Easy, just limit the effect to short range. Sure it doesn't make hitting long range targets harder with a larger ROF, but ROF isn't meant to be spray and pray, it's still aimed shots, just more of them in the span of the 5-10 seconds.
I let my players roll the "lose an attribute" and "start war" dice together and let them choose which one they wanted to go with if either failed. I don't like the idea of forcing my players play a character they don't like, so I mostly let them choose specialities etc. where it ...
We use the house-rule that you can use 6's on ammo dice to add a +1 to one of the skill rolls thereby potentially turning a close miss into a hit. That is an interesting take. It's a small enough change not to throw everything off balance, but at the same time offers a nice boost for using ammo dice.
The Landmine rules on PM Page 68 are quite clear on everything, not sure what the question is here. "If the roll fails and you move unawares [sic] into a minefield..."
You only move into the minefield if you fail the RECON roll.
As my (WIP) extended encounters supplement already had quite a few encounters and new pieces of equipment/food to fill in the gaps described here, I decided to expand on all this in a different supplement to cover food processing and preservation. Gives me something to do as certain real world event...
Yeah, seems to either be an oversight or just missing from the rules. You seem to have listed everything to do with all that. For my own game I'll probably offer a way to turn wild/domestic food into "rations" by picling/canning/jarring/smoking/salting etc. But yeah for RAW any real long t...