| Ammo is not really dealt with in the FATE rules, so consider this all Home Brew discussion. |
Is ammo too "crunchy" of a rule to bear in mind here?
Given an espionage/modern setting in my IDC campaign, it's a question that needs to at least be addressed.
I've not been nearly as diligent in tracking ammo use amongst mooks as the players have been, largely because my mooks tend to disappear by the end of a scene. I'd be inclined to say that folks shouldn't worry about ammo, save for running out of (or low on) bullets being a staple in action media.
Nonetheless, my thought is to
not really worry about it, except for dramatic effect (ad hoc from the GM, with proper warning). If I (as the GM) feels that ammo may be becoming a problem (or be a problem based on the particular circumstance), I'll let you know. Maybe an
Op Tech check to see if you strapped that extra clip to your ankle ...
Ditto for
reloading, etc. You're assumed to be doing it as part of your general combat maneuvers.
Combat Rules