Field·Solver

Field Guide

Quarry terminal thresholds.

The minimum bar a candidate load must clear at the target to be considered ethical on each animal. A load is ranked only if it passes all four gates below — anything short is rejected before it reaches your results.

Energy
Retained kinetic energy at impact / ft·lb.
Impact velocity
Speed at the target / fps — drives expansion.
Momentum
Mass × velocity / lb·s — drives penetration.
Sectional density
Bullet mass per frontal area — drives depth.

Plates ranked 01–08 by terminal demand; class derived from the energy gate. Bar length is each gate relative to the most demanding quarry.

01

Moose

Heavy game
Min energy 2,100 ftlb
Impact velocity 2,500 fps
Momentum 1.60 lb·s
Sectional dens. 0.24 SD
02

Elk

Big game
Min energy 1,500 ftlb
Impact velocity 2,000 fps
Momentum 1.30 lb·s
Sectional dens. 0.22 SD
03

Black Bear

Big game
Min energy 1,500 ftlb
Impact velocity 1,800 fps
Momentum 1.20 lb·s
Sectional dens. 0.21 SD
04

Wild Hog

Medium game
Min energy 1,200 ftlb
Impact velocity 1,600 fps
Momentum 1.00 lb·s
Sectional dens. 0.18 SD
05

Deer

Medium game
Min energy 1,000 ftlb
Impact velocity 1,200 fps
Momentum 0.90 lb·s
Sectional dens. 0.18 SD
06

Pronghorn

Medium game
Min energy 1,000 ftlb
Impact velocity 1,200 fps
Momentum 0.85 lb·s
Sectional dens. 0.18 SD
07

Varmint

Light game
Min energy 200 ftlb
Impact velocity 1,000 fps
Momentum 0.15 lb·s
Sectional dens. 0.00 SD
08

Small Game

Small game
Min energy 100 ftlb
Impact velocity 800 fps
Momentum 0.10 lb·s
Sectional dens. 0.00 SD