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Nov 19th, 2013 | syntax:
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Ammo Enthusiast
Weapon rules:
- You can only use weapons with ammunition
- No unarmed or melee weapons
- No weapons with infinite ammunition
- You can only carry one weapon at a time, but you can swap that weapon at any time for a weapon of the same weapon skill type
Armor rules:
- Only wear armor with lots of pockets or pouches
- Prospector or Merc. Troublemaker armor is an early game option
Special/skills rules:
- 2 Charisma, 4 Intelligence
- All your other SPECIAL stats are up to you
- You can only level 1 weapon skill: Guns or Energy Weapons
Perks/traits rules: You can only take perks related to the weapon skill you chose: Guns or Energy Weapons
Food/drugs/healing rules: No rules
Companion rules: NO companions are allowed
Gameplay rules:
- If you drop below a certain number of ammunition, you have to stop shooting
- The number is based on your level: Ammo = Level x 30
Level 1: 30
Level 2: 60
...
Level 10: 300
Etc.
- It doesn't matter if you're in the middle of a fight and the enemy has 1 health left, if you hit that number, you high tail it out of there
- Make sure you store as much ammo as possible, find a safe or a bin somewhere and hoard it all in one spot
- Do NOT use ammo added through mods
Required mods rules:
- Do NOT use mods that give vendors ammunition that they wouldn't otherwise have
- If you have mods that give vendors more or different ammunition, don't buy it
Difficulty rules: Hard Recommended
Completion rules:
- The run ends as soon as October 28th starts in-game, which is about 10 days in in-game time
- You have a score at the end of your run, based on how much ammo you have on your person and in storage
- All ammunition has a base score of 1 except for those listed below: .45-70 Gov't: 2 Points
.50 MG: 2 Points
Alien Power Cell: 2 Points
Missile: 15 Points
Mini Nuke: 100 Points
Mod Ammo: 0 points
- List your final score in the thread if you do this, or stream it