Heroquest 2.0 Mecha: Exhaustible Munitions
For my Heroquest 2.0 mecha conversion I started going down the path of keeping track of ammo. The tracking wasn't strict but it was tracking none the less and it never felt right so I posted up on RPG.net and got some very good replies to my question on the subject . I attached the flaw Exhaustible 12M to the Veritech's AMM-1 missiles. In action, the narrator asks a player or players to roll against the flaw at an appropriately dramatic moment. If they fail then they are out of AMM-1 missiles. Simple. I'm thinking that the GU-11 gun pod might get Exhaustible 5M to represent its low ammo capacity. This will require a bit of play testing.