[ A L I E N M O B I U S ]
[ H O U S E R U L E S ]
A M M O A S C O N S U M A B L E
One simple stress die ends up in a full emptied magazine. When resources are scarce, this can have devastating results for a group. This feels fine for a Cinematic, but can feel too much or unrealistic for a Campaign. Yet, no one but the hardcore players want to track every single ammo. Consumable and Supply Roll are already implemented in the Core Rule Book. The following attempts to address this within the confine of the official rules.
Ammo Supply
without Supply RollAMMO SUPPLY
Ammo are a consumable, with a maximum Ammo Supply of 6 per magazine.
For every [X] on your attack roll, the Ammo Supply is decreased by one. If you roll no [X], your Ammo Supply still decrease by one.
AMMO HOARDER TALENT
Your Ammo Supply always decrease by one less, to a minimum of one.
For more information, see CONSUMABLES page 34, PANIC page 61, 104 & AMMO page 96.
OR
Ammo Supply
with Supply Roll or Ammo TrackingAMMO SUPPLY
Ammo are a consumable, with a maximum Ammo Supply of 6 per magazine.
If you roll one or more [X] on your stress die while firing a weapon. You risk panicking and emptying your magazine.
If your Panic Roll is 6 or lower. For every [X] on your attack roll, the Ammo Supply is decreased by one. If you had any successes, you still damage your target.
If your Panic Roll is 7-9. You empty the magazine after the attack. If you had any successes, you still damage your target.
If your Panic Roll is 10 or higher. You empty the magazine while attacking. Panic cancels any successes. You don't damage your target.
If your magazine is empty with Ammo Supply of 0. You need to reload before firing that weapon again.
AMMO SUPPLY ROLL
When combat ends, you must make an Ammo Supply Roll for each magazine used in combat. For every [X] rolled, the Ammo Supply is decreased by one.
AMMO TRACKING
If you prefer a more realistic tracking approach, instead of making Ammo Supply Roll :
Whenever you fire a weapon, if you roll no [X], your Ammo Supply still decrease by one.
AMMO HOARDER TALENT
If you use the Ammo Supply Roll : When making a supply roll for ammo, you get to roll two dice fewer than your Supply Level, to a minimum of one die.
If you use the Ammo Tracking : Your Ammo Supply always decrease by one less, to a minimum of one.
For more information, see CONSUMABLES page 34, PANIC page 61, 104 & AMMO page 96.
Rule Goals
Provides an elegant way of tracking Ammo Supply that is seamless with official rules using known mechanics.
A stress die should not necessarily means emptying the magazine.
Instead, Panic Roll may results in emptying the magazine.
Player characters may end up with a few additional shots out of a magazine, but not that much.
While in combat, does not add any additional dice rolls.
Ammo are not endless and are still a scarce resource.
Can replace the additional Power Supply roll rule for certain weapons.
Still offers a Cinematic approach with the Ammo Supply Roll which may result in a PC not spending any magazine nor any ammo in a combat.
Yet offers a realistic tracking approach with the Ammo Tracking Rule which will result in a PC having to spend ammo and reload at some point.
Still compatible with all Skills and Talents.
Overkill talent now make sense : Both Panic Effect and Emptying Magazine is canceled but still decrease the Ammo Supply by at least one or more [X].
Provide new talent : Ammo Hoarding.
Allows for more interesting in combat and out-of-combat resources management.
Resource Management Example
While in combat, PC has a magazine with Ammo Supply of 1. He feels he need to reload soon, and right now, while in cover, is a good time. He reload and feels confident with his new magazine with Ammo Supply of 6. He can still count on that old magazine with Ammo Supply of 1.
While in combat, PC1 ends up with an empty magazine with no reload. PC2's current magazine has an Ammo Supply of 2 and has another magazine with a Ammo Supply of 6. Both are in cover. PC 2 drops the old magazine while reloading with his new magazine. PC1 picks up the old magazine and reload his weapon.
While in combat, PC1 ends up with an empty magazine with no reload. PC2's current magazine has an Ammo Supply of 2 and has another magazine with a Ammo Supply of 6. Both are not in cover and need to switch yesterday. PC2 throws old magazine (Agility Roll) and reload with full magazine, PC1 catch magazine (Agility Roll) and reload with magazine with Ammo Supply of 2.
While in a safe place, a PC ends up with a magazine with Ammo Supply of 3 and another magazine with Ammo Supply of 1. He can then switch some ammos around to make one magazine with Ammo Supply of 5. Not the best, but more reliable.
While roaming, PC finds a half-emptied magazine with Ammo Supply of 3 out of 6.
While roaming, PC finds a full stack of grenade for his M41A Grenade Launcher, Supply of 4 out of 4.
While roaming, PC finds an almost full magazine of M41A ammo, Supply of 5 out of 6.