When an enemy Survivor gets up, he is resupplied.
- Allied bibi le clown is resupplied by the end of the wave, although it has no weapons, just as rats.
This happens due to the ability working on any entities present on the battlefield, it can't tell troopers, rats, and bibis apart, as they shouldn't be alive by the time the new wave is deployed in the first place, hence the glitch.