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Blaster Reload and Ammo Use
This page explains the blaster reload and ammo workflow in the SW5e Module for FoundryVTT.
If you are a player, GM, or homebrew author, this is the page to use when the question is specifically about Reload, magazine-style ammo use, or the private Reload card that can appear in chat.
This page will help you understand:
- what kinds of weapons use the current reload workflow
- what the Reload control on the sheet is for
- why a private Reload card appears in chat
- what Attack, Rapid, and Burst do in this workflow
- how compatible ammo is chosen
- what to check when an older copied item does not behave like a newer example
Supported managed blasters now use a magazine-style item uses workflow.
That means the module is not only showing the Reload property as text. It is also helping the weapon behave like a reloadable blaster during play.
In practical terms, that means:
- the weapon tracks remaining shots through item uses
- activities such as Attack, Rapid, and Burst can consume those shots
- if the weapon is empty, or does not have enough shots for the selected activity, the use is stopped before it consumes anything
- the sheet and chat provide a reload path instead of leaving the user guessing
This workflow applies to supported managed blasters.
In practical terms, that means the weapon must be set up in a way the current SW5E runtime recognizes:
- it is a weapon that the module recognizes as a managed blaster
- it uses the current item uses magazine model
- it has a compatible ammo type
- its activities are set up so the shot cost can be read during use
Not every weapon with “reload” flavor text will automatically behave this way.
The current supported ammo types for the managed blaster reload workflow are:
- Power Cell
- Slug Cartridge
When reloading, the module looks for compatible ammo in the actor’s inventory and uses an available valid item.
Supported managed blasters show a Reload control directly on the weapon row.
That control is there so the player or GM can reload without needing to open a separate dialog or remember a manual item-edit workflow.
If you do not see the Reload control on a weapon that you expected to support it, compare that weapon to a fresh compendium example before assuming the sheet is broken.
When a supported reload is successful:
- one compatible ammo item is consumed from the actor’s inventory
- the weapon’s magazine is restored to full
- the module sends a private confirmation message to the actor’s owners and GMs
If the weapon is already full, the module does not silently do nothing. It instead sends an “already fully loaded” style message so the user knows why nothing changed.
If the actor has no compatible ammo left, the module sends a private warning message instead of pretending the reload succeeded.
The current user-facing activity cases for this workflow are:
- Attack
- Rapid
- Burst
These matter because they can use different shot costs.
If the weapon has 0 remaining shots, the module stops the activity and sends a private message that the weapon is out of ammo.
If the weapon has some remaining shots, but not enough for that activity’s cost, the module stops the activity and sends a private message that the weapon does not have enough ammo for that activity.
This is why Rapid and Burst often reveal setup problems faster than a normal Attack: they are more likely to expose a mismatch between expected cost and remaining shots.
When a supported blaster use fails because of empty or insufficient ammo, the module creates a private Reload card in chat.
The private Reload card is sent to:
- the actor’s owners
- all GMs
It is not meant to be a public table-wide announcement.
The Reload card gives the user an immediate path to recover without searching through the sheet.
In practice, this is useful because:
- the player gets a clear reason the activity did not proceed
- the GM can see the same message if they are helping troubleshoot the actor
- the user can reload directly from the chat card instead of switching contexts
The current workflow also supports NPCs when the actor and weapon are set up as supported managed blasters.
That means the presence of this workflow is no longer limited only to player characters.
“Why did my attack not fire?”
Because the weapon was empty or did not have enough remaining shots for the chosen activity cost.
“Why did the Reload card only go to some users?”
Because it is intentionally private to the actor’s owners and GMs.
“Why did clicking Reload not work?”
The most common causes are:
- the weapon was already full
- there was no compatible ammo in inventory
- the item was an older copied version that does not match the current setup
“Why does one blaster work and another does not?”
Compare the two items directly. In many cases the difference is in the item setup, the activity setup, or the age of the copied item.
If a supported blaster is not behaving the way you expected, try these checks first:
- confirm the actor is a supported
characterornpc - confirm the weapon is a current managed blaster example rather than an older copied version
- confirm the weapon uses the current item uses magazine workflow
- confirm the actor has compatible ammo in inventory
- compare the activities on the weapon to a fresh compendium example
- if needed, refresh or re-import the item from a newer source
Use the next page based on what you need:
- Weapon Properties Support if you want the broader weapon-property context
- Sheets & Features if you want the broader actor-sheet context
- Troubleshooting if the weapon still does not behave the way you expected
- FAQ if you want quick answers to common questions
If you want the shortest useful summary of this page, it is this:
- supported managed blasters use item uses as a magazine
- Attack, Rapid, and Burst can consume those shots
- empty or insufficient ammo stops the activity before it consumes anything
- the module sends a private Reload card to owners and GMs
- reloading consumes compatible inventory ammo and refills the magazine
- older copied items may need a refresh or re-import to match the current workflow
SW5e Module Wiki
Start here: Home · Getting Started · Feature Overview · Sheets & Features
Popular topics: Blaster Reload and Ammo Use · Themes and Appearance · Starship Sheet Guide · Powercasting Configuration and Overrides
Need help? Troubleshooting · FAQ · Compatibility & Limitations
Working on the module? Developer Guide · Developer Reference · Local Setup and Workflow · Testing & Contribution
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