AMMUNITION
This section covers all the various
ammunition types used in Imperial firearms.
Auto Ammo: Solid lead
bullets sold in magazine designed for automatic fire weapons. These bullets
deal between 2d6 and 2d8 points of damage depending on the firearm size they’re
fired from. Typically sold in boxes of 20 at DC 7 per box.
Bolt Ammo: Large caliber
sidearm bullets that detonated on impact. These bullets deals around 2d10
points of damage but maybe more or less depending on the firearm size they’re
fired from. Typically bolts have a x3 critical multiplier. Executioner shotguns
are modified to accept bolt ammo rather than 12 gauge ammo. Typically sold in
boxes of 6 at DC 9 per box.
Large Atomic Powerpack: This
is the sort of powepack that powers plasma cannons and multi-meltas. Damage
varies according to the specific weapon it is connected to. A large powerpack
has 20 charges. Unlike energy cells atomic packs cannot be recharged in anyway
and must be junked once spent. Discarded atomic powerpacks are very disruptive
to the environment. Large powerpacks can be reloaded as quickly as for normal
ammunition. A large atomic powerpack is a DC 23 purchase.
Large Energy Cell: This
is the sort of energy cell that powers lascannons. Damage varies according to the
specific weapon it is connected to though the critical range is typically
19-20. A cell can be recharged by plugging it into a wall socket and comes with
enough charges typically for 40 shots. Recharge occurs at a rate of one per
round. Spare cells can be reloaded as quickly as for normal ammunition. A large
energy cell is a DC 19 purchase.
Shotgun Ammo (12 Gauge):
Deals 2d8 points of damage. Typically sold in boxes of 12 at DC 5 per box.
Small Energy Cell: This
is the sort of energy cell that powers laspistols, lasguns, needle pistols and
sniper rifles. Damage varies according to weapon size though the critical range
is typically 19-20. A cell can be recharged by plugging it into a wall socket
and comes with enough charges typically for 20 shots. Recharge occurs at a rate
of one per round. Spare cells can be reloaded as quickly as for normal
ammunition. A small energy cell is a DC 14 purchase.
Stub Ammo: A solid lead
bullet jacketed in metal. These bullets deal between 2d4 and 2d6 points of
damage depending on the firearm size they’re fired from. Typically sold in
boxes of 12 at DC 3 per box.
Small Atomic Powerpack: This
is the sort of power pack that powers plasma guns and meltaguns. Damage varies
according to weapon size. A small powerpack has 20 charges. Unlike energy cells
atomic packs cannot be recharged in anyway and must be junked once spent.
Discarded atomic powerpacks are very disruptive to the environment. Small
powerpacks can be reloaded as quickly as for normal ammunition. A small atomic
powerpack is a DC 18 purchase.
Flame Cylinder: Has 5
charges. Purchase DC 13.