Ammunition
Each type of ammo can only be used with
certain weapons as detailed in its description. The table
below details each type of ammo’s cost in Thrones as well
as the amount of shots this buys. Ammo weight is not
listed; however, should it be important to know how much
ammunition weighs, consider a weapon’s full clip to weigh
10% of the weight of the weapon itself.
Used With: Bows, crossbows and hand bows.
Used With: Flintlock pistol and musket.
Used With: Autopistol, stub revolver, stub automatic, hand cannon, autogun, hunting rifle and heavy stubber.
Used With: Shotguns, pump-action shotguns and combat shotguns.
Used With: Laspistol, las carbine, lasgun, long las, MP lascannon.
Used With: Hand flamer and flamer.
Used With: Bolt pistols, bolters and heavy bolters.
Used With: Inferno pistols and meltaguns.
Used With: Plasma pistols and plasma guns.
Used With: Needle pistol, needle rifle, web pistol and webber.
Used With: Stub revolvers, stub automatics and hand cannons.
Used With: Laspistols, las carbines, lasguns, and long las.
Used With: Laspistols, las carbines, lasguns, and long las.
Used With: Shotguns, pump-action shotguns, combat shotguns and all bolt weapons.
Used With: Stub revolvers, stub automatics, hunting rifles, hand cannons, autopistols and autoguns.
When blazer shells are fired, reduce the weapon’s Range to 15 metres unless that would be greater than its actual Range. In addition, they change the weapon’s Damage type to Energy (E) and give it the Flame and Primitive qualities.
Used With: any shotgun.
The sole effect of these upgrades is to make the Damage caused by the weapon in question counted as “Holy”, which has certain effects on some Daemonic and warp creatures (as will be noted in their description). Obtaining such items is only possible through the Holy Ordos or high-ranking members of the Ecclesiarchy, and the cost and rarity shown reflects this.
Used With: Bolt Weapons, Flamers, and Solid Projectile Weapons.
Used With: Hellguns and Hellpistols.
Reduce the base range of the weapon by half. Increase its Penetration by 2. The weapon gains the Tearing Quality. Finally, an average man-sized target hit by one of these rounds must succeed on an Ordinary (+10) Toughness Test or be knocked off its feet from the impact. Used With: Hand cannon, hunting rifles, shotguns (lose the Scatter effect), bolt pistols and boltguns (weapon Damage type changes from X to I).
Psycannon bolts add +5 to all Critical Damage inflicted. Psycannon bolts inflict double their rolled Damage against targets with a Psy Rating, Daemons and other warp entities after Armour and Toughness Bonuses are taken into account. Damage inflicted by psycannon bolts is classed as Holy and ignores any psychically or warp-generated armour or protective field (such as Daemonic Resilience, Telekinetic Shield, etc).
Psycannon bolts are only ever obtainable from somebody with full Inquisitorial rank.
Used with: Bolt weapons.
Change the weapon’s Damage class from X to E. The weapon also gains the Shock quality.
Used With: Bolt pistols, boltguns and heavy bolters.
Core
Ammo | ||
---|---|---|
Name | Cost/Amount | Availability |
Arrows/Quarrels | 1/20 | Common |
Shot | 1/20 | Common |
Bullets | 1/20 | Plentiful |
Shells | 1/20 | Common |
Charge Pack (pistol) | 10/full clip | Common |
Charge Pack (basic) | 15/full clip | Common |
Charge Pack (heavy) | 30/full clip | Rare |
Fuel (pistol) | 8/full clip | Scarce |
Fuel (basic) | 10/full clip | Scarce |
Bolt Shells | 16/1 | Rare |
Melta Canister (pistol) | 20/full clip | Very Rare |
Melta Canister (basic) | 15/full clip | Rare |
Plasma Flask (pistol) | 24/full clip | Rare |
Plasma Flask (basic) | 18/full clip | Rare |
Exotic | 20/1 | Very Rare |
Dumdum Bullets | 5/6 | Scarce |
Hot-Shot Charge | 15/1 | Scarce |
Overcharge Pack | 15/1 | Common |
Inferno Shells | 18/1 | Rare |
Man-Stopper Bullets | 5/6 | Scarce |
Arrows/Quarrles
Arrows and quarrels come in a variety of shapes, sizes and materials ranging from crude wooden shafts with flint tips to steel darts with razor-sharp points.Used With: Bows, crossbows and hand bows.
Shot
Shot is solid lead or stone balls and a powder charge used in primitive blackpowder weapons.Used With: Flintlock pistol and musket.
Bullets
Hard rounds are common for many weapons within the Imperium and vary greatly in calibre and design. Bullets from one kind of firearm cannot be used in another unless they are very similar in make. So for example you could use bullets bought for a stub revolver in a stub automatic, but not in an autogun.Used With: Autopistol, stub revolver, stub automatic, hand cannon, autogun, hunting rifle and heavy stubber.
Shells
Shells contain dozens of tiny balls and are designed to scatter over a wide area when fired, making them ideal for close-in work where accuracy is less important.Used With: Shotguns, pump-action shotguns and combat shotguns.
Charge Pack
Charge packs are powerful batteries used almost exclusively by las weapons. The cost of a charge pack varies depending on the class of the weapon. In all cases, however, it provides shots equal to the weapon’s full clip value.Used With: Laspistol, las carbine, lasgun, long las, MP lascannon.
Recharging Power Packs
A reason for the large number of las weapons in the Imperium is the relative abundance of ammunition. Las power packs can be charged in the field from most power sources. Characters may make a Tech-Use Test to successfully charge any power pack if there is a suitable power source available. The time the pack takes to charge is determined by the power output of the source and is ultimately up to the GM, but typically takes several hours. Alternatively, power packs may be charged by placing them in an open flame. This however takes at least a day and permanently reduces the clip size by half (this only occurs the first time it is charged in this way) as well as removing a las weapon’s Reliable special quality, or giving it the Unreliable special quality if it was not Reliable to start with. Each time a pack is recharged in this way there is a 30% chance it will be permanently rendered useless.Fuel
Flame weapons use liquid fuel, which can vary greatly in composition and quality from purest promethium to crude flammable alcohols. The cost of fuel varies depending on the class of the weapon. In all cases, however, it provides shots equal to the weapon’s full clip value.Used With: Hand flamer and flamer.
Bolt Shells
The mass-reactive explosive bolt shell is among the deadliest kind of round in the Imperial arsenal. However the difficulty and cost of its manufacture restricts its use to all but the most wealthy or well connected.Used With: Bolt pistols, bolters and heavy bolters.
Melta Canister
Meltaguns use specially refined chemicals injected into highly pressurised canisters. The cost of a melta canister varies depending on the class of the weapon. In all cases, however, it provides shots equal to the weapon’s full clip value.Used With: Inferno pistols and meltaguns.
Plasma Flask
Raw plasma weapon fuel consists of highly dangerous and volatile photonic hydrogen, compressed and contained within reinforced flasks. The cost of a plasma flask varies depending on the class of the weapon. In all cases, however, it provides shots equal to the weapon’s full clip value.Used With: Plasma pistols and plasma guns.
Exotic
There are many kinds of weapons in the Imperium that use unusual types of ammunition, from the viscous gel of a webber to the finely crafted darts of a needle pistol. GMs should feel free to increase the cost of exotic ammunition depending on its rarity.Used With: Needle pistol, needle rifle, web pistol and webber.
Dumdum Bullets
These heavy blunt bullets are designed to cause maximum tissue damage and can tear apart soft targets, though they are less effective against armour. Dumdum bullets add 2 to the weapon’s Damage, however Armour Points count double against them.Used With: Stub revolvers, stub automatics and hand cannons.
Hot-Shot Charge
This is a single powerful charge pack for a las weapon. A weapon using a hot-shot charge adds 1 to its Damage, rolls two dice for its Damage and picks the highest, and gains an Penetration of 4. However the weapon loses its Reliable special quality, and its clip is reduced to 1 (basically hot-shots are one-use charge packs).Used With: Laspistols, las carbines, lasguns, and long las.
Overcharge Pack
This is an enhanced power pack for a las weapon increasing the strength of its fire. An overcharge pack adds 1 to the weapon’s Damage. Unfortunately the increased output of damage reduces the number of shots and so the clip size is halved.Used With: Laspistols, las carbines, lasguns, and long las.
Inferno Shells
These shells contain a phosphorous gel that ignites on contact with the target. A target hit by an inferno shell must make an Agility Test or catch on fire, in addition to suffering damage as normal. Inferno shells may also be used to set things on fire besides people at the discretion of the GM.Used With: Shotguns, pump-action shotguns, combat shotguns and all bolt weapons.
Man-Stopper Bullets
These densely tipped bullets are designed to punch through armour. A weapon using man-stopper rounds increases its Penetration to 3.Used With: Stub revolvers, stub automatics, hunting rifles, hand cannons, autopistols and autoguns.
IH
IH Ammo | ||
---|---|---|
Name | Cost/Ammount | Availability |
Blazer Shells | 4/1 | Common |
Blessed Ammunition | 50/1 | Very Rare |
Hellgun Capacitor | 50/full clip | Rare |
Hyper-Density Penetrators | 100/1 | Rare |
Psycannon Bolts | 250/1 | Very Rare |
Tempest Bolt Shells | 250/1 | Very Rare |
Blazer Shells
These shells are packed with pyrotechnic materials, so when fired a huge gout of flame is produced for several seconds. While not as lethal as regular rounds, a volley excels at frightening off most enemies. As they can also be used in standard shotguns, they offer excellent tactical flexibility without the need for specialised flamer weapons. The duration of the discharge means it can only be used in single-shot mode.When blazer shells are fired, reduce the weapon’s Range to 15 metres unless that would be greater than its actual Range. In addition, they change the weapon’s Damage type to Energy (E) and give it the Flame and Primitive qualities.
Used With: any shotgun.
Blessed Ammunition
The prayers and blessing of those of true faith in the God- Emperor of Mankind, coupled with the ancient lore of Ecclesiastical alchemistry, is able to turn mere mundane bullets into weapons that are capable of harming the foul denizens of the warp and other such unnatural horrors.The sole effect of these upgrades is to make the Damage caused by the weapon in question counted as “Holy”, which has certain effects on some Daemonic and warp creatures (as will be noted in their description). Obtaining such items is only possible through the Holy Ordos or high-ranking members of the Ecclesiarchy, and the cost and rarity shown reflects this.
Used With: Bolt Weapons, Flamers, and Solid Projectile Weapons.
Hellgun Capacitor
Feeding the power hungry hellguns of Inquisitorial Stormtroopers and Imperial Guard grenadier forces, these back pack mounted capacitors last four times as long in comparision to other charge packs loaded in hellguns.Used With: Hellguns and Hellpistols.
Hyper-Density Penetrators
Famously nicknamed “Lathe Body-Blowers” for their appalling effect of ploughing through vulnerable flesh, these bullets are cast from a unique dense metal alloy only made possible by exploiting the strange gravitational forces within the Lathe System. Because of their great mass, they must be propelled by a far more powerful explosive charge than a normal round, and so are limited only to the sturdiest firearms capable of handling them.Reduce the base range of the weapon by half. Increase its Penetration by 2. The weapon gains the Tearing Quality. Finally, an average man-sized target hit by one of these rounds must succeed on an Ordinary (+10) Toughness Test or be knocked off its feet from the impact. Used With: Hand cannon, hunting rifles, shotguns (lose the Scatter effect), bolt pistols and boltguns (weapon Damage type changes from X to I).
Psycannon Bolts
A true psycannon is a highly advanced form of bolter weapon utilised by the legendary Grey Knights, and aside from their armouries and a few powerful members of the Ordo Malleus, it is extremely rare even among the ranks of the Inquisition. Psycannon bolts, however, utilise the same core of psy-anthaemic substance in their construction and are capable of ripping through warp-stuff and barriers of psychic force with ease. Shockingly fatal even to those without psychic powers, it is whispered by some that those slain by psycannon bolts have their souls snuffed out like guttering candles.Psycannon bolts add +5 to all Critical Damage inflicted. Psycannon bolts inflict double their rolled Damage against targets with a Psy Rating, Daemons and other warp entities after Armour and Toughness Bonuses are taken into account. Damage inflicted by psycannon bolts is classed as Holy and ignores any psychically or warp-generated armour or protective field (such as Daemonic Resilience, Telekinetic Shield, etc).
Psycannon bolts are only ever obtainable from somebody with full Inquisitorial rank.
Used with: Bolt weapons.
Tempest Bolt Shells
Tempest bolts shells are manufactured in one place only, Mars, the only world capable of exploiting the rare and potent technology needed to produce such arms. Tempest shells contain a powerful miniaturised plasma-shock generator that releases a pulse of electromagnetic and thermal energy as the shell detonates. Quantities of Tempest shells are held in the armouries of the Magos Militant of the Lathes and used to equip the tech-priest Destructor Covenants sent out to destroy hereteks and other rogue elements, as they are particularly effective at destroying corrupted or abominable machines.Change the weapon’s Damage class from X to E. The weapon also gains the Shock quality.
Used With: Bolt pistols, boltguns and heavy bolters.
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