Ammunition

Supplies and Ammunition
The Wilds of Maat are lands of plenty, and of scarcity. Your characters are assumed to scavenge for useful materials, and recycle whatever they can. Those using cartridge-based firearms will undoubtedly save their expended shells in order to fill them again later with prime and powder, and will use scraps of most any soft metal as their shot. At most, they will only have a few extra rounds at any time, generally a maximum of two extra clips or magazines for each of their firearms. There is a mechanical expression for this, as follows;

  • Whenever a character rolls a firearm attack during combat, they must roll a die with a number equal to the total number of shots available in the firearm when full. For example, the player would roll a d6 with their shot of their Heavy Pistol. Firearms with RB amounts divide their total ammo by their RB amount; for example, the SMG rolls a d10 ammo die, as 30 shots divided by 3RB is ten.
  • When firing a Double-Tap with a semi-automatic weapon, you have run out of ammo when you roll a 1 or a 2.
  • If the die shows up as a 1, they have a single shot (or shots, if a 3RB weapon) remaining in that clip (or magazine), and must reload after they have finished the current firing action. This is called “rolling dry”. Once you have done this in a combat, you do not have to do it again (until the next combat, and you roll dry).
  • Reloading takes a single action on your turn. Reloading and firing in a single turn does have a multi-action penalty of -2.

Ammunition

The Endless Wilds Kilbourne