High-explosive, target practice, chemical, HEAT, HEP artillery shell Dud 2.5% (1 in 40) Misfire 0.5% (1 in 200) Armour-piercing artillery shell Failure to penetrate 2.5% (1 in 40) Misfire 0.5% (1 in 200) Cluster, flak, flechette artillery shell Failure 2.5% (1 in 40) Misfire 0.5% (1 in 200) Delayed fuse artillery shell (exception) Dud 7.5% (3 in 40) Rocket Dud 1.5% (1 in 66) Limited effect 1.0% (1 in 100) Misfire 0.5% (1 in 200) Landmines, hand grenades Dud 2.5% (1 in 40) Tube-launched grenades Dud 2.5% (1 in 40) Misfire 1.0% (1 in 100) Incendiary grenades (exception) Dud 10% (1 in 10) Flares, pyrotechnics Dud 2.5% (1 in 40) Limited effect 2.5% (1 in 40) Illumination artillery shell Dud 5% (1 in 20) Limited effect 2.5% (1 in 40) Misfire 0.5% (1 in 200) Man-portable bombs Dud 2.5% (1 in 40) Bullets (small arms) Misfire 0.1% (1 in 1000)
Derived loosely from http://www.army.mil/usapa/epubs/pdf/r75_1.pdf
I assume in most cases that the stated figures for reportable percentages mean "unusually large numbers of misfires per lot, potentially demanding corrective action". Thus, without having access to any standard deviation data in reported results, I simply assumed that the "actual" malfunction rates were one half of the "unusually large" malfunction rates, except when it contrasted with my common sense or where it would be too rare to be meaningful (e.g., bullets probably misfire considerably less than 1 in 1000, but anything less than 1 in 1000 would be almost entirely unperceivable during gameplay).
In all cases, the assumption is that these are military-specification. Civilian-grade ammunition should be inferior. Match-grade ammunition should be superior.
Disclaimer: This information is intended for game design purposes only and is not to be considered representative of reality. The author implies no warranty for this information.