As written, a [backpack Ammo Supply] grants a weapon five times its clip size in exchange for 15kg and five minutes of strictly out-of-combat reload time. Multiplication rears its ugly head here: a big numbers get bigger while smaller numbers stay small. It strikes me as odd that the same 15kg worth of backpack can hold 300 Lasgun rounds but only 5 Laslock charges, or 10 Hand Flamer bursts but 50 Heavy Flamer bursts. The examples go on and on. Pistols that presumably use less space for their ammunition, less energy for their beams, or less fuel for their flames somehow utilise a giant backpack worse than a heavier weapon. Often much worse. How does that make any sense?
What are your thoughts on the Backpack Ammo Supply? I would want to give lighter, weaker weapons an appreciably larger clip while preventing heavier, stronger weapons from benefiting too much. I am not sure that there is a nice clean answer to solve this issue. Going back to [Only War]'s backpack is not a fix since the 15kg backpack holds 200 Autopistol rounds just as well as 200 Heavy Bolter rounds. Flat ammunition grants are pretty much as nonsensical as multiplication.
The simplest solution is probably just "*sunglasses* Deal with it".
NEW ADDENDUM (credited to [Nimsim]):
A Backpack Ammo Supply grants infinite ammo (within reason) for one combat encounter. It is always empty at the end of a combat in which it is used. Should a backpack-linked weapon Jam, the weapon does not need to be reloaded and the backpack's capacity is not affected. The character still needs to take proper measures to un-Jam the weapon.
OLD ADDENDUM:
Edited by AsymptomaticWhat if the Backpack Ammo Supplies doled out clips of 1000 Damage ( already calculated below )? For calculations, divide 1000 by the weapon's maximum damage, round that to the lowest 10, and subtract 20 from non-Pistol weapons. In effect, treat d10s as 10s, so a 1d10+7 weapon would have a maximum damage of 17. Take that 17 and divide 1000 by it, which results in 58.82. Rounding that down to 50 shows how much 17 damage ammunition a backpack can hold.
Pistols generally have shorter range, so this penalty reflects the extra propellant or what have you that larger weapons can afford. That way, the smallest caliber weapons would see a healthy increase while big impact weapons don't get as much mileage. This approach also has the benefit of simulating ammo size since large bullets would reasonably take up more space in a set size backpack.
Here's a table of pre-calculated values:
Maximum Weapon Damage || Backpack Capacity
10 || +100
11 || +90
12 || +80
13, 14 || +70
15, 16 || +60
17, 18, 19, 20 || +50
Apply a -20 penalty to the Backpack's Capacity if the weapon is of the Basic or Heavy class.
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1. There may be cases where backpack-linked Basic weapons get an equal or larger amount of ammo capacity than backpack-linked pistols of a similar class. As this is an exception rather than a rule, I believe a further -10 penalty on any Basic weapon would be appropriate to maintain a proper tradeoff.
2. There are even situations where a weapon can be so strong that a backpack provides no benefit or an [Expanded Magazine] would do more. With the Autocannon in particular, it is ridiculous that a backpack can hold 120 rounds of 3d10+8 I damage as written. For these rare cases, I believe the backpack should guarantee at least the weapon's clip and a half of ammo, the same bonus as an Expanded Magazine. These rare cases are also denied the Expanded Magazine modification, meaning that stronger weapons can only rely on heavy backpacks for increased ammo capacity.
The backpack adds to the weapon's original clip rather than replacing it. What do you think of this perspective?