To simplify the expenditure of ammunition eliminate the tracking of individual shots fired, all firearms have a volume of ammunition that they can carry in a magazine (or similar), based on their weapon type. Each time the weapon is fired, there is a chance (modified by how the weapon is being fired), that the volume of ammunition is depleted to the next lower level, when the last level is expend, the weapon is out of ammo and needs to be reloaded. This option allows a greater and more abstract use of ammunition that reflects the fast, furious fun that the game is based on.
The volume of ammunition a weapon has is determined by the weapon type.
|Medium||2||Automatic pistols, Rifles|
|High||3||Sub-machine Guns, Assault Rifles|
|Very High||4||Machine Guns|
Next, the type of action preformed determines the chance of the capacity depleting. The attacker makes a shooting roll, and if the natural result of the roll is at or below the indicated number, the attacker will reduce his capacity by one, after the resolution of the the attack.
|Attack Type||Roll Result||Notes|
|Auto Fire||1-3||Capacity is reduced per individual die roll|
|Suppressive Fire||-||Automatically reduces capacity by 1|
Purchasing Ammunition is no longer done by the ‘box’ While that method may seem more realistic, it is easier to relate ammunition to magazines. Simply take the base cost of the caliber of ammunition you need for your weapon, and multiply it by the capacity needed to fill the magazine. The cost of the ammunition includes the magazine.
|Light||25||50||MIL||40||75||75||40||50||40||40||250||50||75||Pistols, Sub-Machine guns|
|Large||75||150||MIL||120||225||225||120||150||120||120||750||150||225||Heavy Weapons, Large Pistols|
|AP – Armor Piercing||+2 AP, -1 dmg vs. unarmored|
|APDS – Armor-Piercing Discarding Sabot||+3 AP, Military only|
|BR – Breaching||+4 dmg vs inanimate objects, ranges are halved|
|DC – Dual Core||+1 AP|
|EX – Explosive||SBT Agility check around the target or shaken|
|FL – Flechette||+4 damage vs unarmored, +2 armor value if armored, No AP|
|FR – Frangible||+2 damage vs unarmored, +1 armor value if armored, No AP, -1 die type vs inanimate objects|
|HP – Hollow Point||+2 damage vs unarmored|
|Non – Non-Lethal||Fatigue damage, +2 armor value if armored|
|PAP – Penetrator AP||Heavy weapon, reduces damage die, +50% weapon AP|
|Sub – Subsonic||-2 to opponent’s Notice (Listen) check to identify shooter, -1 damage per die rolled|
|TR – Tracer||Reduce autofire penalty by 1, Chance to catch fire|
The Suppressive fire option will automatically reduce the capacity of ammo when used by 1. However, the weapon’s overall capacity determines the template size that is covered. This allows weapons with a naturally higher volume to cover a larger area, given that it is firing a larger volume of rounds.
|Volume||Suppressive Fire template|
|Very High||Large-burst template|
Return to Combat.