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#1
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Target ![]() Group: Members Posts: 22 Joined: 14-March 04 From: Illinois Member No.: 6,157 ![]() |
I'm running a SR3 Merc game and I have a player who is a sniper. He wants to be able to reload empty shell casings and make match grade ammo. Does anyone have any ideas about how I could apply the effects of match grade or custom ammo in the game. Also do people still do that in the 2060's?
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#2
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Mostly Harmless ![]() ![]() Group: Dumpshocked Posts: 937 Joined: 26-February 02 From: 44.662,-63.469 Member No.: 176 ![]() |
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#3
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Target ![]() Group: Members Posts: 22 Joined: 14-March 04 From: Illinois Member No.: 6,157 ![]() |
Hey, Thanks a-lot!!
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#4
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,283 Joined: 17-May 05 Member No.: 7,398 ![]() |
Out of curiosity, Raygun, are you going to post the modified Essence costs for your Smartlink components when installed in cyberlimbs?
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#5
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Mostly Harmless ![]() ![]() Group: Dumpshocked Posts: 937 Joined: 26-February 02 From: 44.662,-63.469 Member No.: 176 ![]() |
Now that you mention it, I probably should, yeah.
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#6
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Target ![]() Group: Members Posts: 10 Joined: 29-November 05 Member No.: 8,022 ![]() |
Match Grade ammo, and all sorts of modified ammo will always exist, but beyond the stuff that is already in the books (ie: Hi-C, Glazers, Mercury, Ex, et cetera), I wouldn't apply modifiers, advantages, or anything.
Basically, that's because the SR system just isn't intricate enough for that. (Although Raygun's done lots of stuff with guns there just isn't that much room for a sensible "custom" or match grade ammo) There's already the bonus that a lot of people play with for custom guns (+1 die), which is overpowered, so what could you add for ammo? Maybe +1 power, or a bit of range, but it would be rather iffy. Increased range (accuracy basically) would be reasonable, but not very potent. I'd suggest an extra 5 - 10% range if anything, but that'd be about it. |
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Lo-Fi Version | Time is now: 19th July 2025 - 06:55 PM |
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