Hand Loader

 is a perk in Fallout: New Vegas.

Effects
You know your way around a reloading bench and don't let good brass and hulls go to waste. When you use Guns, you are more likely to recover cases and hulls. You also have all hand load recipes unlocked at any of the wasteland's Reloading Benches.

Tested with Avenger Minigun, 3000 rounds of 5mm: 615 Base Recovery Rate, 1181 with Perk. Conclusion: 20.5% Base Recovery, ~40% with perk.

You also get various hand loaded recipes for a few calibers. They generally combine the increased damage of hollow-point and the DT lowering ability of armour piercing rounds with a third bonus, such as lower spread or lower weapon condition degradation.

Custom Ammo Types

 * 10mm JHP Hand Load
 * x1.65 Damage
 * x2 Target Damage Threshold


 * .308 JSP Hand Load
 * x1.5 Damage


 * .357 Magnum JFP Hand Load
 * x1.25 Damage
 * -3 Target Damage Threshold
 * x0.80 Spread


 * .45-70 Gov SWC Hand Load
 * x1.2 Damage
 * -6 Target Damage Threshold
 * x3 Gun CND


 * .44 SWC Hand Load
 * x1.20 Damage
 * -6 Target Damage Threshold


 * .50 MG Match Hand Load
 * x1.15 Damage
 * x0.65 Spread

(Note on abbreviations:
 * JSP - Jacketed Soft Point; a lead-core bullet mostly enclosed by a copper jacket, but with the soft lead tip exposed, allowing the bullet to deform more readily after striking tissue.
 * JFP - Jacketed Flat Point; a soft point bullet with a flat tip instead of the usual rounded tip. Used in centerfire rifles with a tubular magazine, typically a lever action.
 * SWC - Semi-Wadcutter; an all-lead flat-nosed bullet, originally designed to punch clean holes in paper, making scoring easier in competition shooting.
 * MG - Match Grade; rounds manufactured with a very high degree of quality and precision. Typically designed for situations where accuracy is of the utmost importance.)