Ammunition in Sternwald Sector | World Anvil

Ammunition

Ammunition
Basic Rules:
Ammunition sufficient for 3 reloads is included in the purchase price of the base weapon.
It is the view of the management here that unless your team is deprived of access to a logistical center of an appropriate sort, repurchasing basic ammunition should be omitted.
We do think it fun to track when say... buying Plasma Canisters on a Feral world (you can't)

Basic Ammunition Costs:
If purchases here, the cost is for:
Low Tech, SP, Las, Flame - 3 Reloads for a given weapon
Bolt, Melta, Plasma, Exotic - 1 reload for a given weapon
Artillery - Check with your GM, a single Heavy Mortar round is about 3-4 Light Rounds.
Basic Ammunition Availability
Arrows/Quarrels Common
Shot (Low Tech) Common
Bullets (SP) Plentiful
Cartridge (Shotguns) Common
Backpack Power Packs Rare
Charge Cell Common
Charge Pack (Pistol) Common
Charge Pack (Rifle) Common
Charge Pack (Heavy) Rare
Flamer Fuel -Pistol Scarce
Flamer Fuel - Basic Scarce
Flamer Fuel - Heavy Scarce
Bolt Shells Rare
Melta Canister - Pistol Very Rare
Melta Canister - Basic Very Rare
Melta Canister - Heavy Very Rare
Plasma Flask - Pistol Rare
Plasma Flask - Basic Rare
Plasma Flask - Heavy Very Rare
Exotic Very Rare
Artillery Very Rare

Specialty Ammunition
Ammunition is purchased as a quantity (x) per type, if no (x) is listed, then it is for 3 magazines worth of the ammunition type, including 3 basic quality magazines.
Astartes/Legion Supply Note: Bolt rounds include 3 magazines for an owned weapon at the start character creation, but 1 magazine per purchase there after.
Special Ammunition Class of Weapon Benefits Availability
Bolt, Concussive (1) Crossbow Gain: Blast (5), Slam (5) Very Rare
Bolt, Explosive (5) Bow/Crossbow Lose: Primitive, Gain: Blast (1), Type (X) Scarce
Bolt, Incendiary (5) Bow/Crossbow Gain: Flame, Unreliable Scarce
Bolt, Purity (1) Crossbow Gain: Haywire (2) Very Rare
Bolt, Shard (1) Crossbow Gain: Crippling (2) Rare
Bolt, Shock (1) Crossbow Gain: Shocking (2) Very Rare
Bolt, Thermal (1) Crossbow Lose: Accurate, Primitive Gain: Damage +1d10, Pen (6), Melta, Inaccurate Very Rare
Bolter, Dragonfire (5) Boltguns Lose: -2 Damage Gain: Flame, Blast (2), If Firing Semi Auto or Full Auto: +20% to BS Near Unique
Bolter, Hellfire Rounds (5) Boltguns Gain: Ignore Natural Armor, Vengeful (9+), If Heavy Bolter: Change RoF: S/-/-, Gain: Blast (3), and Devastating (1) Extremely Rare
Bolter, Implosion (1) Boltguns IF target takes 1+ damage after AP & Toughness bonus, then Attacks counts as Cinematic (5) Near Unique
Bolter, Metal Storm(5) Boltguns Lose: -2 Damage, -2 Pen Gain: Blast (2) Rare
Bolter, Kraken Rounds (5) Boltgun Gain: +4 Pen, +50% Range Scarce
Bolter, Scrambler Shells(5) Boltguns Gain: Hallucinogenic (2) Rare
Bolter, Stalker (5) Boltguns Lose: -2 Damage Gain: -30% to Awareness tests to determine location of discharge, If used in a Stalker Boltgun, this attack cannot be detected with normal senses Rare
Bolter, Tempest Shell (1) Boltgun Gain: +Shocking (2), Type (E), +3 Damage vs. Machine Trait Near Unique
Bolter, Tox Round (5) Boltgun Gain: Toxic (1), +2 Damage Scarce
Bolter, Vengeance (5) Boltgun Gain: Felling (4), +5 Pen, Unreliable (90%+ to self harm), On a Jam: 25% chance to break weapon requiring Weaponsmith to repair. Rare
Bolter, Witch Boltgun Any Psyker taking damage loses -1PR for 1d10 Rounds per hit, and may not Push during this time. A target with Warp Instability must test immediately Extremely Rare
Envenomed Ammo Low Tech Gain: Toxic (1) Common
Hot Shot Charge Pack Las Weapons Gain: +1 Damage, Tearing, Reliable, Clip Size: 1 Average
Inferno Shell Bolter/Shotgun Gain: Flame Average
Sanctified Ammo (1 Magazine) SP, Flame, Box/Xbow Gain: Sanctified Scarce
Shell, Breaching (5) Shotguns Gain: Type (X), -50% Range, Tearing if Target is in Point Blank Range Average
Shell, Rock Salt Shotguns Gain: Slam (1) at Standard Range, Slam (3) at PBR, and Max damage from shell after armor/toughness is 1 Common
Shell, Solid Slug Shotgun Lose: Scatter Gain: +2 Pen Common
Shell, Discarding Sabot Shotgun Single Shot Only, or else immediate Jam Gain: +8 Pen, Lose any other quality, except Accurate (x) if applicable Average
SP, Amputator SP Weapons Gain: +2 Damage Common
SP, Blanks SP Weapons Gain: Noise as for weapon, but no projectile (or damage unless target is w/in 1 foot of the barrel then damage is 1d10+1) Common
SP, Bleeder, Auto, Stub Guns Gain: Crippling (2) except vs. Demons or Machines Common
SP, Boat Tail SP Weapons Gain: Accurate (1) on single shot, Shotguns not included unless combined with Slugs (Price then Rare) Common
SP, Compact Powder SP Weapons Gain: Primitive (7), Stunning (2), Can only generate Righteous Fury if target is in Point Blank Range Common
SP, Discarding Sabot (5) SP Rifles Only Single Shot Only, or else immediate Jam Gain: +8 Pen, Lose any other quality, except Accurate (x) if applicable Average
SP, Dumdum Auto, Stub Guns Gain: +2 Damage, Target gains x2 the benefit of any armor Common
SP, Expander Auto, Stub Guns Gain: +1 Damage, +1 Pen Common
SP, Flechette/Shredder SP Weapons Gain: +1 Pen, Tearing, Max Range (Standard) Common
SP, Ignis SP Weapons Gain: Type (E), Flame Average
SP, Less than Lethal SP Weapons Gain: Max Damage (1d5), Type (I), Stunning (5), Max Range (20m) Common
SP, Manstopper SP Weapons Gain: +3 Pen Common
SP, Penetrator SP Weapons Lose: Scatter Gain: +5 Pen, Common
SP, Scrambler SP Weapons Gain: Hallucinogenic (2) Scarce

Comments

Please Login in order to comment!