Darkling36 |
To my knowledge none of those are actually action cost of reloading a weapon. They're part of the move reload. I feel like the point was that without that you couldn't reload weapons in power armor, because they're actually integrated into the suit. But they never state this so the loader just seems odd. If you look at the rendering(not that art is really rules bound) the weapons don't exactly seem like something you can reload. Power armor really is much more like a vehicle then an armor in so many ways.
C4M3R0N |
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To answer the original question(s) since this has somewhat been reopened, more information is available, and for a more complete answer.
The armory mentions it, almost off handedly, that the advantage of an automated loader is you don't need a free hand, and that's basically it. (Although it is still a place to store spare ammo). It's in the powered armor clarifications about mounted weapons and hands.
Also, the move action of reloading actually includes drawing any readily accessible ammunition, so I assume everyone that has a holstered gun also has clips and holsters of ammo, within reason, with or without the specific bandolier mentioned previously.
It's safe to say that there's no need for a swift action to adjust your grip either (assuming both hands, for 2 handed individuals, are wielding the weapon being reloaded) based on the text of the reload action.
As for Darkling36's question, the loader only lists a single entry for it's bulk, that being 1 bulk, rather than multiple listed for fully loaded vs unloaded. And the text doesn't include anything to indicate you would ignore the bulk of the ammunition loaded within, such as mentions of a null-space chamber. So in my opinion, it seems safe to say that you count the bulk separately still, the loader being 1 bulk and however much ammo you fill it with being its own, additional, bulk. Up to a maximum of 3 total bulk with a minimum of 1 bulk still.