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whiskeydance
Hi,
Just re-reading the living rulebook rules on GW website. I cannot find an exact wording that says when an ammo roll is required for a sustained fire weapon. Currently me and a mate use the following:
  • Roll # of D3's to determine how many shots
  • Allocate shots
  • Roll to hit each shot individually, if a 6 is rolled make an ammo check then and there if you pass you may continue to next shot if not, out of ammo.

Reading the rules it seems there may be a possability to do the following method:
  • Roll # of D3s to determine how many shots
  • Allocate shots
  • Roll all to hits, if any 6's are rolled (even multiples), then one ammo check is made at the end.

What does everyone think?
Borzag
I tend to go for option 3....
  1. Roll # of D3's for # of shots
  2. Allocate shots
  3. Roll all hits
  4. If there are any 6's, take that number of ammo shots after firing

The way I interpret the rule, each 6 is an ammo test. More dice = more 6's = more ammo tests. However, the shot in its entirity is worked out first, which in a gun which kicks out so many shots means you wait til the end to do them.

But that's me.

Cheers!

Borzag
Spanky
QUOTE(whiskeydance @ Oct 6 2009, 05:21 PM) *

Hi,
Just re-reading the living rulebook rules on GW website. I cannot find an exact wording that says when an ammo roll is required for a sustained fire weapon. Currently me and a mate use the following:
  • Roll # of D3's to determine how many shots
  • Allocate shots
  • Roll to hit each shot individually, if a 6 is rolled make an ammo check then and there if you pass you may continue to next shot if not, out of ammo.



You got it right the first time. This way makes things like the auto-repairer and Armourer/Weaponsmith skills more critical for Heavy Weapon gangs.

The same needs to be done for injury rolls as well since you get the EXP for any 'flesh wound' but only the first 'down' or 'out of acton'

The old way was even worse since 'JAM' would also cause and ammo roll without you getting any shots at all.
whiskeydance
QUOTE(Spanky @ Oct 7 2009, 09:00 PM) *

You got it right the first time. This way makes things like the auto-repairer and Armourer/Weaponsmith skills more critical for Heavy Weapon gangs.

The same needs to be done for injury rolls as well since you get the EXP for any 'flesh wound' but only the first 'down' or 'out of acton'

The old way was even worse since 'JAM' would also cause and ammo roll without you getting any shots at all.



Didn't think about the injury rolls, so probably has never occured or I just ignored. I do prefer the first way, though it does slow down the game a little when it comes to the Heavy Weapons guys. Not enough to make it annoying though.

Cheers,
Tyra_Nid
First option is the correct one. As per FAQ:


Q: If I am using sustained fire, and fail an ammo roll, do ALL the shots still fire? Do I need to roll individually for each shot in turn in case it jams?

A: Since there are no ‘jam’ results anymore and just ammunition checks, the way that sustained fire (and multiple shots) is resolved is as follows:

1. Roll appropriate number of SF shots
2. Take each shot one at a time
3. Apply ammunition checks as needed
4. Resolve wounding results
5. Take next shot

If at any time in step 3 you run out of ammunition then that will be your last shot. Each shot is worked out separately and in order. Each one has its own set of modifiers and targets may get pinned, downed, taken out-of-action, and even break as a result of the previous shot. Work out those mechanics then take the next shot. If you run out of targets then you must still roll a D6 for each remaining shot and roll ammunition checks when applicable.
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