There's also "activate their stuff's downsides", which is maybe a better option.
When you buy ammo from Le Roy, it's half price but when using it your guns are +unreliable.
Honestly, I think that right there is the closest to what I was looking for. I wasn't trying to introduce ammo scarcity as much as I wanted there to be variable
quality of ammunition. I want to see something more like Johnstone's scenario:
Oh, you flubbed the roll? You didn't fail though. I mean, your character didn't fuck up. You totally would have hit that guy right between the eyes, except some dickwad sold you crappy ammo. I mean, how do you test for that? You can only fire a bullet once. Also, this pushes the story forward, because now once the PC gets out of whatever mess he's in, he's got a vendetta to settle with some dude who prevented him from being the awesome he normally is, and you didn't have to think that up until the point when he flubbed the roll.
Then you have ensuing drama, and fun can be had by all. And hopefully, the PCs aren't stuck trying to shoot Le Roy with his own ammunition!
I do like the +ammo suggestion that you made, Simon, but I agree that it could be cruel. Especially if you sprang it on your players as a surprise. Actually, that would really just suck. Perhaps it would work in the context of a survival horror, as suggested by Amphiprison.
I'd love to see something where the MC had a hold on you when you bring shitty ammo to a fight, but I agree that my previous formulation of it could just result in the players feeling punished.
Which brings me to another quick question: when do you introduce the custom move? I presume this would vary depending on the move. My instinct says that I wouldn't tell them about their guns being unreliable until it happened, since this is less like Dogs' shared narrative, and that custom move might be part of the home threat.