Players can always buy extra ammunition, up the limit they can carry. Each extra magazine costs 10% of the real cost of the weapon. This is a kludge, to prevent having to calculate hundreds of different prices based off amounts of ammo, but is actually not far off the accurate cost. Alternate ammunition is calculated as buying an ultra slot in a multipower and converting the gun itself to a multipower. In some cases it is more expensive than the base ammo, and so the cost includes the price of raising the Multipower reserve. Finally different guns of the same type should have slightly different costs &endash; in this case the cost of more ammo is calculated to cover the most expensive upgrade to simplify things.
The damage listed above is for ordinary slugs. However, autopistols and autoguns can fire alternate ammunition listed below. The extra cost gets a standard magazine with that bullet type loaded. It takes one action to load a new magazine.
Type Effect Extra cost Flechette 1d6 K RP, 1d6-1 Stun Mod, +3 OCV.
This is in addition to the normal OCV bonus 2 Dum Dum 1d6K, 1d6 Stun Mod. When firing
this ammo type, the gun does not receive any range Mods or
OCV bonus, except that pistols take a &endash;1 range
mod. 4 Manstopper 1d6K AP, 1d6-1 Stun Mod. When
firing this ammo type, the gun does not receive any range
Mods or OCV bonus, except that pistols take a &endash;1
range mod. 4
Shotgun damage listed above is for slug shells, which contain a few heavy pellets. However, shotguns can fire alternate ammunition listed below. The extra cost gets a standard magazine with that shell type loaded. It takes one action to load a new magazine.
Type Effect Extra cost Executioner 1d6 K, 1d6-1 Stun Mod, +2 OCV, +2
Range Mod. This is in addition to normal shotgun range
mod.s 2 Hellfire 2d6 K, 1d6-1 Stun Mod. Second dice
only takes effect if first dice does Bod (&endash;1). When
firing this ammo type, the gun does not receive any range
Mods or OCV bonus, except that sawnoff shotguns take a
&endash;1 range mod. 3 Inferno 1d6 K, 1d6-1 Stun Mod, continous
uncontrollable. When firing this ammo type, the gun does not
receive any range Mods or OCV bonus, except that sawnoff
shotguns take a &endash;1 range mod. 4 Scatter 2d6 K, RP, RR, 1d6-1 Stun
Mod 3
Bolter damage listed above is for standard bolts. However, bolters can fire alternate ammunition listed below. The extra cost gets a standard magazine with that bolt type loaded. It takes one action to load a new magazine.
Type Effect Extra cost Hellfire shell 2d6+1 K, 1d6-1 Stun Mod. Second
dice only takes effect if first d6+1 does Bod
(&endash;1). 4 Inferno shell 1d6 K, 1d6-1 Stun Mod, continuous
uncontrollable. 4 Kraken Penetrator round 1d6+1K AP, 1d6-1 Stun
Mod. 4 Metal Storm shell 1d6+1K Ex, 1d6-1 Stun
Mod. 4 Stalker Silenced shell 1d6K, 1d6-1 Stun Mod. Invisible to
sight and sound 4
Bolters can also be fitted with larger magazines that take more ammo. They do not cost more, but the larger magazines are prone to jam or misfire
Type Number of rounds and
effect Extra cost Drum magazine 40, gun misfire on 8 or
less 0 Belt Feed 60, gun misfire on 10 or
less 0
The damage listed above for these weapons is for Krak shells, designed to disable armoured targets. However, they can also fire an explosive shell designed to injure lightly armoured targets. It takes one action to load a new magazine.
Type Effect Extra cost Frag Missile 1+1d6, Ex, 1d6 Stun
Mult. 2 Frag Grenade 1+1d6, Ex, 1d6-1 Stun
Mult. 2
Afx = Autofire "x shots" AoE = Area of Effect AP = Armor-piercing Ex = Explosive IN = Indirect NRM = No range Mod RP = Reduced penetration RR = Reduced by range SE = Side Effect