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mraston
post Apr 13 2012, 07:28 AM
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How strictly do people adhere to these rules?

In most game's I've played ammunition seems to be ignored.
Levels of ammunition stocks seemed to be ignored completely, unless special type of rounds are being used.

Does any one have any tips for keep track of the amount of ammo used?
Is it work being a bit stricter with ammunition rules on players? (It seem to me like it would just become a micromanagement disaster) .
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Midas
post Apr 13 2012, 07:41 AM
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I always get my players to list the things they are taking on a run, including ammo (usually x number of clips). Perhaps it is not so necessary for the single shot weapons, but my PCs have run out of automatic rounds when the shit hit the fan on a few occasions (burst fire eats through bullets big time). I trust my players to bookkeep during the run (and pay for replacements afterwards), and they're pretty good about it. Some of the more expensive types of ammo eat a lot more money than you might think, especially when used in the aforementioned automatic weapons.

It can be a bit of a pain in the arse, but it adds to their sense of realism when they have to take an off-the-shelf SMG from fallen mooks because their tricked out gun is outta juice ...
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Thanee
post Apr 13 2012, 08:26 AM
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I generally have the number of rounds my character has listed on the sheet. When I use any, I write that next to it.

We don't really go into detail about refilling them, just deduct the appropriate amount of nuyen and be done with it.

Unless it is some rare kind of ammo, like APDS.

Bye
Thanee
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Gargs454
post Apr 13 2012, 11:34 AM
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I'll be honest, when I play a sniper type character (which has usually been my preferred character type) I didn't usually worry about it because it took so long to run out (even just to run out of what I started with). With my rigger who has high velocity machine gun mounted on his car along with a pair of drones with full auto machine guns . . . yeah I keep track because I go through bullets like candy, and it does become at least somewhat of an issue (and a bit of a balancing factor -- at least where special ammo is concerned).
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CanRay
post Apr 13 2012, 02:21 PM
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Depends on the group. Some watch the regular ammo/magazine (*Sighs* CLIP!) count carefully, while others consider it part of the lifestyle (Dark, dystopian future after all. Five "Nuke'n'Serve" meals and a twelve-pack of ammo, please, Mr. StufferShack Person.). Special ammo is always carefully monitored as far as I've been able to figure out.
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Neraph
post Apr 14 2012, 12:04 AM
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Combat Load Vests with Ammo Pouches make the job easier. So does not firing BF/FA.
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SpellBinder
post Apr 14 2012, 02:14 AM
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My own players have been very good about keeping up with tracking their ammo and magazines and all. Ammo that'd be typical of the common person to buy (regular, SnS, gel rounds) aren't all that big of a deal to buy, particularly if it's done during a stretch of down time. They usually don't have a wide variety of guns on 'em, and track their current ammo by what's remaining in a gun, the number & type of loaded/empty magazines (and the type of ammo, if any), and number/type of remaining loose rounds.
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Chainsaw Samurai
post Apr 14 2012, 08:16 AM
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Sort of the same boat here. Watch special ammunition like a hawk, but a bit more lax on regular ammunition.

Most skirmishes are pretty short, even firing short bursts you'll be hard pressed to go through a full mag. Usually I'll shoot it out with the team and when the gunfight is over simply announce "I drop mag and reload."

If it looks like a protracted gunfight I'll keep track with little hashmarks, I honestly love a running gun battle which is long enough to require me to reload. For Drones I tend to keep track because they can't reload that simply (of course the bright side of belts is that their "magazine" is limited only by whatever the largest conceivable length of belt you could load on a particular drone is).
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Neraph
post Apr 14 2012, 05:23 PM
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QUOTE (Chainsaw Samurai @ Apr 14 2012, 02:16 AM) *
If it looks like a protracted gunfight I'll keep track with little hashmarks, I honestly love a running gun battle which is long enough to require me to reload. For Drones I tend to keep track because they can't reload that simply (of course the bright side of belts is that their "magazine" is limited only by whatever the largest conceivable length of belt you could load on a particular drone is).

QUOTE (Arsenal, page 147, Weapon Mount (Standard), Size, first paragraph, sentences 5 and 6)
Each weapon mount can also hold up to 250 rounds of ammunition, if the weapon has a beltfeed loading mechanism. Weapons with other loading mechanisms or larger ammunition (rocket launchers, for example) are restricted to their standard amount of ammunition.
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CanRay
post Apr 14 2012, 06:03 PM
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Happiness is a Belt-Fed Weapon and a Target-Rich Environment. (IMG:style_emoticons/default/cyber.gif)
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Neraph
post Apr 14 2012, 09:25 PM
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QUOTE (CanRay @ Apr 14 2012, 01:03 PM) *
Happiness is a Belt-Fed Weapon and a Target-Rich Environment. (IMG:style_emoticons/default/cyber.gif)

"Sir, we're surrounded!"
"No, we're just in a target-rich environment!"
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Snow_Fox
post Apr 14 2012, 09:46 PM
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We're usually very careful about listing number of spare mags for each weapon on a run and what our characters carry day to day. Really I do not carry an SMG, RPG and flash bangs when I go to Stuffer Shack. We have been known to be a little sloppy when using belt fed guns in turrets but that's it.
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CanRay
post Apr 14 2012, 10:31 PM
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QUOTE (Neraph @ Apr 14 2012, 04:25 PM) *
"Sir, we're surrounded!"
"No, we're just in a target-rich environment!"
"We're outnumbered five-to-one. So each of you bastards has to kill five of them before they hit you! Now get out there and fight!" *Ten minutes later* "What are you doing back here?" "I shot my five."
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Aerospider
post Apr 15 2012, 06:42 PM
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Can't trust any of my guys so I do it for them, which is a pain but quite satisfying when they run out unexpectedly. Especially with the drones that are never more than four full bursts away from becoming dead weight.
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