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Old 07-26-2022, 10:02 PM
Heffe Heffe is offline
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Join Date: Nov 2017
Posts: 141

And some more info from Tomas about how the system is proposed to work in the reprint:

“Hi! This is being adressed in the reprint, and we will of course update the PDF as well and include in an official errata. The new wording on the relevant paragraphs on page 66 in the Player's Manual goes:

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 zero up to the rate of fire (RoF) rating of your weapon or the number of rounds left in the magazine minus one, whichever is lower. For example, if you have three rounds left, you can add up to two ammo dice.
If you have only one round left, you cannot add any ammo dice to our roll. In this case, or if you choose to use no ammo dice, only one (1) round of ammunition is used in the attack. This is typically only the case for sniper shots (page 63), but can also be useful if you are very low on ammo or your weapon is in a bad condition (low reliability rating).

AMMO SPENT: After your roll, you sum up the D6 digits on all of your ammo dice, then add one (1) to the result. This sum is the total amount of ammunition you have spent on the attack. If the sum on your ammo dice is equal to or more than the number of rounds you have left in the magazine, your magazine is completely emptied.

I hope this clears things up.”

I still have to consider the full impact of the changes, but so far it seems like a positive move. It basically makes it so a flat skill roll is always your first shot, and then subsequent shots would provide ammo dice. It feels pretty clean at first glance.
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