Difference between revisions of "Ammunition"

From MazeWorld
Jump to: navigation, search
m (Projectile types)
m (Pistol and rifle caliber projectiles)
(One intermediate revision by the same user not shown)
Line 7: Line 7:
 
|flavortext=Not proofread, not tested}}
 
|flavortext=Not proofread, not tested}}
  
'''Ammunition''' (or '''ammo''') is the name of the consumable items needed to operate nearly every ranged weapon in the game. In MazeWorld, the amount of damage dealt by a ranged weapon is usually determined by the ammunition, not the weapon itself, unlike a typical melee weapon. An easy-to-remember principle is this: "The object that hits the target is the object that has damage values". For a firearm, it would be the bullet (a function of the ammunition). For a knife, it would be its blade (a function the weapon itself).
+
'''Ammunition''' (or '''ammo''') is the name of the consumable items needed to operate nearly every ranged weapon in the game. In MazeWorld, the amount of damage dealt by a ranged weapon is usually determined by the ammunition, not the weapon itself, unlike a typical melee weapon. An easy-to-remember principle is this: "The object that hits the target is the object that has damage values". For a firearm, it would be the bullet (a function of the ammunition). For a knife, it would be its blade (a function of the weapon itself).
  
 
As such, it is important to know which type of ammunition your weapons need, as it determines the amount of damage dealt. There are different sub-types of ammunition as well, which further modify the amount of damage dealt or the way it damages specific targets. They will be explained in detail in the pages below.
 
As such, it is important to know which type of ammunition your weapons need, as it determines the amount of damage dealt. There are different sub-types of ammunition as well, which further modify the amount of damage dealt or the way it damages specific targets. They will be explained in detail in the pages below.
Line 203: Line 203:
 
| <span style="color:#888888">'''Match'''</span> || Match-grade || 1x Pain, 1x LD<br/> [[IR]]-1 || 4.0x || A high quality bullet, machined to exacting tolerances<br/>Designed for improved accuracy and consistent performance. ||
 
| <span style="color:#888888">'''Match'''</span> || Match-grade || 1x Pain, 1x LD<br/> [[IR]]-1 || 4.0x || A high quality bullet, machined to exacting tolerances<br/>Designed for improved accuracy and consistent performance. ||
 
|-
 
|-
| <span style="color:#444444">'''Lead'''</span> || Cast lead || ''Unarmored [[Armor Class|ACs]]'': 1x Pain, 1.2x LD<br/>''Armored [[Armor Class|ACs]]'': 0.5x Pain, 0.5x LD || 0.5x || A simple, unjacketed bullet made out of cast lead, with no jacket.<br/>An inexpensive projectile type, ideal for training. ||
+
| <span style="color:#444444">'''Lead'''</span> || Cast lead || ''Unarmored [[Armor Class|ACs]]'': 1x Pain, 1.2x LD<br/>''Armored [[Armor Class|ACs]]'': 0.5x Pain, 0.5x LD || 0.5x || A simple, unjacketed bullet made out of cast lead.<br/>An inexpensive projectile type, ideal for training. ||
 
|-
 
|-
 
| <span style="color:#444444">'''LSWC'''</span> || Cast lead, semi-wadcutter || ''Unarmored [[Armor Class|ACs]]'': 1x Pain, 1.6x LD<br/>''Armored [[Armor Class|ACs]]'': 0.5x Pain, 0.6x LD || 0.85x || An unjacketed, cylindrical bullet with a flat point conical nose.<br/>A popular projectile for handgun hunting. || <span style="color:#0000AA">'''(P)'''</span>istol calibers only
 
| <span style="color:#444444">'''LSWC'''</span> || Cast lead, semi-wadcutter || ''Unarmored [[Armor Class|ACs]]'': 1x Pain, 1.6x LD<br/>''Armored [[Armor Class|ACs]]'': 0.5x Pain, 0.6x LD || 0.85x || An unjacketed, cylindrical bullet with a flat point conical nose.<br/>A popular projectile for handgun hunting. || <span style="color:#0000AA">'''(P)'''</span>istol calibers only

Revision as of 15:36, 14 June 2019

Navigation: Main Page Items Ammunition



noframe This page is actively under construction!
Please ask the following users for permission before editing this page: Tempest
Not proofread, not tested

Ammunition (or ammo) is the name of the consumable items needed to operate nearly every ranged weapon in the game. In MazeWorld, the amount of damage dealt by a ranged weapon is usually determined by the ammunition, not the weapon itself, unlike a typical melee weapon. An easy-to-remember principle is this: "The object that hits the target is the object that has damage values". For a firearm, it would be the bullet (a function of the ammunition). For a knife, it would be its blade (a function of the weapon itself).

As such, it is important to know which type of ammunition your weapons need, as it determines the amount of damage dealt. There are different sub-types of ammunition as well, which further modify the amount of damage dealt or the way it damages specific targets. They will be explained in detail in the pages below.

The four main attributes of ammunition are as follows:

  • The caliber or chambering. Your weapons and magazines must be loaded with ammunition of the correct caliber, or else your weapons will not fire.
  • The projectile type. The type of projectile fired may change the way it damages targets.
  • The pressure level or hotness level. This applies only to firearm calibers; they may be loaded with more or less powder, therefore making them "colder" or "hotter". Hotter ammunition is more powerful, but more dangerous in case of a critical failure.
  • The powder quality. This applies only to firearm calibers. Powder quality has no effects on damage or regular performance, but does affect the amount of Condition lost on a critical failure.

Examples:

  • 9x19mm Parabellum, 5.56x45mm NATO, 12 gauge, and Small bolt are different types of caliber.
  • Full metal jacketed (FMJ), Armor piercing (AP), Buckshot (Buck) and Broadhead arrow (BRD) are different types of projectiles.
  • High pressure (+P) and Standard pressure (SP) are different types of pressure level.
  • Surplus powder (Surp) and Premium powder (Prem) are different types of powder quality.

When you find ammunition sold in stores (referred to as retail ammunition), you may find that they are sold in boxes with different branding and labels, such as "5.56x45mm NATO, Standard FMJ" or "9x19mm Parabellum, Personal Defense JHP". These brands generally refer to specific combinations of caliber, projectile type, pressure level and powder quality. Much like in real life, certain brands offer the expectation of certain kinds of performance, and are named and designed to intentionally "sell" their performance to the customer.

  • For example, 9x19mm Parabellum, Personal Defense JHP is the brand of ammunition that refers to 9x19mm Parabellum, Regular powder, High pressure, JHP bullet. This is typically abbreviated (Reg/+P/JHP). The significance of each of those terms and abbreviation will be explained on this page.

This page serves as an index for every type of caliber, projectile, pressure level and powder quality in the game. Individual caliber pages will list the full details about ammunition of that caliber (full damage tables, handloading information, list of available brands, etc).

If you are looking for a guide on how to make and load your own ammunition in the game, please go to Handloading.


Calibers

The caliber, or chambering, of a weapon, is the type of ammunition needed by a weapon in order to fire it at all.

Firearm calibers

Firearm calibers are subdivided into three informal categories: (P)istol calibers, (R)ifle calibers and (S)hotgun calibers.

Calibers listed below may also be sorted by base Pain damage (to give a rough idea of power), metric/imperial notation, Recoil value, and amount of compatible base weapons (including accessories). The amount of base Pain provided for shotgun calibers is that of F-Slug projectiles. (see this section for more details)

The amount of compatible base weapons is only meant to be used to get an idea of how common ammunition of this caliber is. It does not take in account cross-caliber compatibility (e.g. .38 Special can be loaded and fired in .357 Magnum revolvers) or rare calibers (see below).

Rare calibers: The calibers informally called rare calibers are those listed as having zero compatible weapons. Such calibers are not unusable; it simply means that there are no unmodified weapons chambered in this caliber, and that an existing weapon must be modified to be able to shoot such ammunition.

Category Name Base Pain Notation Recoil Weapons Alternate names
(P) .22 Long Rifle 12% Imperial 1 20 .22 LR, 5.6x15mm R
(R) .260 Remington 126% Imperial 3 0 .260 Rem, 6.5-08 A-Square
(P) .30 Carbine 61% Imperial 2 7 7.62x33mm
(R) .300 AAC Blackout 91% Imperial 3 0 .300 Blackout, .300 BLK, 7.62x35mm
(R) .300 Winchester Magnum 243% Imperial 5 10 .300 Win Mag, .300 WM, 7.62x67mm
(R) .30-06 Springfield 166% Imperial 4 8 .30-06, 7.62x63mm
(R) .303 British 150% Imperial 4 5 .303, 7.7x56mm R
(R) .30-30 Winchester 111% Imperial 3 5 .30-30, .30-30 WCF
(P) .32 ACP 17% Imperial 1 6 .32 Auto, 7.65x15mm SR
(R) .338 Lapua Magnum 305% Imperial 5 8 .338 LM, .338 Lapua, 8.6x70mm
(R) .338 Norma Magnum 282% Imperial 4 1 .338 NM, .338 Norma, 8.6x63mm
(P) .357 Magnum 58% Imperial 4 15 .357 S&W Magnum, .357 Mag, 9x33mm R
(P) .357 SIG 47% Imperial 3 7 9x22mm
(P) .38 Special 27% Imperial 2 10 .38 S&W Special, .38 Spl, .38 Spc, 9x29mm R
(P) .380 ACP 21% Imperial 2 12 .380 Auto, 9mm Short, 9x17mm
(P) .40 S&W 45% Imperial 3 21 10x22mm
(R) .408 CheyTac 517% Imperial 6 2 .408 Cheyenne Tactical, .408 CT, 10.36x77mm
(S) .410 bore 52% (F-Slug) Imperial 2 21 .410, .410 gauge, .410 ga., 410B
(P) .44 AMP 92% Imperial 5 1 .44 Auto Mag, .44 Automag
(P) .44 Magnum 89% Imperial 5 9 .44 Remington Magnum, .44 Mag, 10.9x33mmR
(P) .44 Special 43% Imperial 2 4 .44 S&W Special, .44 Spl, .44 Spc
(P) .45 ACP 39% Imperial 3 23 .45 Auto, 11.43x23mm
(P) .45 Colt 46% Imperial 3 6 .45 Long Colt, .45 LC, 11.43x33mm R
(P) .454 Casull 121% Imperial 5 7 .454, 11.43x35mm R
(P) .45-70 Government 147% Imperial 3 7 .45-70 Gov't, .45-70
(P) .460 Rowland 63% Imperial 4 0 .460 Row
(P) .475 Wildey Magnum 123% Imperial 4 1 .475 WM, .475 Wildey, .475 Magnum
(P) .50 Action Express 109% Imperial 5 3 .50 AE, 12.7x33mm
(R) .50 BMG 793% Imperial 7 4 12.7x99mm
(P) .500 S&W Magnum 189% Imperial 6 3 .500 Magnum, .500 Mag, 12.7x41mm SR
(R) .577 Nitro Express 412% Imperial 6 1 .577 NX, 14.8x76mm
(S) 12 gauge 161% (F-Slug) Imperial 4 35 12 ga., 12G
(S) 12 gauge CAWS 195% (F-Slug) Imperial 3 1 CAWS
(S) 20 gauge 104% (F-Slug) Imperial 3 11 20 ga., 20G
(P) 4.2x30mm R Golden Gun 160% Metric 1 1 4.2mm Golden Gun, 4.2mm Scaramanga
(R) 4.6x30mm 26% Metric 2 2 4.6x30mm HK
(R) 4.73x33mm Caseless 66% Metric 1 2 4.7x33mm, 4.73x33mm G11
(R) 5.45x39mm 64% Metric 2 13 5.45x39mm WP, 5.45x39.5mm, 5.45mm Soviet, 5.45mm Kalashnikov, .21 Genghis
(R) 5.56x45mm NATO 68% Metric 2 51 5.56 NATO, 5.56x45mm, .223 Remington, .223 Rem, .223
(R) 5.7x28mm 30% Metric 2 4 5.7x28mm FN
(R) 5.8x42mm 82% Metric 3 7 5.8mm Chinese
(R) 6.5x50mm SR Arisaka 128% Metric 3 3 6.5x50mm, 6.5mm Japanese Arisaka, 6.5mm Japanese, 6.5 Jap
(P) 7.62x25mm Tokarev 31% Metric 2 7 7.62x25mm, 7.62 Tokarev, 7.62 Tok, 7.62 TT, .30 Tokarev, .30 Bore
(P) 7.62x38mm R Nagant 24% Metric 2 2 7.62x38mm, 7.62 Nagant Revolver
(R) 7.62x39mm 100% Metric 3 17 7.62x39mm WP, 7.62mm Soviet, 7.62mm Kalashnikov, .30 Russian Short
(R) 7.62x51mm NATO 145% Metric 4 35 7.62 NATO, 7.62x51mm, .308 Winchester, .308 Win, .308
(R) 7.62x54mm R 155% Metric 4 13 7.62x54mm, 7.62mm Nagant, 7.62x54 R, 7.62 Mosin-Nagant, 7.62 Nagant, 7.62 Dragunov, .30 Russian
(R) 7.92x33mm Kurz 94% Metric 3 2 7.92x33mm, 7.92mm Sturmgewehr, 7.92mm Kurz, 7.9mm Kurz, 8x33mm, 8mm Kurz, 8x33mm Polte, .44 Bore
(R) 7.92x57mm Mauser 177% Metric 4 7 7.92x57mm, 7.92mm Mauser, 7.9mm Mauser, 8x57mm, 8x57 IS, 8x57 JS, 8mm Mauser
(P) 9x18mm Makarov 22% Metric 2 12 9x18mm, 9x18mm PM, 9mm Makarov, 9 Mak, 9.2mm Makarov, 9x18
(P) 9x19mm Parabellum 34% Metric 2 58 9x19mm, 9x19mm Luger, 9x19mm NATO, 9mm, 9x19
(P) 9x25mm Dillon 54% Metric 3 0 9x25, 9x25 Dil
(R) 9x39mm 59% Metric 2 5 9x39, 9mm Vintorez, 9.2x39mm
(P) 10x25mm Auto 53% Metric 4 7 10mm Auto, 10mm Automatic, 10x25, Centimeter
(R) 12.7x108mm 771% Metric 7 3 12.7x108, 12.7mm Russian, 12.7mm Soviet

Heavy weapon calibers

This subsection covers calibers for reloadable grenade launchers and rocket launchers. For self-contained rocket launchers such as the M72A2 LAW, please check the relevant individual weapon pages.

Non-firearm calibers

This subsection covers ammunition types for every other type of ranged weapon.


Projectile types

"Projectile types" and "Ammo types" redirect here.

Different calibers may have different projectile types.

The Effects column describes the effects of using this ammunition type, such as changes to amount of damage dealt.
The Value column is a multiplier on the value of a single round of ammunition, when using this projectile type.

Abbreviations used:

Pistol and rifle caliber projectiles

Name Full name Effects Value Description Notes
FMJ Full metal jacketed 1x Pain, 1x LD 1.0x A traditional bullet, with a lead core and a copper jacket. This is the "default" ammunition type, assumed when calculating base damage and costs.
Match Match-grade 1x Pain, 1x LD
IR-1
4.0x A high quality bullet, machined to exacting tolerances
Designed for improved accuracy and consistent performance.
Lead Cast lead Unarmored ACs: 1x Pain, 1.2x LD
Armored ACs: 0.5x Pain, 0.5x LD
0.5x A simple, unjacketed bullet made out of cast lead.
An inexpensive projectile type, ideal for training.
LSWC Cast lead, semi-wadcutter Unarmored ACs: 1x Pain, 1.6x LD
Armored ACs: 0.5x Pain, 0.6x LD
0.85x An unjacketed, cylindrical bullet with a flat point conical nose.
A popular projectile for handgun hunting.
(P)istol calibers only
JHP Jacketed hollow point Unarmored ACs: 1.8x Pain, 1.8x LD
Armored ACs: 0.5x Pain, 0.5x LD
3.0x A lead core, copper-jacketed bullet with a hollow cavity in the nose.
Designed to expand dramatically upon impact.
JSP Jacketed soft point Unarmored ACs: 1.4x Pain, 1.4x LD
Armored ACs: 0.8x Pain, 0.8x LD
2.0x A lead core bullet with a partial copper jacket, leaving the lead nose unjacketed.
Essentially a compromise between FMJ and JHP.
LSWCHP Cast lead, semi-wadcutter hollow point Unarmored ACs: 1.6x Pain, 2x LD
Armored ACs: 0.4x Pain, 0.4x LD
2.5x A LSWC bullet with a hollow cavity in its nose.
The ultimate expanding bullet for pistol calibers.
(P)istol calibers only
HPX Hollow point, eXtreme Unarmored ACs: 1.6x Pain, 2x LD
Armored ACs: 0.65x Pain, 0.65x LD
2.5x A hollow point bullet with a deep cavity, made entirely of copper.
The ultimate expanding bullet for rifle calibers.
(R)ifle calibers only
AP Armor piercing Unarmored ACs: 0.6x Pain, 0.6x LD
Armored ACs: 1.5x Pain, 1.5x LD
3.0x A copper-jacketed bullet with a hardened steel core.
Designed for increased penetration and defeating armor.
APX Armor piercing, eXtreme Unarmored ACs: 0.5x Pain, 0.5x LD
Armored ACs: 2x Pain, 2x LD
5.0x An AP bullet with its steel core hollowed and mated to a tungsten carbide penetrator.
These materials and construction form the ultimate armor-piercing bullet.
(R)ifle calibers only
API Armor piercing, incendiary Unarmored ACs: 0.6x Pain, 0.6x LD
Armored ACs: 1.5x Pain, 1.5x LD
Target is set on fire for 1 turn per hit.
4.0x A special AP bullet with a magnesium incendiary agent inside of its nose.
Designed to deflagrate on impact and start fires.
(R)ifle calibers only
SF Sintered metal, Frangible Unarmored ACs: 1.2x Pain, 1.4x LD
Armored ACs: 0.6x Pain, 0.6x LD
Target loses an additional 1 Blood per hit causing an injury
1.5x A copper-jacketed bullet with a sintered copper core
Designed to penetrate a short distance into the target, then disintegrate into fragments.
UHS Ultra High Speed 1.4x Pain, 1.4x LD
IR+1
2.5x A unique all-copper bullet with a reverse-ogive nose, covered by a polymer jacket.
Designed for high damage on both soft and hard targets, at the cost of some accuracy.

Shotgun caliber projectiles

Shotgun shells may be loaded with either a single projectile (generally called 'slugs'), or multiple projectiles (typically 'shot', though it can also be more exotic projectiles). Multiple projectile shells are therefore referred to as Multiprojectile. The amount of projectiles loaded in a shell depends on the caliber, as different shotgun shells have different dimensions, and therefore different amounts of room in which to load the projectiles.

There is no cost multiplier listed, as each combination of shotgun caliber and projectile type has unique shop values instead.

Buckshot

Name Full name Effects Projectiles Description Notes
P-Buck Plated buckshot 1x Pain, 1x LD
FT-1
Multiple 00 buckshot pellets made out of lead and plated with copper. "Default" type of buckshot ammunition, used as a base for damage calculation for other types of buckshot.
Buck Lead buckshot Unarmored ACs: 1x Pain, 1.2x LD
Armored ACs: 0.5x Pain, 0.5x LD
FT-1
Multiple Traditional 00 buckshot pellets, made out of lead.
R-Buck Rubber buckshot 0.25x Pain, 0.25x LD, FT-1
Injuries caused are fractures instead of wounds
For every hit that causes at least 1 LD, target is stunned 1 turn
Multiple 00 buckshot pellets, made out of less-lethal rubber.

Slugs

Name Full name Effects Projectiles Description Notes
F-Slug Full metal jacketed slug 1x Pain, 1x LD Single A solid, copper-jacketed, lead-core slug, similar to a FMJ bullet. "Default" type of slug ammunition, used as a base for damage calculation for other types of slug.
Slug Lead slug Unarmored ACs: 1x Pain, 1.2x LD
Armored ACs: 0.5x Pain, 0.5x LD
Single A traditional shotgun slug, made entirely of lead.
R-Slug Rubber slug 0.25x Pain, 0.15x LD
Injuries caused are fractures instead of wounds
For every hit that causes at least 1 LD, target is stunned 1 turn
Single A less-lethal rubber slug. Also known as a 'baton' or 'rubber baton' round.
I-Slug Incendiary slug Unarmored ACs: 1x Pain, 1.2x LD
Armored ACs: 0.5x Pain, 0.5x LD
Target is set on fire for 1 turn per hit.
Single An exotic shotgun slug made out of lead, and filled with an incendiary magnesium compound.
Designed to deflagrate on impact and start fires.
HP-Slug Hollow-point jacketed slug Unarmored ACs: 1.4x Pain, 1.4x LD
Armored ACs: 0.5x Pain, 0.5x LD
Single A lead core, copper-jacketed slug with a hollow cavity, similar to a JHP bullet.

Exotic

Name Full name Effects Projectiles Description Notes
Flech Flechette See notes Multiple Flechette are 1-inch long darts made out of tungsten carbine.
They are designed to defeat armor.
Each shotgun caliber has its own projectile quantity and damage tables for flechette. See relevant individual caliber pages.
FRAG FRAG-12 explosive slug See notes Single A fin-stabilized impact grenade made to fit in a 12 gauge shell. Not available in retail ammunition (must be handloaded).
Can only be loaded in 12 gauge and 12 gauge CAWS shells. See those pages for more information.
Coin Coin shot See notes Multiple A stack of 0.05 P$ coins loaded in a 12 gauge shell.
Now you're really shooting money.
Not available in retail ammunition (must be handloaded).
Can only be loaded in 12 gauge and 12 gauge CAWS shells. See those pages for more information.

Arrow and bolt projectiles

The following projectile types apply for arrows, large bolts and small bolts, with some exceptions listed below.

Name Full name Effects Value Description Notes
NRM Normal 1x Pain, 1x LD 1.0x A regular Bodkin point arrowhead, made out of iron and shaped like the point of a spear. This is the "default" ammunition type, assumed when calculating base damage and costs.
BRD Broadhead 1.2x Pain, 1.5x LD
Target loses an additional 1 Blood per hit causing an injury
1.5x A fixed-blade steel broadhead.
Designed to cause extra bleeding to the target, ideal for combat or hunting.
FLD Field head 0.8x Pain, 0.8x LD 0.8x A smooth, bullet-point arrowhead.
Typically used for training, though can be used for serious purposes in a pinch.
IMP Improvised field head 0.6x Pain, 0.6x LD 0.6x A homemade field head made entirely out of wood. Not available as retail ammunition. Must be crafted.
VNM Venom head 0.8x Pain, 0.8x LD
Target gains 1 Venom on a hit causing an injury
2.0x A field head with a venom coating. Not available as retail ammunition. Must be crafted.
CYA Cyanide head 0.6x Pain, 0.6x LD
Target sustains Cyanide poisoning on a hit causing an injury
4.0x A field head with a cyanide coating. Not available as retail ammunition. Must be crafted.
TNQ Tranquilizing head 0.6x Pain, 0.6x LD
Target sustains forced sleep for 3d10 turns on a hit causing an injury
2.0x A homemade field head with a tranquilizer coating. Not available as retail ammunition. Must be crafted.
XPL Explosive head See notes 10.0x A homemade explosive arrowhead. Not available as retail ammunition. Must be crafted. Can only be made on arrows and large bolts. See those pages for more information.

Pressure levels and powder quality

On all firearm calibers, the type and quantity of gunpowder used may further influence your weapon's performance.

  • Pressure levels: The quantity of powder used determines the amount of energy developed to push the projectile(s) when firing, affecting overall amount of damage, Recoil, and amount of Condition lost in the event of a critical failure.
  • Powder quality: The quality of the powder used determines how cleanly the ammunition burns when fired, and in turn, how much Condition the weapon loses in the event of a critical failure.

Pressure levels

  • (P)istol calibers may be loaded at any of the four pressure levels.
  • (S)hotgun calibers may only be loaded at any of the first three pressure levels (-P, SP and +P).
  • (R)ifle calibers may only be loaded at any of the first two pressure levels (-P and SP).
Name Full name Effects Value Caliber types Notes
SP Standard pressure 1x Pain, 1x LD 1.0x (P) (R) (S) This is the "default" pressure level, assumed when calculating base damage and costs.
-P Low pressure 0.8x Pain, 0.8x LD
Recoil -1
0.5x Condition lost on a critical failure
0.9x (P) (R) (S) May also be called a "Cold load", or a "Tactical load" when referring to a shotgun shell.
+P High pressure 1.2x Pain, 1.2x LD
Recoil +1
2x Condition lost on a critical failure
1.1x (P) (S) May also be called a "Hot load", or a "Magnum load" when referring to a shotgun shell.
+P+ Very high pressure 1.4x Pain, 1.4x LD
Recoil +2
4x Condition lost on a critical failure
1.2x (P) May also be called a "Super load".

Powder quality

All firearm calibers can be loaded with any of the three powder quality levels.

Name Full name Effects Value Notes
Reg Regular powder None 1.0x This is the "default" powder quality, assumed when calculating base costs.
Surp Surplus powder 3x Condition lost on a critical failure 0.25x Dramatically reduces the costs of ammunition, at the cost of safety.
Prem Premium powder 0.5x Condition lost on a critical failure 3.0x Safer, but far more expensive.