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Post by Manius on Dec 3, 2007 10:35:43 GMT
In Fifth Season - the Parent system - ammo was strictly restricted and issued by the event organisors to the characters depending on "class".
I have considered doing this for this system also but feel this would require too much re-writing of rules for each player class and Race.
I could still do this by a character point purchase method, by adding it into the Open Skill lists (i.e. 1 character point = 1,000rnds extra) but giving every character at least a starting ammo issue of say 500rnds.
I am also aware that we're restricting, sort of, ammo with the restrictions I have on type of magazines to use.
So, feelings? Suggestions please.
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Post by Manius on Dec 3, 2007 10:37:15 GMT
Now. I've voted for the Event issuing ammo purely as this can mean an in-built RP side of an event where you introduce procurment of ammo, IC, via various RP'd avenues (Munitions depots, alien trading etc).
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mihangelion
Tau Incarnate
Tau Group Moderator
Shas'o Kunas
Posts: 235
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Post by mihangelion on Dec 4, 2007 20:11:38 GMT
i have voted for ammo issued by event as it will be alot more "real to life" since in rl you would have to recieve it through ammo points etc
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roguesword
Designated Marksman
Student 'softer
Posts: 101
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Post by roguesword on Dec 4, 2007 21:14:46 GMT
Issued for same reason.
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Post by Manius on Dec 5, 2007 8:46:11 GMT
I was thinking that for a normal infantryman we would issue 500rnds - enough for 5 mid-caps - initially.
More ammo would be available during events of course at ammo dumps or via supply drops or supply runs depending on scenario and player actions (i.e. enemy blow dump up when you should be defending it...whoopps!)
This will impact on event cost per head as well but not significantly.
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Post by aitch on Dec 5, 2007 10:47:44 GMT
I've voted for the issued at events. Each guardsman would be issued the same standard load (obviously that'll have to be worked out). However, this load might change depending on the supply situation at the time, the planet the characters are deployed on and so on as dictated by the refs.
If players want more ammo, maybe there should be a 'scrounging' skill (for enlisted players doing vaguely dodgy deals with the logistics chappies and trading amasec for ammo) or 'bureaucracy' skill ( for officers to use in weedling extra kit out through creative paperwork). I guess these skills could also be used to aquire othe gear too.
H / Stamper
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Post by Manius on Dec 5, 2007 11:44:27 GMT
Aitch, you are officially a Psykic! There actually is a "scrounging" based character skill available in Version 3 of the rules...
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Gor/Strauss
Sergeant Major/Commissar
Ensign Baalis
Space Commie
Posts: 238
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Post by Gor/Strauss on Dec 5, 2007 14:46:41 GMT
Damn that sounds really good
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Post by aitch on Dec 6, 2007 10:14:37 GMT
I'm not a psyker! I'm not a psyker! Don't call the black ships....
H / Stamper
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Post by slimshady on Dec 6, 2007 10:22:41 GMT
Issued at Event - simply for the joy of having a whinge about number 3 pattern powercells
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Post by Manius on Dec 6, 2007 10:46:33 GMT
No...Standard Pattern cells you mean..(lol)
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Post by Cadet Commissar on Dec 6, 2007 18:52:26 GMT
Issued by event, for the reasons allready mentioned, maybe even magged up or in a speedloader.
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Lex
Private First Class
Colour Sergeant
C/Sgt. Kyrian Zenda
Posts: 56
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Post by Lex on Dec 7, 2007 20:52:08 GMT
I'd prefer we just bring our own...but in terms of the RP, issuing at each event would make sense.
Just as a side note, reading about the limit on ammo, I remembered reading somewhere about the Imperial Guard powerpack limit, and I found it. Section 3 of the Imperial Munitorum Manual quite clearly states that, and I quote, "The basic load of an Imperial Guardsman includes his lasgun with six power packs, close combat weapon, frag grenades and laspistol."
There is a foot note attached to the power packs, stating: "Enough to fire a minimum of 2,000 shots, dependent on power setting."
That is all.
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Post by cybersoldier on Dec 7, 2007 21:01:47 GMT
Ok the main thing we should take into consideration is how we carry it. The Standard webbing setup allows for 6 STANAGs so we can assume those are full. Allso everyone should attempt to get some form of Vietnam era US bandolier which holds 7 VN magazines. Add this together + the one in the rifle and bearing in mind we are using Standard-cap and Mid-cap mags, it should give a rough estimate as to how many rounds each soldier carries into combat.
This of course is subject to the RP event (as mentioned above the famous incident of the "Standard Pattern" magazines)
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Lex
Private First Class
Colour Sergeant
C/Sgt. Kyrian Zenda
Posts: 56
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Post by Lex on Dec 7, 2007 21:32:50 GMT
If we go by the magazines that I've got, and the King Arms box set of Vn mags, that's 100 x 6 = 600 rounds in the webbing, and in the bandolier, that's 85 x 7 = 595, plus another 85 in the gun, making that 680, giving us a grand total of 1280 rounds for each Guardsman. Short of what the Munitorum manual says, but there you go. Shall we set that as a minimum? Any other ammunition can be kept in, say, a bag in the buttpack, or a speedloader somewhere on the webbing.
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