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.

 

 

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