So, I am mandated to roll at LEAST one ammo die per shot...for weapons that require ammo dice...AMMO DICE: Firearms give you ammo dice to add to your skill roll. Six such tan colored D6s are included in this boxed set. You can add as many ammo dice to your attack as you like, from a minimum of one up to the rate of fire (RoF) rating of your weapon.
The possible pay off is that if I hit a 6, I get to add another hit to my target (provided my original attack hits), or possibly suppress them...and all of that is fine...until I get to Ammunition use.
Wait....what?AMMO SPENT: After your roll (and any reroll), you need to sum up the D6 digits on all of your ammo dice. This sum is the total amount of ammunition spent on the attack.
So, if I'm using a M1894 with a magazine capacity of 8 rounds, and a rate of fire of one, I must roll an "Ammo Die" each time I fire, and if I roll a 5 each time, I get no additional benefit, but I've burned up all of my ammo in 2 attempts?
Pick any weapon with a higher RoF. Say the M16A2, with a RoF of 3 (because of it's built in controlled 3-round burst). According to the Ammo Spent rule, it is POSSIBLE that I cold burn 18 rounds in a single round using the 3 RoF? Even though the weapon cannot physically do that?
My suggestion:
Alter the ammo spent mechanic to:
This adds to the mishap mechanic, and forces ammo counting, but doesn't drain ammo the way the current mechanic does.AMMO SPENT: After your roll (and any reroll), you need to add up the number of rolled ammo dice. This sum is the total amount of ammunition spent on the attack.
You cannot roll more ammo dice than what you have left in the magazine.