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 Wrath & Glory Ammunition/Reload Rules Revamp

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Iron and Metal
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PostSubject: Wrath & Glory Ammunition/Reload Rules Revamp   Tue Jul 10, 2018 8:42 am

I am tired of tracking ammo, my dudes. Tired of tracking it for my PCs and tired of tracking it as a GM. W&G may have provided an alternative. In the new game, ammunition is an abstraction that can be used for or against a player, mostly determined by them. Check it out:

Reload
A character can spend their action Reloading one ranged weapon. See below.

Ammunition and Reloads
A Reload is an abstracted quantity of Ammunition, defined as “enough Ammunition for a combat scene.”

All weapons owned by the Heroes are fully loaded at the beginning of the game. Every Hero comes with 3 Reloads per session by default. Under typical circumstances, a Reload is not expended through firing the weapon normally. However, Reloads can be spent or lost in the following ways:

- Complications: If a player rolls a Complication, one of the character’s Reloads may be removed as a result. If the character has no Reloads remaining, then such a Complication renders a weapon unusable until more ammo can be located.
**For FFG Games, I think making any roll of 90-00 on BS would be a complication. This gives a 10% chance per attack and increases incentive for players to use FPs, thereby making them a more demanded commodity. Complications would include: jamming as per normal rules as well as the need to reload.

- Use: A character can choose to expend one or more Reloads as part of an attack to gain an increased effect. A character cannot spend more Reloads on an attack than the weapon’s Salvo value. Reloads spent can add bonus dice to the attack roll, allow the weapon to Multi-attack, or add additional effects depending on the weapon.
**Since FFG Games do not have a "salvo" rule, an easy fix would be to allow only one use per attack action. Effects may include: giving an additional attack, adding a d10 to the damage die, increasing the RF range, etc. Randomizing it by leaving it up to a roll might be fun too.


I think up to this point tracking ammo has been an exercise in futility. This could be a solution. Agree? Disagree?
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mruozu
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PostSubject: Re: Wrath & Glory Ammunition/Reload Rules Revamp   Fri Jul 13, 2018 6:45 am

I like this a lot actually, makes it much easier for both the players and the GM.
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PostSubject: Re: Wrath & Glory Ammunition/Reload Rules Revamp   Fri Jul 13, 2018 8:56 am

^ agree completely. I feel like 10% chance to lose a reload is a little high though, it may make fp's a little too scarce.
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PostSubject: Re: Wrath & Glory Ammunition/Reload Rules Revamp   Fri Jul 13, 2018 9:33 am

That very well may be the case. But we have been playing Tau for over two years now and no one has once ever ran out of FPs (if I can remember). And I think it only happened in Bastards maybe once or twice.

Only one way to find out though. I am going to play test it as is and then adjust if need be.
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PostSubject: Re: Wrath & Glory Ammunition/Reload Rules Revamp   Mon Jul 23, 2018 1:28 am

I have been meaning to reply to this for a while.

Counting Ammo sucks.

I like the gist of it but interested in the detail that you'll house rule. Have you considered what the talent Rapid Reload might do?

1d10 extra damage is potentially a lot, especially when combat doesn't happen very often (so temp FP rarely used). Perhaps 1d5?

I guess opponents will also use these rules so consider the impact vs players also.

How might special ammo work (man stoppers etc...)?

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PostSubject: Re: Wrath & Glory Ammunition/Reload Rules Revamp   Mon Jul 23, 2018 9:43 am

Counting ammo definitely does suck.

The Rapid Reload talent has two options as I see it: ditch it entirely or change the effect to something like granting the player an extra reload. Easy fix at least.

1d10 is as potentially a lot as it is potentially terrible lol. I am not totally against nerfing it, but I would like to see how it plays before the nerfing begins and go from there.

Only Elite/Master level opponents would get reloads. Mooks get nothing. Ever. Stupid mooks.

I have been thinking about special ammo and there are a few ways to go about it, but I don't know if any are particularly amazing.

- 1) Apply the profile to the weapon and once it is time to reload, it goes away.
- 2) Apply the profile to the weapon and allow it to continue until all reloads are gone.
- 3) Allow the player to switch back and forth between standard weapon profile and special ammo profile at will until reloads are gone.
- 4) Profit?
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PostSubject: Re: Wrath & Glory Ammunition/Reload Rules Revamp   Tue Jul 24, 2018 12:33 am

I feel like an extra reload is a good option for the rapid reload talent. It's T1 right? An extra reload feels like a T1 power.

Also, I like the idea of a special ammo counting as one reload. I think that it's easiest to give the character an extra reload when they requisition or otherwise obtain a spare mag of special ammo, to represent the physical object. Thoughts?
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PostSubject: Re: Wrath & Glory Ammunition/Reload Rules Revamp   Tue Jul 24, 2018 9:15 am

I am good with both of those, at least until we playtest them and potentially hate them.
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PostSubject: Re: Wrath & Glory Ammunition/Reload Rules Revamp   Tue Jul 24, 2018 11:37 am

I think out of those, I guess I like option 3 the best. Though I like the idea of rounds being super rare, almost like 1 time use items (though that is a bit excessive).

What if, by req the items, you get 3 uses of the special ammo?
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PostSubject: Re: Wrath & Glory Ammunition/Reload Rules Revamp   Tue Jul 24, 2018 11:52 am

One time as in you can activate the special ammo profile at the beginning of a combat/encounter and once it ends you have expended all of that special ammo?

I like that... It separates it from the Reload "Use" rules and assumes the special ammo is special enough to stand alone.
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PostSubject: Re: Wrath & Glory Ammunition/Reload Rules Revamp   Fri Jul 27, 2018 11:44 am

Just had another idea for Rapid Reload. What if when a player rolled 90 - 100, necessitating a reload, they would then roll 1d10 and on 1-5 they reload as normal, but on 6 - 10 they don't lose it.

50% chance to keep. Something like that.
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PostSubject: Re: Wrath & Glory Ammunition/Reload Rules Revamp   Sun Jul 29, 2018 7:35 am

This is quite similar to the FFG star wars system. Essentially, running out of ammo is a complication of sorts. Should work out well.

It may end up being a bit silly for two-weapon shooters though, or for certain types of low-ammo weapons. How would this system interact with a hand flamer? Or a melta weapon?
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PostSubject: Re: Wrath & Glory Ammunition/Reload Rules Revamp   Sat Aug 04, 2018 9:53 am

Yeah. Vra'fa (nitafrong) has been the first PC to use the new rules and it seems to have worked out really well, especially in that shitty situation.

I think it will be the same for two-weapon wielders as long as GMs and players work together to find a loadout that makes sense. What I have been doing for drones is giving them less reloads so that they can be super powerful, but also lose all of that relatively quickly. A similar solution might be made for TWW.

I don't see any reason why the system would interact differently with hand flamers or meltas. But any heavy weapon or specialist weapon, like a melta, should come with less reloads - say 2 instead of 3. Did you have a particular worry in mind with these weapon types?
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