Help · help reload

reload

Same text as in-game help reload.

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reload -- seat ammo in a firearm

Magazine guns (shotguns, pistols, rifles) top up from your gear bag with reload. Revolvers also accept load for one round at a time, or reload to fill the whole cylinder. The Colt still needs original rounds (load). The Equalizer seats intent from your fuel or Spirit — not bag ammo (help equalizer).

How you play
  1. wield the gun you want fed (primary hand); offhand pistols reload too
  2. stash compatible ammo in your gear bag (salt shells, silver, FMJ boxes, incendiary fire loads, Dead Man's Blood loads -- help dmb, devil's-trap sigil rounds for demons)
  3. reload -- fill the gun that needs rounds (primary first, then offhand
     when dual-wielding); reload all tops off every wielded firearm; reload dean / reload officer targets that gun
  4. load -- seat **one** round in a revolver cylinder (Colt originals too)
  5. reload salt / reload 9mm / reload dmb / reload trap / reload fire -- pick a load when you carry more than one
  6. unload -- eject what is seated before swapping folklore loads
  7. In a fight, reload or load costs your attack beat for that exchange
  8. When your mag runs dry, the next beat auto-reloads from your gear bag if you still carry compatible ammo -- you do not need to type reload
     after every magazine (primary and offhand each get their own reload beat)

Equalizer: reload channels will from your fuel tank or Spirit instead of gear-bag boxes. Auto-reload in a fight works when you still have fuel or Spirit to pay.

Empty at range with no bag ammo: the gun dry-fires until you resupply.
Empty at close: you can still strike with the weapon body (pistol-whip, stock bash) while you work the action.

Mundane FMJ chips supernatural targets -- salt, silver, iron, wood loads, incendiary fire rounds, Dead Man's Blood, devil's-trap sigil rounds, and Colt originals punch through full damage math. Plain lead tops out around twenty damage per landed shot on normal pools and shrinks further on comic-scale HP.
Ordinary lead passes through Deal hellhounds, free-floating Celestial smoke, and incorporeal spirits -- only The Colt (original round), angel blade, or demon-killing knife truly end a hellhound; salt or iron loads still bite ghosts.
Connecting FMJ may daze them for a beat when you are close in Tier and only twice per fight -- a T0 human cannot machine-gun stagger a Primordial into helplessness.

Living fire kit (torch, flamethrower, ignite) already proper-kills Wendigo and Vampires without ammo -- incendiary loads are the ranged equivalent (help ignite | help wendigo).