Thats nice simple and workable. It doesn't have to bear any resemblance to real world ammo prices. I think the weight calculation might not hold up. For one thing there are lots of other factors involved in damage or lethality such as caliber and muzzle velocity.
Either way I'm snaffling your post for future tinkering![]()
And it needs serious tinkering. I'm sure it can be geeked out to no end. What I want is a simple system. Make it a simple table if there are some nonlinearities involved. But if my players really care about ammo, I will hand them one sheet of paper to cover everything and say "here".
But... the fewer options I give them, the less time they'll waste shopping.
Hmm. Maybe I have the rules backwards. What if mass depended on number of effects, and cost depended on the total damage?
So for example,
20 rounds of Bullet-2 Frag-1 costs 20 x Cr3 = 60 credits, and masses 20 x 2 x 10 = 400 grams.