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> Money left over, what to buy next
Cain
post Oct 14 2003, 04:45 AM
Post #26


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QUOTE (Jestyr)
QUOTE
If nothing else, stockpile Great Dragon ATGMs now, while you still can.

...and heart-attack medication for your GM. :)


No kidding. Those are pretty much the only AP/AV weaponry you can get at chargen; but the effect is rather extreme. Most GM's are going to come down hard on AV weaponry in game, so you may as well get it now-- besides, Great Dragon ATGMs are the least bothersome of the AV weapons IMG. I mean, I've seen all kinds of clever tricks to smuggle weapons past security, but no one's ever tried to sneak a missile under his coat...
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Deacon
post Oct 14 2003, 10:00 AM
Post #27


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QUOTE (Chance359)
Thanks for the quick replies. I'd forgotten about Doc Wagon. I'm trying not to go too heavy with contacts because I know the GM will be enforcing the upkeep costs. But here's the ones I've got so far:

Ms. Johnson, Dwarf Smuggler, Street Kid, Street Doc, Loan Shark, Limo Driver, Fixer, Thaumology Professor, Drug/BTL dealer, ORC member, and Joy Girl.

Double up on your Fixer contact. Or Triple up. Or Quadruple up. Knowing extra fixers is like buying karma rerolls when you're trying to acquire that certain piece of gear. "Well, Fixer #1 doesn't have that Ranger Arms SM-3, let's try Fixers #2, 3 and 4..."
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Deacon
post Oct 14 2003, 10:02 AM
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QUOTE (Jestyr)
QUOTE (The Dastardly Deejmeister @ Oct 14 2003, 02:43 AM)
My personal fav:

Find the ammo/weapon with the highest street index that your GM will let you purchase and buy all you can, then sell it in the game.

Most GMs are pretty wise to this, though, and will either ban it or find ways to make it not worth your while.

I actually killed the last character to try this, in my game. (This is what happens when you sell a crate of Ares Alpha's to the wrong people, then set the price to something they don't want to pay.)
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Abstruse
post Oct 14 2003, 10:40 AM
Post #29


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It's also a good way to get jacked at the meet to sell off the goods. If you're doing that, you're being munchy and GMs don't appreciate that. You're trying to get around a rule by finding a loophole. I usually don't kill characters that do that sort of thing, but I do make life hard for them to make up for it...

The Abstruse One
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Drain Brain
post Oct 14 2003, 11:07 AM
Post #30


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However, buying loads of wizzer bang-bangs and KEEPING them is perfectly acceptable...

I have these enduring images in my head of racks of identical guns. They please me... :ork

Or, failing that - not identical guns... like this...

You should always consider that you might have team mates in need of weaponry/equipment. Some great standards:

Armour Vests (one size fits all, man)!

Pistols - probably light, with laser sights. And as many spare clips. And Ammo.

Baseline weaponry - the Cheapest SMGs you can find, same for anything else, though I tend to go for the M23 over other assault rifles.

Transceivers!!! If you can afford it, the old Tacticom system is great, with a base unit to get popped in the rigger's van. Otherwise, half a dozen at the same rating is handy!

Medical gear! Lots!

If you have a safe house you'll be using in co-operation with your crew, consider these for contents:

Containment Manacles. You KNOW you'll need them when you get back with the extractee...
Stabilisation unit.
FOOD!!!!!!!!!!!!!! And lots of spare bedding.
Big Box of Grenades. Also consider an independant grenade launcher with IR smoke. You can give it to your decker (who will be defaulting for lack of a Launch Weapons skill) and still be safe, and he can cover your exit when the corp goons arrive.
Spare Duct tape - hey, you might have run out! You DID buy a fifty roll box already, didn't you?
Dependant on what firearms rules you are using, either load up on commonly used calibers or "LP, HP, SMG, SG, AR" stuff... ;)

And that's all she wrote!
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