“Specially you Alti that you hate each time someone tries to translate videogame mechanics to TTRPG”
And I in fact do.
The reason why is very simple, right now only ammunition is a core part of players kits that depends on out of combat resources.
Imagine, for example, that Bleed was limited by how sharp your weapon is and you needed to sharpen it out of combat or you inflict less, or even no, Bleed.
Imagine, for example, that Charge needed actual batteries you need to buy before combat, and once you run out of batteries your entire Charge build isn’t useful anymore.
Imagine, for example, Burn depends on fuel and when you kill someone that didn’t use all their fuel, you can keep it with you.
For some reading, this would be hell, for me embracing a more strong intertwine between narrative management and combat abilities is an ideal that would talk to the more TTRPG-minded people, especially those on the OSR space. But no matter your perspective, the reality is that only ammunition works this way.
So, “Fuck It”, let’s at least embrace the lack of narrative and OSR tools and make ammunition something fun to play with that doesn’t make a player in a low income campaign be at an inherently disadvantage to the Charge build that somehow has always electricity for its tools.
Ranged weapons provide the user with safety by allowing attacks from a distance, albeit requiring high management due to the need of Ammo.
Ranged weapons will open up new tactical capabilities to the users in ways that Melee weapons can't.
Ranged weapons have the following special rules:
Resources used by certain Effects and Weapons. There is no limit to Ammo stacks.
Ammo can be consumed for Use or For Effect, this will be described in the effect.
Ranged's biggest advantage is the capacity to attack at a distance, especially a safe distance. This means that they have a lower need for defensive tools, which leaves their outfits in a perfect spot to lift sacks of ammunition around.
With the biggest downside being running out of ammo and being unable to do anything. This rework doesn’t eliminate the downside, it just makes it result from bad management in combat instead of not enough “preparation” out of combat.
Ammo differs from Charge in that Charge is produced constantly, while Ammo will be reliant on Skills and Start of Combat effects in exchange for bigger payoff and versatility. In short: Ammo capacity will be controlled by Outfit and Augments while Ammo payoff will be in Weapons. Skills doing double duty depending on the approach.
For those worried, you can still just buy Tools that give Ammo on use similar to how we have Tools that give Charge on use. Though I wouldn’t allow them to be permanent tools.
Effect Name | Cost | Positive Effect | Negative effect | Proc on |
Ammo Burn | N | if Ammo is Consumed, apply N Burn to the target | Cannot be negative. | On Clash [Result] |
Ammo Frostbite | N | if Ammo is Consumed, apply N Frostbite to the target | Cannot be negative. | On Clash [Result] |
Ammo Bleed | N | if Ammo is Consumed, apply N Bleed to the target | Cannot be negative. | On Clash [Result] |
Ammo Rupture | N | if Ammo is Consumed, apply 2*N Rupture to the target next round (Max 6) | Cannot be negative. | On Clash [Result] |
Ammo Tremor | N | if Ammo is Consumed, apply N Tremor to the target next round | Cannot be negative. | On Clash [Result] |
Ammo Sinking | N | if Ammo is Consumed, apply N Sinking to the target next round | Cannot be negative. | On Clash [Result] |
Ammo Smoke | N | if Ammo is Consumed, apply N Smoke to the target | Cannot be negative. | On Clash [Result] |
Ammo Paralysis | 2*N | if Ammo is Consumed, apply N Paralysis to the target next round | Cannot be negative. | On Either Clash [Result] |
Ammo Fragile | N | if Ammo is Consumed, apply N Fragile to the target next round | Cannot be negative. | On Either Clash [Result] |
Ammo Stagger Fragile | 2*N | if Ammo is Consumed, apply N Stagger Fragile to the target next round | Cannot be negative. | On Either Clash [Result] |
Ammo [Type] Fragile | 2*N | if Ammo is Consumed, apply N [Type] Fragile to the target next round The Type of the Fragile is chosen between: [Blunt, Slash, Pierce] on use. | Cannot be negative. | On Either Clash [Result] |
Effect Name | Cost | Positive Effect | Negative effect | Proc on |
[M] Recoil | 6*N | Consume N Ammo On Use Increase Dice Power by Ammo consumed. | Consume N Ammo On Use If less than N Ammo is consumed, Reduce Dice Power by Ammo non-consumed. | Always Active |
[M] Kickback | 2*N | Consume N Ammo On Use Increase Dice Max by Ammo consumed. | Consume N Ammo On Use If less than N Ammo is consumed, Reduce Dice Max by Ammo non-consumed. | Always Active |
[M] Ballistic | 2 | This weapon can use Ammo Effects, when doing so consumes always at least 1 Ammo unless the Effect requires more. | Cannot be negative. | Always Active |
Effect Name | Cost | Positive Effect | Negative effect | Proc on |
[R] Automatic Fire | 4*N | Consume N+1 Ammo On Use The Attack is replaced with N+1 Attacks with a -2 penalty to all Dice Power of the attacks. This stacks with any effects of the same name, to a max of 2 overall. Cannot be stacked with any other attack replacement. Clash [Result] effects only activate once based on the outcome of the First Clash. On Use effects only activate one time. Any User Dice Modification to these attacks is based on the conditions of the first Attack, regardless of effects present after the first clash (e.g. Bonus/Vigor activation) | Cannot be negative. | On Use |
[R] Charge Ammo | 4 | Instead of Ammo, this weapon consumes Charge. Any Ammo expenditure is replaced by a Charge Consumption of [Ammo*2] of the Action. Effects based on Ammo Expended or Ammo in Character don’t interact with Charge. This weapon can’t use Ammo Tools, but can use the Skill Effect Quick Arrangements | Cannot be negative. | Always Active |
[R] Extra Range | N | Increase the Maximum Range by N*2 | Reduce Maximum Range by N*2 (Max 4) | Always Active |
[R] Burst Fire | 2*N | Consume up to N (Max 3) Ammo On Clash Win Each Ammo consumed this way deals 3 HP DMG and 3 ST DMG Before Resistances. | Cannot be negative. | Always Active |
Effect Name | Cost | Positive Effect | Negative effect | Proc on |
Magazine | N | At the Start of Combat, gain 4*N Ammo. (Max 10) | Cannot be negative. | Always Active |
Effect Name | Cost | Positive Effect | Negative effect | Proc on |
Internal Magazine | N | At the Start of Combat, gain 4*N Ammo. (Max 10) | Cannot be negative. | Always Active |
Recoverable Casings | 2*N | When downing an Enemy, gain N Ammo | Cannot be negative. | On [Condition] |
[Ammo] effects are effects that can only be used if the Action/Reaction has consumed Ammo. These are normally Ranged weapons, but Melee Weapons with Bullet Melee can also use these effects.
This also means that Outfits (Defensive Dice) can’t benefit from Ammo.
Effect Name | Cost | Positive Effect | Negative effect | Proc on |
Reload | N | After Using the Skill, gain 2*N Ammo | Cannot be negative. | On Use |
[Ammo] Unload Magazine | 2*N | Consume N Ammo on Use Each Ammo consumed this way deals 3 HP DMG and 3 ST DMG After Resistances If Ammo is 0 after consumption, increase to 5 HP DMG and 5 ST DMG After Resistances. This effect doesn’t activate if the character had 0 Ammo at the moment of starting the action. | Cannot be negative. | On Clash Win |
[Ammo] Energy Cells | 2 | If this Action/Reaction Consumes Ammo, gain Charge equal to Ammo expended. | Cannot be negative. | On Use |
[R] High Noon | 6*N | (Attack Only) Consume N+1 Ammo On Use Select up to N Targets in Range, you can’t select multiple times the same target. Though creatures with multiple parts could consider each part as a Target. Do an Attack with -1 Dice Power against each individual target as if you targeted them. | Cannot be negative. | Always Active |
[R] Shooting Star | 6 | (Attack Only) Replaces Attack with an Area of Effect Attack with -1 Dice Power. This attack follows a straight line until obstructed, up to [Weapon Range *2] SQRs, with a main target designated as the first target in the line. Cannot be stacked with any other attack replacement. Clash [Result] effects only activate on the main Target. On Use effects only activate one time. | Cannot be negative. | Always Active |
[Ammo] Managing Distance | 2*N | Consume 1 Ammo Before or after the Skill, move N SQR. | Cannot be negative. | On Use |
[Ammo] Reinforced Recoil | 4 | Change the Dice of this Skill for a Block. | Cannot be negative. | On Clash [Result] |
[Ammo] Quick Arrangements | 2 | Change the Inflictions of the ammo used to be Inflictions of another Status that has the same cost in Ammo Infliction on Weapons | Cannot be negative. | On Use |
Evading Recoil | 2*N | (Evade Only) Consume up to N Ammo Increase Evade Dice Max by Ammo consumed up to N | Cannot be negative. | On Use |
NEW TOOL TYPE: Ammo Tools if you want to keep the naming convention)
Ammo Tools is a type of Handless Consumable Applied Tool that can only be used in place of Ammo. For example, an Attack that would use 3 Ammo could use 2 Ammo and 1 Ammo Tool.
Only One Ammo Tool can be used per Dice, so even if a single dice uses 5 Ammo, it could only benefit from 1 Ammo Tool.
Rank | Ammo Tools EP |
-1 | 2 |
0 | 4 |
1 | 6 |
2 | 8 |
3 | 10 |
4 | 12 |
5 | 14 |
Math | (Rank*2) +4 |
Ammo Tools can use universal Skill Effects and Weapon Effects, but can not have Negatives.
The use of an Ammo Tool counts as “Consuming Ammo” for Effects that check for it.