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Handloading

553 bytes added, 23:51, 3 October 2023
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'''Handloading''' is both the name of both a '''non-combat skill''' and an associated '''activity'''.
Handloading (or '''reloading''') is the term given for the process of manufacturing firearm [[ammunition]] manually, through the use of specially designed tools. It is possible to handload in the Mazes with the right equipment, and even create customs combinations of caliber, powder charge, and projectile that are available nowhere else.
* [[4.2x30mm R Golden Gun]]: Cannot be handloaded or disassembled. Such ammunition uses completely custom-designed, proprietary casings, primers, powders and projectiles which cannot be found for sale anywhere. The only way to acquire ammunition in this caliber is to find it in the UA.
* [[4.73x33mm Caseless]]: Cannot be handloaded or disassembled. Due to the caseless nature of the cartridge, there is no traditional case or powder; they are essentially blocks of solid propellant that is completely disintegrated upon firing, propelling the bullet it contains forwards. This bullet is also completely proprietary, and cannot be used to load ammunition in other calibers.
* [[10x24mm Caseless]]: Cannot be handloaded or disassembled. Due to the caseless nature of the cartridge, there is no traditional case or powder; they are essentially blocks of solid propellant that is completely disintegrated upon firing, propelling the bullet it contains forwards. This bullet is also completely proprietary, and cannot be used to load ammunition in other calibers.
Not counting the three exceptions above, each [[ammunition|caliber]] has its own case type, and each requires the use of the correct, primer type, powder type, and projectile dimensions. Variations in projectile type, powder quantity and powder quality are what differentiates rounds of the same caliber but of different types.
* Example: 1 round of [[.45 ACP]] Standard FMJ and 1 round of [[.45 ACP]] Personal Defense JHP may fit in the same firearms, but perform very differently because the projectile type and powder quantity are different.
After [[combat mode|combat]], if you and/or your opponents were engaged in a gunfight and had to expend ammunition, your character may look on the floor or in firearms for '''spent cases and hulls''' to be picked up and used for handloading.
The chance of finding usable cases and hulls depends on a character's [[Handloading#Handloading skill levels|Handloading skill level]]. If a player declares their intention to look for cases on the ground, the GM must count the amount of shots fired per caliber (excluding [[.22 Long Rifle]], [[4.2x30mm R Golden Gun]] and , [[4.73x33mm Caseless]], and [[10x24mm Caseless]]) then roll a '''1d100''' for each shot. For every roll result equal or less than over '''X''' (where X is the chance threshold dictated by skill level), a suitable case is found and can be added to the inventory. All other casings are assumed to be either lost or otherwise unusable.
* Example: Hikaru has Expert level in Handloading, and has just come out victorious in a gunfight against three marauders. She was armed with a [[SIG MPX]], and the marauders were respectively armed with a [[SIG P226 Navy]], a [[S&W Model 242]], and a [[Star Megastar 45]]. She had to empty a full magazine (30 rounds of [[9x19mm]]) to defeat her opponents; the P226 Navy (also [[9x19mm]]) was fired 6 times, the Model 242 ([[.38 Special]]) was emptied (7 shots), and the Megastar ([[.45 ACP]]) was fired just three times.
** In total, there were 36 shots of [[9x19mm]], 7 shots of [[.38 Special]] and 3 shots of [[.45 ACP]] during this round of combat. Hikaru uses her Handloading skill to check the spent cases and determine how many of these cases are usable; the GM rolls 36d100 for the 9x19mm shots, 7d100 for the .38 Special shots, and 3d100 for the .45 ACP shots.
** Because Hikaru has Expert level, she will get a suitable case for every 40 61 or lessmore. The roll results show 14 successes for 9x19mm, 4 successes for .38 Special, and 1 success for .45 ACP; she therefore finds 14 spent cases of 9x19mm, 4 spent cases of .38 Special, and 1 spent case of .45 ACP.
{{GMTip
|tiptext=If you are using You can use the success check operator built into '''[https://github.com/ArtemGr/Sidekick Sidekick[SnakeEyes]]''' Discord bot, you may use to simplify the process. Use this command: '''/r ''x''d100<=>''y''''', where:* '''''x''''' is the amount number of shots for a given caliber* '''''y''''' is the chance of success threshold to beat corresponding to the character's skill level.
In the situation described above, to determine the chances of finding spent casings for assuming 36 shots and a skill level of 9x19mm with Hikaru's Expert level, you would need to type '''/r 36d100<=40>60'''; the bot will print out the correct amount of successes directly, thus instantly giving you the amount of cases or hulls found.
}}
Powder quality:
* '''Regular''' ('''Reg''') powder is standard, factory-grade propellant suitable for most purposes, and is found in the vast majority of ammunition found in the mazes.
* '''Surplus''' ('''Surp''') powder is low-quality, bulk-grade propellant; it is much cheaper and far easier to acquire in large quantities. However, when sustaining a critical failure while shooting ammunition loaded with Regular Surplus powder, Condition lost is tripled (3x).
* '''Premium''' ('''Prem''') powder is high-quality, clean-burning propellant made for handloaders and discerning shooters, conscious of their weapons' longevity. When sustaining a critical failure while shooting ammunition loaded with Premium powder, Condition lost is divided by 4 (0.25x).
The Handloading skill level influences the chances of finding usable spent cases on the floor, and the ability to load ammunition of varying pressure levels.
For * '''1 Skill Point''' for every 20 '''10 rounds ''' of ammunition handloaded (any or '''0.10 SP per round of ammunition created at the end of the Seating process countsloaded'''), * '''1 Skill Point is gained. Or in other words, '''1 handloaded round = for every '''20 cases or hulls''' salvaged (or '''0.05 SP per case/hull salvaged''')* '''1 Skill PointsPoint'''for every '''20 rounds''' of ammunition '''disassembled''' (or '''0.05 SP per round dissassembled''')
Disassembling ammunition does not grant Skill Points, and Game Masters have full discretion to deny Skill Points to players who intend to repeatedly disassemble and reassemble the same batch of ammunition just for the purpose of farming SP.
{| class="wikitable sortable" style="font-size:10pt;text-align:center"
! Skill level !! SP !! Effects
|-
| Unskilled || 0 || Chance to find usable spent cases: '''10%''' per shot fired(Threshold on a 1d100: '''>90''' ; '''91 or more''')<br/>Can load ammunition to '''-P''' and '''SP''' pressure levels.
|-
| Basic || 25 || Chance to find usable spent cases: '''20%''' per shot fired(Threshold on a 1d100: '''>80''' ; '''81 or more''')<br/>Can load ammunition to '''-P''' and '''SP''' pressure levels.
|-
| Skilled || 100 || Chance to find usable spent cases: '''30%''' per shot fired(Threshold on a 1d100: '''>70''' ; '''71 or more''')<br/>Can load ammunition to '''-P''', '''SP''' and '''+P''' pressure levels.
|-
| Expert || 500 || Chance to find usable spent cases: '''40%''' per shot fired(Threshold on a 1d100: '''>60''' ; '''61 or more''')<br/>Can load ammunition to all four pressure levels: '''-P''', '''SP''', '''+P''' and '''+P+'''.
|-
| Master || 1000 || Chance to find usable spent cases: '''50%''' per shot fired(Threshold on a 1d100: '''>50''' ; '''51 or more''')<br/>Can load ammunition to all four pressure levels: '''-P''', '''SP''', '''+P''' and '''+P+'''.
|}
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