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.
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.
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 |
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