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Hard Targets Errata

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Kincaid

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« Reply #45 on: <11-30-15/1342:18> »
My understanding is that buying a handloaded round is +4 availability, +25% cost.  If you're making your own Armorer tests, the materials cost you 10% of the ammo your modding.

(All which makes me very curious about how this will work out in the "no crafting" environment of Missions.)
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falar

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« Reply #46 on: <11-30-15/1419:46> »
(All which makes me very curious about how this will work out in the "no crafting" environment of Missions.)
I would guess that you can't make them and you can only buy them from certain contacts. In Missions, it would probably be Goober as a provided one (or roll your own).

gradivus

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« Reply #47 on: <12-02-15/1554:45> »
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Herr Brackhaus

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« Reply #48 on: <01-06-16/0756:11> »
Extended Clip (page 180-181) lists two possible Ratings (Rating 1 adding 50% more rounds, Rating 2 adding 100% more rounds) but the table on page 183 just lists one cost (35¥). Does Rating 2 simply cost double (70¥)?
« Last Edit: <01-06-16/1649:04> by Herr Brackhaus »

Rift_0f_Bladz

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« Reply #49 on: <01-06-16/1646:27> »
I figured since rating 1 doesn't added concealment modifiers, but rating 2 does that explains the same price. But I may be horribly wrong here.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

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schenn

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« Reply #50 on: <01-29-16/1523:12> »
Magui - p. 133 & Night Manta - p. 134
These critters are using 4E skills (Infiltration, Shadowing)
« Last Edit: <01-29-16/1525:05> by schenn »

Kiirnodel

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« Reply #51 on: <01-29-16/1631:17> »
I figured since rating 1 doesn't added concealment modifiers, but rating 2 does that explains the same price. But I may be horribly wrong here.

They both add concealment modifiers, rating 1 adds 1, rating 2: 2

Rift_0f_Bladz

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« Reply #52 on: <01-30-16/0343:02> »
Yeah, I reread the mod since that post. Oh well. Price by rating would be great.
Quote- Mirikon on 7/30/2019 at 08:26:51
Agreed. This looks like a 'training wheels' edition, that you can use to introduce someone to the setting, and then shift over to something like 5E or 4E. Like how D&D 5E is best used as training wheels for D&D 3.X.

Turned in Toxshaman for ¥1 million/4 once.

ScytheKnight

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« Reply #53 on: <03-05-16/0250:04> »
((I am cross posting this in both official errata and Missions forums as this is for a Missions character, but should also be noted for official errata))

Found a couple of oversights for the Flame Bracer exotic weapon. Hard Targets P184

A: There's no mention of ranges.

B: There's no mention of ammo cost/availability.

Also, it seems like in the table on P187 Ares Monotip Arrows and Seeker Shafts might have the costs swapped?
Ares Monotip Arrows are basically an arrow head, yet have a (Rating x) cost, while Seeker Shafts have a flat cost going against standard arrows, injection arrows and static shafts all having (Rating x) costs.
« Last Edit: <03-05-16/0257:49> by ScytheKnight »
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adzling

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« Reply #54 on: <03-14-16/1241:44> »
Found a potential unintended error in Hard Targets.

The Ammo Skip System requires an UnderBarrel mod slot, which is not present on a revolver.

Consequently you cannot fit this system to a revolver type pistol, effectively making it longarms and heavy weapons only (grenade launchers and one shotgun i think).

Was this meant to be useable on a revolver (i suspect so)?

thanks

Herr Brackhaus

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« Reply #55 on: <03-14-16/1524:23> »
Good find, adzling.

Technically, you could mount this in an Internal slot, which makes more sense anyway, but I too find it odd that it's an Underbarrel mod in the first place. Same with Electronic Firing, which is a Barrel modification, which makes it incompatible with silencers. unless you mount either in the Internal slot again.

adzling

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« Reply #56 on: <03-14-16/1542:38> »
Agree with your points too herr😈

Kincaid

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« Reply #57 on: <03-14-16/1609:27> »
Agreed.  And not just because I play a sniper.  But that's part of it.
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PiXeL01

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« Reply #58 on: <03-14-16/2108:37> »
Those were my first two house rules for that book. Both modifications scream internal so it makes me wonder ... I considered completely doing away with the ammo skip because as I see it that is a function that Smartgun Link should be able to handle on its own
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Kincaid

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« Reply #59 on: <03-15-16/1312:01> »
I admit the optimizer in me was sad that HT didn't include an option of changing my character's grenade launcher from clip to cylinder so it could use ammo skip.  And the alternating ammo feed option from 4e.  This might mean I need to contrive some way of getting those added.  Which would require writing.  Crap.
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