I've been experimenting with the optional rapid fire rules, and while it's fun to roll a handful of dice I feel like it makes rapid fire weapons really strong (especially in close combat).
I'm wondering if other people have used them and what their experience was.
Unreliable Weapons
When making a hit roll with a ranged weapon only roll the firepower dice if the weapon has the rapid fire trait.
When rolling the firepower dice the ammo symbol is ignored.
Instead, if a natural 6 is rolled when making a hit with a ranged weapon, an ammo check must be taken immediately.
If firing a weapon that doesn't need a hit roll--e.g. template weapons--then after resolving the weapon's attack roll a d6. On a 6 an ammo test must be taken immediately.
Hail of Bullets
When making a hit roll for a weapon that has the rapid fire trait, the player can choose to fire a single shot or sustained fire.
- If they choose a single shot, fire the weapon as normal, but do not roll the firepower dice; the weapon will only fire once.
- If they choose sustained fire, roll firepower dice equal to the rapid fire trait of the weapon. Each bullet hole represents a separate shot, and a hit roll should be made for each. If 2 or more ammo checks are failed during sustained fire, then the gun has jammed and cannot be used for the rest of the battle.
- Shots can be distributed as described in the rules for distributing hits with rapid fire weapons--in this case making a hit roll for each individually, working out modifiers for each target. Note: this means shots can be distributed to models in differing levels of cover.
I'm wondering if other people have used them and what their experience was.