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"The young and foolish seek glory and recognition for their deeds, brother, the experienced and old know that recognition and medals are precisely the same worth as ork gak."
-Avarian Pentus--Deathwatch Apothecary
halonachos wrote:Harlow is a nice guy, he won't just eat random people because he only eats bad guys.
Well sure if you define "bad guys" as anyone in his way...usually...but there's always that one night every month or so (still can't get used to saying that about a guy...) that anybody within reach will do...
@ Ineptus...when the actual RP thread is up in...about two weeks? maybe?
whenever that is you can submit it then...
This message was edited 1 time. Last update was at 2011/09/26 17:57:42
halonachos wrote:Harlow is a nice guy, he won't just eat random people because he only eats bad guys.
Well sure if you define "bad guys" as anyone in his way...usually...but there's always that one night every month or so (still can't get used to saying that about a guy...) that anybody within reach will do...
Nah, Harlow is like a good guy because he does what is right, unless of course he's given a large amount of cash... basically Harlow is like a hooker.
halonachos wrote:Nah, Harlow is like a good guy because he does what is right, unless of course he's given a large amount of cash... basically Harlow is like a hooker.
...I see it more like he does what benefits him and justifies his selfishness by saying its the right thing to do...cash helps too...but don't say that around him else Andy might quickly become a one legged werewolf...
halonachos wrote:Nah, Harlow is like a good guy because he does what is right, unless of course he's given a large amount of cash... basically Harlow is like a hooker.
...I see it more like he does what benefits him and justifies his selfishness by saying its the right thing to do...cash helps too...but don't say that around him else Andy might quickly become a one legged werewolf...
Sorry War, but Ghosty called dibs on killing my character. You could fight him for it though, that would be nice.
@silly
After reading 'original' Vegas's background for Blood Moon 2, I bet Sophia will have the same calibur of niftyness if not more.
Also, I don't really want to do mage gear seeing as though beserk is doing mages, and I may screw up anything he has planned, but I do think the wargear list is mostly final save for some possible point adjustments.
All: Grenades(5pts): Gives the hunter access to grenades. UV Grenades(15pts): Gives the hunter access to anti-vampire UV Grenades. 1 use per combat event. Flechette Grenades(15pts): Gives the hunter access to anti-werewolf grenades. 1 use per combat event. Motion Sensor(20pts): Allows the hunter to detect hidden wolves and vampires. Combat Knife(free): Hunters carry a combat knife, not much but better than bare fists. Blessed Knife(15pts): Allows the hunter to carry a blessed knife that counts as a power weapon against either werewolves or vampires(must be noted at choice of weapon and cannot change blessing). Sidearm(5pts): Gives the hunter a pistol to use in close combat. (8 shots) Wooden Ammo(5pts): Gives the hunter wooden ammo capabilities. (additional cost for additional clips) Silver Ammo(5pts): Gives the hunter silver ammo capabilities. (additional cost for additional clips) Night Vision Goggles(5pts): The hunter can see in the dark. Flashbangs(5pts): The hunter can potentially interrupt enemy magic and attacks. On a 5+ the flashbang interrupts a magic or physical attack. Stims(5pts): The hunter injects him/herself with combat stims that allow them to ignore pain.(+1 toughness, but loses one wound at the end of the combat phase. If this is the last wound, the character has overdosed and will die unless taken immediately to a hospital, you get what you pay for). Extra Clips, Pistol(5pts) Extra "clips", Shotgun(5pts) Extra Clips, Machine Gun(10pts) -------------------------------------------------------- Stalker: Sniper Rifle(free): Basic stalker weapon, engages outside of magic range but suffers in close combat. (5 shots per clip) 5 clips of basic ammo(free). High Powered Scope(5pts): Adds +1 to BS. Semi-Auto Rifle(25pts): Allows a faster fire rate, but messes with accuracy.(+1 long range attack, -1BS) Thermal Optics(10pts): Special scope to detect heat coming from living creatures such as humans and werewolves, allowing them to hit vital spots easier.(+1 wound against werewolves and humans in shooting attacks, wound can be saved as normal). Machine Pistol(10pts): Gives the Stalker an automatic pistol which has a faster fir rate over the normal pistol.(-1 BS, 15 rounds per clip) Extra Ammo, Machine Pistol(7pts) ------------------------------------------------------- Soldier: Shotgun(free): Basic weapon. (8 shots per combat phase) Machine Gun(free) Basic weapon. (30 shots per clip) 2 clips(free) Soldiers choose one of the above weapons. Detonator(5pts): The detonator allows the soldier to wire grenades to remote detonation. Bayonet(5pts): The soldier can affix a bayonet to his weapon, giving him a ready knife to use. Sword(10pts): Counts as a close combat weapon. Blessed Sword(20pts): Sword counts as a power fist against werewolves or vampires(must be noted at start). Flak Jacket(20pts): Allows the hunter to reroll failed saves against ranged attacks. The Big Gun(30pts): Nothing says hello like an RPG, gives the hunter a limited shot RPG that does splash damage. The RPG shot is a 1 shot weapon and can potentially endanger fellow hunters. ------------------------------------------------------- Tank: Shotgun(free): Basic Weapon. (8 shots per combat phase) Maul(free): Basic melee weapon. Sledgehammer(5pts): Larger melee weapon that is slow to use, but hits harder.(-1 Initiative, +1 Strength) Blessed Hammer(20 pts): Blessed Sledgehammer that counts as a power fist against either werewolves or vampires. Stab Vest(20pts): Allows the hunter to reroll failed saves against melee attacks. Steel Toe Boots(10pts): Gives the tank a hardened steel toe for his boots that he can use for kicking or stomping.(-1 Initiative, +1 attack) Reinforced Helmet(10pts): The Tank wears a reinforced helmet that reduces his visability but allows him to protect his head better.(Ignores a wound on a 6+) -------------------------------------------------------- Medic: Pistol(free): Basic Weapon. (8 shots per clip) 4 clips(free) Goggles(10pts): Allows the medic to reroll failed special saves against preventing turning of wounded hunters. Blessed Scalpel(15pts): Power weapon to be used against either vampires or werewolves, but due to its small size is a risky weapon.(-1 WS). Pressurized Syringe Gun(25pts): Fires syringes using pressurized CO2, the syringes contain a healing factor that would prevent a human from turning into a werewolf and while it cannot cure a turned wolf, it can sure burn like hell. The solution is also based off of a form of werewolf blood, which when injected into a vampire causes incredible discomfort.(Counts as a pistol with silver and wooden ammunition, because of the type of ammo it uses it can only fire 15 times per combat event). Self-Medication Device(15pts): Gives the medic a chance to apply his/her own skills to himself. Holy Ward(10pts): Medics carry out a healing role and use holy wards to protect themselves while working on the injured.(Medic skills cannot be interrupted by an attack) ---------------------------------------------------------- Dervish: Dual Knives(free): Basic weapon. Weighted Belt(10pts): Gives the Dervish more balance while performing spinning attacks. 'To hit' rolls of 1 in close combat can be rerolled. Blessed Dual Knives(20pts): Gives the dervish blessed dual knives that act like power weapons against werewolves or vampires.(Must be noted at beginning). Half and Half(20pts): Allows the hunter to carry blessed weapons for both vampires and werewolves. Must purchase Blessed Dual Knives first. Balanced Hilts(10pts): The knives are fine tuned for the user. +1 WS Throwing knives(5pts): Gives the dervish a long ranged attack, limit of 5 long range attacks per combat phase. Blessed throwing knives(15pts): Makes the Throwing Knives counts as silver or wooden bullets(must note if they are against werewolves or vampires). Light Armor(10pts): The Dervish wears lighter armor and is able to fight better in close combat(Sv-4+, +1WS). ----------------------------------------------------------- Witchhunter: Machine Gun(free): Basic weapon. (30 shots per clip) 2 clips(free) Shotgun(free): Basic weapon. (8 shots per combat phase) Sword(free): Basic weapon. Blessed sword(20pts): Counts as power fist against werewolves or vampires(must be noted at beginning). Holy Arms(25pts per weapon): Weapons are blessed against all matter of undead and magic users. Count as power weapons against all kindred, werewolves, and mages. Flak Armor(20pts): Same as Soldier Flak Armor Stab Vest(20pts): Same as Tank Stab Vest All-Over Armor(30pts): Acts as a stab vest and flak armor at the effect of slowing the hunter down.(-1 Initiative, -1WS). Balanced Blades(15pts): The sword is finely balanced for the user.(+1 WS)
So we have a possible Soldier Loadout, just to test it.
100pts original.
Grenades(5pts) Silver Ammo(5pts) Wooden Ammo(5pts) Side Arm(5pts) Machine Gun(free) Detonator(5pts) Motion Sensor(20pts) Blessed Sword(20pts) Against Vampires Blessed Knife(15pts) Against Wolves UV Grenades(15pts) Flashbang(5pts)
This is what Andy would've looked like had we used a point system, he would have no points left over, but he would have plenty of gear. Because its possible to create a hunter with Andy's gear for 100pts I would say its pretty fair, but then again its up to Fitzz to decide whether or not Andy was OP.
This message was edited 4 times. Last update was at 2011/09/26 21:10:19
I've actually been thinking of removing some of Musater and Longar. It's sick how I have thought of how to RP Musater loosing his ear, 3 fingers, and an eye to a Totenmaske.
Every Normal Man Must Be Tempted At Times To Spit On His Hands, Hoist That Black Flag, And Begin Slitting Throats.
Chowderhead wrote:I've actually been thinking of removing some of Musater and Longar. It's sick how I have thought of how to RP Musater loosing his ear, 3 fingers, and an eye to a Totenmaske.
I actually found it funny that Andy's missing a hand, Dez and Natasha are missing eyes, Ryan's missing some fingers...Erzuli has an old wound...a bunch of other people have stuff I'm sure I've missed or cant remember...
...and Harlow is almost two centuries old and all he has to show for it are some scars...
This message was edited 2 times. Last update was at 2011/09/26 20:00:57
2011/09/26 20:01:03
Subject: Re:The Blood Moon III Discussion Thread...
Weighted Belt(10pts): Gives the Dervish more balance while performing spinning attacks. Reroll failed hits in close combat. Blessed Dual Knives(20pts): Gives the dervish blessed dual knives that act like power weapons against werewolves or vampires.(Must be noted at beginning). Half and Half(10pts): Allows the hunter to carry blessed weapons for both vampires and werewolves. Must purchase Blessed Dual Knives first. Balanced Hilts(5pts): The knives are fine tuned for the user. +1 WS Throwing knives(5pts): Gives the dervish a long ranged attack, limit of 5 long range attacks per combat phase. Blessed throwing knives(15pts): Makes the Throwing Knives counts as silver or wooden bullets(must note if they are against werewolves or vampires). Light Armor(10pts): The Dervish wears lighter armor and is able to fight better in close combat(Sv-4+, +1WS, +1A). Night Vision Goggles(5pts): The hunter can see in the dark. Flashbangs(5pts): The hunter can potentially interrupt enemy magic and attacks. On a 5+ the flashbang interrupts a magic or physical attack.
So adding it to Vegas, it would be;
WS-8/BS-4/S-4/T-4/W-3/I-6/A-5/Sv-4+
-with a reroll to hit -see in the dark -use flashbang to avoid 1/3 of the blows -Get 5 throwing knives (Silver) -have armour negating attacks for both types of unnaturals (throwing and normal)
combine this with the Dervish special rule: Whirligig: The dervish increases the ferocity of their attacks. The dervish gets an additional attack at the cost of -1 to their toughness to represent their lack of attention to defense.
And then she's as good as a werewolf, can hit more then a werewolf, has more attacks then a werewolf and can negate wolf armour saves and attacks... And still have fifteen points over...
This seems a little bit op...Hunters were never ment to go toe to toe with a wolf...
This message was edited 1 time. Last update was at 2011/09/26 20:02:09
Weighted Belt(10pts): Gives the Dervish more balance while performing spinning attacks. Reroll failed hits in close combat. Blessed Dual Knives(20pts): Gives the dervish blessed dual knives that act like power weapons against werewolves or vampires.(Must be noted at beginning). Half and Half(10pts): Allows the hunter to carry blessed weapons for both vampires and werewolves. Must purchase Blessed Dual Knives first. Balanced Hilts(5pts): The knives are fine tuned for the user. +1 WS Throwing knives(5pts): Gives the dervish a long ranged attack, limit of 5 long range attacks per combat phase. Blessed throwing knives(15pts): Makes the Throwing Knives counts as silver or wooden bullets(must note if they are against werewolves or vampires). Light Armor(10pts): The Dervish wears lighter armor and is able to fight better in close combat(Sv-4+, +1WS, +1A). Night Vision Goggles(5pts): The hunter can see in the dark. Flashbangs(5pts): The hunter can potentially interrupt enemy magic and attacks. On a 5+ the flashbang interrupts a magic or physical attack.
So adding it to Vegas, it would be;
WS-8/BS-4/S-4/T-4/W-3/I-6/A-5/Sv-4+
-with a reroll to hit -see in the dark -use flashbang to avoid 1/3 of the blows -Get 5 throwing knives (Silver) -have armour negating attacks for both types of unnaturals (throwing and normal)
combine this with the Dervish special rule: Whirligig: The dervish increases the ferocity of their attacks. The dervish gets an additional attack at the cost of -1 to their toughness to represent their lack of attention to defense.
And then she's as good as a werewolf, can hit more then a werewolf, has more attacks then a werewolf and can negate wolf armour saves and attacks... And still have fifteen points over...
This seems a little bit op...Hunters were never ment to go toe to toe with a wolf...
Yes, but you also only get a 4+ save, can't hit anywhere as strong as a wolf can, but you have an equal chance to hit the wolf.
A note on the flashbang though, I will reword it so that it can only be used once, but you can purchase multiples. Besides that, it has a 1/3 chance to ignore "an" attack meaning only one so you have the 1/3 chance to stop one magic or physical attack. Also, the Dervish you made only gets 5 long ranged attacks against a wolf until you have to meet them close up. Silver weapons don't count as power weapons, they have some sort of special rule that Fitzz originally had. I will also reword the belt so that it rerolls failed hits on a 1. Similar to an old IG rule where you could reroll 'to hit' rolls of 1.
So what you have there is a huge gamble, if you don't kill the wolf it will most likely kill you.
Now, as far as werewolves and kindred go, they don't get too many nice things because they already have wolf and vampire powers. They'll get a set of different wargear, for example motion detectors and night vision are almost completely useless to them.
EDIT:
This a bit better?
Dervish: Dual Knives(free): Basic weapon. Weighted Belt(10pts): Gives the Dervish more balance while performing spinning attacks. 'To hit' rolls of 1 in close combat can be rerolled. Blessed Dual Knives(20pts): Gives the dervish blessed dual knives that act like power weapons against werewolves or vampires.(Must be noted at beginning). Half and Half(20pts): Allows the hunter to carry blessed weapons for both vampires and werewolves. Must purchase Blessed Dual Knives first. Balanced Hilts(10pts): The knives are fine tuned for the user. +1 WS Throwing knives(5pts): Gives the dervish a long ranged attack, limit of 5 long range attacks per combat phase. Blessed throwing knives(15pts): Makes the Throwing Knives counts as silver or wooden bullets(must note if they are against werewolves or vampires). Light Armor(10pts): The Dervish wears lighter armor and is able to fight better in close combat(Sv-4+, +1WS).
This message was edited 1 time. Last update was at 2011/09/26 20:25:51
Chowderhead wrote:Perhaps have it as a 50 point limit?
and 25 for Kindred/Lycan?
When I was looking at point limits I was looking to see what gear I had in the RP and tried to make it possible for others to have, after all if I had it in the RP then other hunters should also be able to have the same.
Not saying its perfect, but I'm still working on it.
Now Kindred and Lycans will get basic weapons and any weapons they do get will be expensive. Wolves turn into werewolves and will either break what they have, not use it, or lose it somewhere. So that's why I'm a bit hesitant to make weapons for the wolves, they're not supposed to be ranged, they're supposed to be close quarters.
The Kindred are supposed to be long range with magic, which is why humans will suffer penalties against magic. So like I said, I'm a bit hesitant to make gear for them.
Chowderhead wrote:Perhaps have it as a 50 point limit?
and 25 for Kindred/Lycan?
Yea, so much of the equipment stacks it's can just be insane especially for dervishes
Well its still a bit of a glass cannon. But if you manage to wound your opponent, the Dervish will just steamroll the supernatural..
The Dervish is also supposed to be the close quarters damage archetype, the Tank on the other hand is the defensive close quarters archetype.
Updated Silly List:
Close quarters, Dervish WS-6/BS-4/S-5/T-4/W-3/I-6/A-4/Sv-3+ Whirligig: The dervish increases the ferocity of their attacks. The dervish gets an additional attack at the cost of -1 to their toughness to represent their lack of attention to defense.
Weighted Belt(10pts): Gives the Dervish more balance while performing spinning attacks. Reroll failed hits in close combat. Blessed Dual Knives(20pts): Gives the dervish blessed dual knives that act like power weapons against werewolves or vampires.(Must be noted at beginning). Half and Half(20pts): Allows the hunter to carry blessed weapons for both vampires and werewolves. Must purchase Blessed Dual Knives first. Balanced Hilts(5pts): The knives are fine tuned for the user. +1 WS Throwing knives(5pts): Gives the dervish a long ranged attack, limit of 5 long range attacks per combat phase. Blessed throwing knives(15pts): Makes the Throwing Knives counts as silver or wooden bullets(must note if they are against werewolves or vampires). Light Armor(10pts): The Dervish wears lighter armor and is able to fight better in close combat(Sv-4+, +1WS). Night Vision Goggles(5pts): The hunter can see in the dark. Flashbangs(5pts): The hunter can potentially interrupt enemy magic and attacks. On a 5+ the flashbang interrupts a magic or physical attack.
WS-8/BS-4/S-4/T-4/I-6/W-3/A-4/Sv-4+
If you use the special ability: WS-8/BS-4/S-4/T-3/I-6/W-3/A-5/Sv-4+
That would be 95 points as well compared to a Nrajah.
WS-8/BS-3/S-7/T-7/W-3/I-6/A-4/SV-3+
WS8 vs WS8 is a 4+ if I recall correctly, and a S-4 attack vs a T-7 means you would need to actually increase the Strength by one just to get a 6+ to wound roll.
This message was edited 4 times. Last update was at 2011/09/26 20:44:18
2011/09/26 20:38:33
Subject: Re:The Blood Moon III Discussion Thread...
sillyboy wrote:Wow, just realised something, you can have a pc and 2 npc's as a hunter
So a glass cannon dervish
Together with a pimped out stalker (long range damage/protect mage)
And a mage of the spirit school, who hands out 2+ saves like candy and can heal someone 2 wounds during an event... And can keep someone from dying
And he can choose another school for some stat boosting and stat lowering... (So hitting a wounded person with the dervish before it can retaliate)
This is....off
Maybe NPC's will have to share the points pool with the PC. MUAHAHAHA!
Just be lucky I'm not making you buy the ammo too, I was considering making the machine gun 30 attacks per combat phase, shotgun 8 attacks per combat phase, pistol 8 attacks per combat phase, and the rifle 5 attacks per combat phase unless you bought extra clips for 5pts each.
This message was edited 1 time. Last update was at 2011/09/26 20:43:23
2011/09/26 20:44:31
Subject: Re:The Blood Moon III Discussion Thread...
Just feth the whole system in it's ass and get rid of it. It's going to be a huge hassle for everyone, and makes the game a "who's got the best equipment" fight more than an "Desperate Struggle" fight.
Every Normal Man Must Be Tempted At Times To Spit On His Hands, Hoist That Black Flag, And Begin Slitting Throats.
Chowderhead wrote:Just feth the whole system in it's ass and get rid of it. It's going to be a huge hassle for everyone, and makes the game a "who's got the best equipment" fight more than an "Desperate Struggle" fight.
Chowder, the thing is this... hunters are supposed to have gear. Werewolves can turn a hunter into a werewolf and a vampire can turn a hunter into a werewolf all while the hunters need a 6+ just to do damage in close combat compared to wolves needing 2+ in close combat to wound. Hunters have been getting their asses kicked in the last two RPs so maybe they decided to step up their game and do something to balance them out. Hell, at first Hunters were supposed to be the guys with the technology but now everyone and their uncle has some sort of technology. Look at Natasha's mansion with secret doors and an armory and Dez's super secret stealth fighter, and Musater's armored car.
@Silly, Hunters can have two NPC's but remember that one is major and one is minor and only the major can participate actively in combat.
This message was edited 1 time. Last update was at 2011/09/26 20:51:39
I understand that, Halo, but I'm just saying that perhaps the limit set at 100 points is a bit high, and it breaks the system, causing the Hunters to become ultra-powerful. Perhaps 50 would be more appropriate.
This message was edited 1 time. Last update was at 2011/09/26 20:53:42
Every Normal Man Must Be Tempted At Times To Spit On His Hands, Hoist That Black Flag, And Begin Slitting Throats.
halonachos wrote: vampire can turn a hunter into a werewolf
You sure about that?
Anyway here's Suzie's updated character sheet since I'll be away when this kicks off
Spoiler:
Name: Suzie Fletcher
Race: A vampyre of the house of Juli
Covenant: Unaligned
Appearance: 5’10” Thin, medium length Black Hair, In shape
Age: 27
Background: Suzie had led a normal life in Empire City for 23 years, nothing supernatural or extraordinary had ever happened to her, she had trained to be a beautician and succeed. She had her job and like jogging and partying with her friends at the weekend. That was until she was snatched by something on a night out. A creature burst from a sewer next to her and took, that creature was the Vampyre Longinus of House Juli, the Gladiator. He embraced and taught her about the secret war between her race and the Lycans, he taught her the skills to survive in Vampyric culture and society. She learned to be strong and how to fight, she became proficient with her house’s weapons and their methods. She helped his plans along with Isaac, a ghoul of her master’s. Eventually Longinus made a blind error and his plans crumbled where they stood, as a result Pontius the chief Vampyre had to take action. Harsh thought it was. Longinus lost his life for his actions, which where disrupted by Andy Bruss, head of the Empire City’s Hunter cell at the time. Suzie still blames him for the death of Longinus which he had inadvertently caused. In the end Suzie along with Isaac and another Companion fled to Prague where Suzie believed that she would find Juli, patron of her blood line and her grandsire. In Prague she did find what she sought, she entered the crooked house and continued to learn first hand about Vampyric society. When the attack on Natasha’s palace came to place she fought along side many of her kin, a Black Claw gave her a scar across her abdomen before she gutted him in return. When the fighting was over and open war declared she went back to Empire City to help assist the remaining Vampyres there and help them at least harry the Hunters that hold the rebuilding city.
Equipment: She now lives in a rented flat near the city centre of Empire City. She has her red Juli cloak along with a silvered spear and a shield hidden in her closet behind a false wall. She also carries a Saturday night special for “protection”. She still has a fair amount of money left from her grandaftehr
NPCs: None so far
Virtue: Diligence – since the events that have happened to her she seeks to keep to her task and not get distracted like she ahs in the past.
Vice: Wrath – If anyone harms her friends she will seek retriubution.
Blood Magyk: Crimson Mist,
Currently debating whether to study for my exams or paint some Deathwing
Chowderhead wrote:I understand that, Halo, but I'm just saying that perhaps the limit set at 100 points is a bit high? Perhaps 50 would be more appropriate.
If you split the 100 points among your PC and major NPC(the only one that can fight) then its 50 each. If you want to put it all into your PC and neglect your NPC, he's going to die fast and not be replaced. I may just put in an ammo system as well and give people a reason to buy pistols and other weapons.
Silly's Dervish is not at all OP, or even a glass cannon if you will. It needs a 6+ to wound on any of its attacks and if they do wound then they count as a power weapon attack, but we have this.
halonachos wrote: vampire can turn a hunter into a werewolf
You sure about that?
Andy was a hunter who managed to get Sean(a human) turned into a vampire. And its Pontius's fault Andy is now a werewolf, had Potius just died Andy wouldn't of have needed to set off the UV grenade and fry both of them.
Edit, added in a clip system. How that works is this:
A hunter "soldier" with a machine gun gets 30 rounds per clip and two clips which means a total of 60 ranged attacks. If the hunter runs out of all 60 and has not purchased extra ammo the machine gun can't be used. If the 'soldier' bought a pistol he can then use that instead, once out of all ammo the hunter resorts to a close combat weapon.
Hunters can get wooden/silver ammo in clips, but its an additional 5pt charge per clip. So a hunter soldier starts with 2 clips and wants to get one in silver and one in wood, that's an additional 10pts for both clips but the hunter now has 30 wooden bullets and 30 silver bullets. If the hunter decides to buy a clip of basic ammo he has 90 shots: 30 wood, 30 silver, 30 basic.
Shotguns are different because they don't use clips, but for all intents and purposes it is a semi-auto shotgun with the ability to hold 8 shells.
This message was edited 1 time. Last update was at 2011/09/26 21:15:14