Regarding targeting spells, what does a "voluntary target" mean? For example, the 2E Detect Life spell requires voluntary subjects, and detects all life within range. Not sure if they changed the Astral Gateway power in later editions, though. That means their body stays put, but their spirit travels to the astral plane, and possibly to metaplanes beyond the astral. Maybe 1/10 x Availability for kit and 1/2 x availability for the shop.Īt least in 1E & 2E, the Astral Gateway power allows the Free Spirit to allow anyone, magical or mundane, to astrally project without essence loss. Probably shouldn't take as long to set up a kit as it does for a facility or shop, though. Still need to work out missiles & grenades, though. Once you are set up for a type of ammo, you can pump out ammo for the cost of materials without further tests until you re-tool for a different type of ammo or equipment. That means you can get 1333 explosive or flechette rounds per 10-hour work day, or 1000 stun/gel rounds, or 666 assault cannon rounds, or 142 APDS rounds per day. For other ammo, divide the result by the availability in days for the ammo type. Once you are set up, you can create 20/200/2000 rounds a day of standard ammo (kit/shop/facility). If you botch (half or more dice are 1s) you don't know there's a problem until you're in the middle of a run. Spend half the base set-up time to re-calibrate. This includes the cost of materials, plus cleaning your fouled equipment. If you fail your test, the first day's batch will be ruined. This means it will take 2 weeks to set up for APDS ammo. Set-up time: 1 day of work per day of availability. An ammunition shop should permit at least 100 a day. I don't mind using the availability number as the target number for making the ammo, but 10 rounds a day is pretty ridiculous. So it takes 24 hours (I'd change this to 10 hours, or one day of labor) to get 10 rounds. Personally, with a facility? I'd say 1-3 days to check any specs you have, then you can pretty easily run out a few thousand rounds in a day.Looking at 3E Arsenal, you get ten rounds in the base availability time. Not that I know of I also know you're usually a 2e guy, but it might come up in later editions. It also allows you to pick up a FN HAR and have a long-range weapon capable of 15P shots. Small guns capable of autofire were go-to weapons in 4e.įrom a mechanical perspective, there is absolutely no reason (other than ammo consumption, but that doesn't matter to anyone higher up than street scum) to invest in Pistols and pack a Predator instead of investing into Automatics and picking up a Steyr TMP. Silencers? Machine pistols can take them, revolvers can't (CRB says so). 50 handgun with 1 net hit, they usually lived.Īlso 4e doesn't do continuous recoil, and getting 10 RC is very much possible. If you hit someone with 1 net hit with a full-auto salvo, they usually died, and if you hit someone with a. Their availability and legality are on the same scale (less than 12, both aren't F), too. Ingram Smartgun or Steyr TMP aren't that much harder to hide than an Ares Predator or even Ruger Warhawk, but the former deal 13-14P from a full-auto narrow fire, and the latter is 5P/6P. Noise that attracts attention or gives away your position. There are reasons to prefer other guns and combat styles, anyway. Me, I think unloading a full-auto weapon into somebody should hurt them more than a single shot from a more powerful gun (although frankly both should easily be able to put down the victim in the space of a single Complex Action).
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