New Starting Ammo - Limits to Effects?
This question is about the new starting ammo from Mercenaries. Is there a limit to the number of Ammo x1, Ammo x2, and Ammo x3 I can trigger each turn? Obviously, the trigger needs to be present and the cards need to be in play. I ask because the new starting resources in the Star Trek Original Series DBG specified you could only activate one of the abilities per turn and I wasn't sure if I had missed this for Resident Evil somewhere in the manual.