Tool
Firing table
The gun's range card at a glance: find the bracket your target's range falls in, read off the powder charge to dial. Every figure is the shell's own charge-range table — the same on-machine chart the turret prints, reproduced here so you can keep it open mid-mission.
| Powder charge | Target range (units) | Max reach | Muzzle speed × | Eff. speed |
|---|---|---|---|---|
| 1 | 1–5 | 5 | 0.30 | 0.21 |
| 2 | 6–10 | 10 | 0.44 | 0.31 |
| 3 | 11–15 | 15 | 0.58 | 0.41 |
| 4 | 16–20 | 20 | 0.72 | 0.50 |
| 5 | 21–25 | 25 | 0.86 | 0.60 |
| 6 | 26–30 | 30 | 1.00 | 0.70 |
Reading it: the charge shown is the minimum for that range band — each charge can also drop short of its bracket, so when a target sits near a boundary the lower charge often gives you a steeper, safer arc. Effective speed is the base muzzle speed (0.70) scaled by the charge's speed multiplier; it's the same for every shell.
Which shell to load
Powder charge is shell-agnostic — it only sets range. You choose the shell by its effect and blast radius. Bars are drawn to scale against the widest shell. Tap a row for full ballistics, or use the loadout picker to match a target type.
A note on elevation
A heavy shell follows an arc set by three things: range, powder charge, and barrel elevation. This table fixes the first two — the part the game exposes as hard numbers. Elevation is resolved live by the turret's own ballistic-calculator instrument, so it isn't tabulated here; dial the charge from this card, then set the elevation the gun's calculator returns. To work a full solution from a spotter's report, use the firing-solution planner; to convert a single charge or range either direction, the ballistics calculator.








