Skip to content

Blaster Reload and Ammo Use

CK edited this page Jun 30, 2026 · 2 revisions

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.

What this page covers

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

The big idea

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

What weapons use this workflow

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.

Compatible ammo

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.

The Reload control on the sheet

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.

What happens when you click Reload

When a supported reload is successful:

  1. one compatible ammo item is consumed from the actor’s inventory
  2. the weapon’s magazine is restored to full
  3. 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.

Attack, Rapid, and Burst

The current user-facing activity cases for this workflow are:

  • Attack
  • Rapid
  • Burst

These matter because they can use different shot costs.

Empty magazine case

If the weapon has 0 remaining shots, the module stops the activity and sends a private message that the weapon is out of ammo.

Not enough ammo case

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.

The private Reload card

When a supported blaster use fails because of empty or insufficient ammo, the module creates a private Reload card in chat.

Who sees it

The private Reload card is sent to:

  • the actor’s owners
  • all GMs

It is not meant to be a public table-wide announcement.

What it is for

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

NPC support

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.

Common confusion

“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.

Light troubleshooting

If a supported blaster is not behaving the way you expected, try these checks first:

  • confirm the actor is a supported character or npc
  • 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

Where to go next

Use the next page based on what you need:

Practical summary

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

Clone this wiki locally