The Ammo Supply Rules

This is the expanded rules for ammo with the Slot System

Condition Small Arms Basic Weapons Heavy Weapons Grenades/Missiles Firing Modes Special Ammo
Magazine/Front/Depo Considered Unlimited Half Reload Half Reload Can throw bundles instead of normal No penalty for Auto Fire, no limits on hits. Extra Hits for Auto Fire All ammo options
Surplus Half Reload Half Reload Extra Hits for Auto Fire What you brought is unlimited All What you brought is unlimited
Normal Default Rules Default Rules Default Rules Refreshed to load start All Restore to what you brought
Green Default Rules Default Rules Default Rules What remains at reload check All What remaining at ammo check
Limited Semi Fire only Semi Fire Only -1 hits total. What remains at the reload check Semi/Single fire mode What was remaining at Ammo Check
Low Ammo Single Fire only Single Fire only One full Magazine What Remains at the reload check Single Fire only None/What remaining at ammo check
Critical Ammo/ Condition Black Single Fire only One full Magazine None What Remains at the reload check Pistol can make single shots None/What remaining at ammo check
No Ammo One Full Magazine to start None None What Remains at the reload check You only have one Magazine None/What remaining at ammo check

All basic ammo is considered unlimited. Condition requires a Tech test at the end of the Scene. Passing keeps the Ammo condition.

Failure means moving one down, if the DoF is more than the “Player Fire Team” it drops two instead on one. Likewise DoS is more than the Kill team it moves up, but not past Surplus.

Survival test can be performed to move up a rank to scavenge ammo.

Special ammo can be pasted around.

The Ammo Supply Rules

Warhammer 40,000: Apocrypha Files NicMuehlenweg NicMuehlenweg