Fixing T5 - AMMUNITION
- EXAMPLES -
Example 1: Let's do the first example in the Personal Combat chapter of T5, page 212. Zolomion Shoul encounters his old enemy Morio on the streets of startown.
Zolomion is using a revolver, and the Fighting Task from the example is 2D for 16 or less.
The Ref has rated Zolomion's revoler as a standard six round cylinder. The weapon is only capable of Single Fire (see page 256), and the Ref rates the weapon at AD=2.
Why AD=2? The weapon is not capable of Burst of Full Fire, but the magazine size is small. So, the Ref decided that a 1-in-3 chance, every combat round, of using up all six bullets is appropriate.
Once the Ref has assigned an AD code to a weapon, the code should be listed in the weapon's LongName (see page 242) for future reference.
In Combat Round 1, Zolomion makes an attack with the revolver, throwing 2D, and getting 2ad, 6. The "2" on the ammo die means that Zolomion fired all six rounds and has reloaded. The player should mark off one revolver speed loader from Zolomion's equipment.
In Combat Round 2, Zolomion makes another attack, rolling 2D and getting 5ad, 1. This means that Zolomion did not use up all six bullets during that combat round.
In Combat Round 3, Zolomion makes his third attack. He rolls 2D, getting 2ad, 2. If we use the Optional Mutli-Mag Rule, this means that Zolomion went through two speed loaders that round. If we're not using that optional rule, then Zolomion only used up one magazine in combat round three.
Example 2: In this example, I'm going to use the ACR-10 from page 240. This weapon is pictured on page 238. The Ref decides that this weapon uses a magazine similar to Example E on page 248, and thus, the Ref decides that 2 extra magazines weight 1 kg. The magazine holds 30 rounds, and the weapon is capable of Single, Burst, and Full Fire.
The Ref assigns the weapon the code of AD=1.
On Combat Round 1, the weapon is used to fire a Burst at a Medium Range target. This is a 3D task that is increased to 4D because the Auto Fire attack type is used. The 4D attack throw results in 1ad, 2, 2, 1. This means that one magazine was used that combat round. If the Optional Multi-Mag rule is used, this means that two magazines were used that combat round.
On Combat Round 2, the weapon is again used to fire at a target at Medium Range, but the attacker has switched his weapon to the Single Fire mode. This is a 3D attack, and the results of the throw are 1ad, 3, 2. This means that one magazine was used that round.
On Combat Round 3, the attacker's new target is at Long Range. Using Single Fire, the attack is done at a 4D difficulty. The dice show 5ad, 4, 5, 3, which means that the attacker did not use a magazine this rouund.
Example 3: For this example, let's use the TL-11 Precision Hunting Rifle shown on page 236. The Ref decides that this weapon has a magazine exactly like Example L on page 248. Comparing the benchmark magazines, the Ref declares that this magazine weighs 2 kgs and holds 200 rounds. But, since the character is not carrying any extra magazines, so the weight of the weapon's magazine is not considered agains the character's load as the magazine's weight is part of the weapon's weight.
The Ref decides that the weapon is capable of Single and Burst Fire. Because of the weapon's ammo capacity and rate of fire capability, the Ref determines that this weapon be rated at AD=0. That is to say, this weapon will not run out of ammo during a combat as long as Single Fire is always used.
If Burst Fire is used, then the weapon's code becomes AD=1. If the weapon is used several times for burst fire without using up the magazine, and then the character switches to Single Fire, the Ref may modify the Single Fire code to AD=1 to take in the chance that the weapon may run out of ammo.
In Combat Round 1, the weapon is used for Single Fire. At AD=0, the ammo die is not referenced.
In fact, the ammo die is never referenced with this weapon unless something changes for the Ref to declare that the weapon is rated at AD=1 or higher.