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Handloading

403 bytes added, 02:41, 15 March 2022
* [[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 over '''X''' (where X is the 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.