Having been reading the henchman thread in General as well as thinking about this in my own play group and wanting a more 'narrative' style for combat than 1 shot = 1 arrow AND not wanting my players to have to keep track of every shot BUT wanting the tension of potentially running low/out I thought this might be worth posting and throwing about as an idea.
Narrative Ammunition Idea
These weapons replace the ammunition recovery rules in the WHFRP rulebook.
Instead of tracking each individual arrow/bolt/shot fired, especially when it’s completely possible multiple shots/arrows are fired in the space of a ‘ranged attack’ when playing a more narrative campaign the following ammunition tracking rules can be used:
Each ranged weapon has a progress tracker for a ‘load’ of ammunition (12 as listed in the rulebook). There are three spaces on the tracker: full (default), half, and empty. Each time one or more chaos stars are rolled during the attack the tracker shifts one step toward empty. If the character has multiple ‘loads’ of ammo, simply construct a load tracker per load and carry the counter into the next tracker when one exhausts. When an encounter is over a character can attempt to recover arrows, roll 1 expertise die. On a comet shift the tracker one step back toward full, but never more than the current tracker (i.e. a character with two loads of arrows who managed to roll 3 chaos stars during an encounter could not move his marker back onto the first load's tracker). A character can spend a Fate Point to reroll the die if they so choose.
Once a tracker is empty and ammo is not recovered for it, remove it from play.
So a character with 24 arrows would construct a tracker like this [ ][ ][x][ ][ ][x] where the [x] is the empty point (use an event slot for this) or however makes sense for the player.
If the player buys more ammo, keep the marker where it is but add new 3-step ammo trackers to the right of the current ammo tracker.
Obviously if there's a consensus 3 steps is to small, add on additional steps.