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View Full Version : Quivers - A 4e Ammunition Manager



Starwolf
June 19th, 2026, 03:04
Version 1.0
Store link (https://forge.fantasygrounds.com/shop/items/3401/view)

Introduction

This extension is inspired by bmos Ammunition Manager. When support for D&D 4E was discontinued, I decided to create a dedicated 4E version because I found ammunition tracking extremely useful.

The extension tracks ammunition expenditure and weapon load states. Special ammunition such as +1 Arrows or +1 Bolts can be tracked for expenditure, but any special combat effects must currently be handled manually. Future support may be added.
Instructions

Open the cogwheel on a ranged weapon in the Combat tab of the character sheet. To load ammunition or change ammunition types, the character sheet must be unlocked for editing.

When an attack is made with a weapon that uses ammunition, one unit of ammunition is automatically deducted. If no ammunition remains, the weapon can no longer be fired until more ammunition is loaded or assigned.


A Note on Ammunition

Many modules list arrows and bolts as bundles of 20 or 30. To obtain an accurate ammunition count, divide the total weight by the quantity listed in the bundle (usually shown in parentheses). Enter the resulting quantity in the Units field.


Campaign Options

There are four campaign options available to the GM.

Allow Players to Change Load State: If your campaign only uses weapons with the Load Free or Load Minor properties, this option can generally be set to No.

Global Recovery Rate: This determines the percentage chance that a fired piece of ammunition can be recovered.

Note that this is a chance per shot, not a percentage of all ammunition fired. Each spent arrow, bolt, or similar piece of ammunition is tested individually.

Recover Ammunition on Rest: Default setting: Yes.

By default, ammunition recovery is only performed during a rest. If circumstances prevent ammunition recovery, such as fleeing a battlefield or abandoning a location, set this option to No before performing the rest.

Reload Tracking: Default setting: On.

This feature is only used for weapons with the Load Standard property. It prevents weapons from being fired while they are still being reloaded.

Fantasy Grounds does not track 4E action economy, which is why this functionality is handled by the extension.


Load Standard Weapons

The Load Standard property may optionally be followed by a number indicating how many turns are required before the weapon is loaded and ready to fire again.

Examples:

Load Standard

Load Standard 2

Load Standard 3

If no number is specified, the extension assumes a reload time of 1 turn.

The current load state can be viewed in the Load field on the weapon entry in the Combat tab.


Load States

Loaded: The weapon is loaded and ready to fire.

This is the default state for weapons with the Load Free and Load Minor properties, since these weapons can be loaded and fired during the same turn. Fantasy Grounds does not track action economy, so players and GMs must still manage those actions manually.

Empty: The weapon has been fired and cannot be fired again until reloading begins.

This state is only used for Load Standard weapons.

Loading (n): The weapon is currently being reloaded and requires n additional turns before it becomes Loaded.

Unloaded: The weapon is not combat-ready.

Load Standard weapons are often carried unloaded between encounters. If combat begins, use the Change Load button to either begin the loading process or set the weapon to Loaded, depending on the circumstances.


Resting

When a rest is performed, all tracked Load Standard weapons are automatically set to Unloaded.


Recovery Override

Next to the Load field are two buttons.

The first button changes the current load state. This button is context aware and changes with current load state.

The second button controls ammunition recovery behavior for that specific weapon.

The available settings are:

As Global: Uses the recovery rate defined in the campaign options.

Override Global: Allows this weapon to use a different recovery rate than the campaign default.

No Recovery: Spent ammunition from this weapon can never be recovered.

Examples include blunderbusses, ballistae, siege weapons, and other weapons whose ammunition is destroyed or impractical to recover.