Alby said: Thanks so much for putting that together! probably should state (and feel free to argue) that the shotguns there should be regular shotguns and not the fully automatic ones. Full auto shotguns would be banned at the same Law Level as gauss weapons. I get the feeling that if folks had to choose between a shotty and a gauss rifle then they'd choose the gauss every time. The thinking behind the shotguns was that they are outlawed only at high law levels, so they give our security guys an option when law would prevent any other kind of weapon from being used. who is going to be using the artillery b'dress? I take the point about the shotguns. Having watched Gev get shot while reloading his shotgun more than once, however, Crow's pretty determined that standard issue shotguns are going to be the ones with the nice, quick clips. We'll pick up some combat shotguns as well, for those instances where we're limited by local law. VIC e. said: The arty b/dress was for the NPC with the skill. As for the TL 14 b/dress is that the advanced, i believe there is a mistake about the rescue opp B/dress, it says in the wright up its TL 13 and the stats are Tl 14. As for assault shot guns, Gerald wants 1 and both Izek and Gerald want the Mauler shot pistol. The Gauss Ammo should all be APDS normal ammo doesn't cut it when it comes to armor and Also Wolfen, can we get the 20 mags for the assault shotguns? Hm. I thought the Artillery Battle Dress was for Izek. I assumed that he was so hard for it. Yeah, more than 5MCr for an npc's armor seems a bit much. Keep in mind that, we are NOT trying to make an army. Or a Star Marine platoon, or whatever. As for the Rescue Battle Dress, it's TL 14 (Rescue Ops p. 15). So am I right then, that the only Player Characters who want/need Battle Dress are Taroon and RV? And yes, we can get some of the 20 round drums for the assault shotguns, but they're big and awkward, so let's keep the regular clips, as well, ok? On ammo in general: I'm buying a bouttload, especially of the rare or "specialty" stuff, because it's not going to go bad on us and it could be really hard to pick up some of this stuff up on the fly, if we suddenly run out. The same thing holds true to standard gear, especially the higher TL stuff; if it's hard to get something and it's something crucial and frequently needed, I want to stock up while we can. On the other hand, the converse is also true: if it's something we're very unlikely to actually need , I don't want to go crazy getting stuff just because we can (eg, "Waitress! Battle Dress, all around!"). Artemis Group's success, as well as our rep, are largely due to always trying to go into situations with as many options as possible, but getting the job done by exercising just the amount of force required. Wypoc notwithstanding, we try not to leave any more smoking craters than absolutely necessary. Also please keep in mind that, while the company is willing to go to great expense to equip the crew with the best tools possible for their jobs, special items for crew or officers, especially ones that don't actually have anything to do with the crew person's job, will have to come out that person's pocket. Sebastien is happy to assist crew/employees get access to any (legal) items they want, but that doesn't mean that Artemis is going to buy everybody whatever they want. VIC e. said: Secure weapon's, If all the crew weapons are secure weapons, can we not have the codes stored in the bridge? We could then transmit the codes, either direct to the weapon or to the soldier. The crew could keep their weapons with them if they wanted to and would only be able to use them when the bridge allows them. I absolutely agree that all of the weapons' access codes should be in the bridge's secure systems. I actually envisioned that we would have biometric access control, so specific crew people (or perhaps even some passengers) would have access to specific types of weapons. The weapons' HUD (or FOF transponders) links register in our systems whenever a crewperson "signs on" to a particular weapon or takes it off safety. LIkewise, we could give or rescind access to any weapon at any time remotely. As far as who should be allowed to keep which weapons, and which should be only issued at as needed, I don't see any reason to step on the Security Chief's paws in that matter. VIC e. said: Better yet we don't even need to tell the crew that the weapons are remote locked. Good way to find out who the bad guys are when you hear the click click of a inoperative gun. Did we ever get the EMP generators for the air locks? Playing games with people's loyalty is a good way to get hoisted with your own petard. Woo hoo! I always love it when I get to fit that phrase into a conversation! And, no, unfortunately, we were unable to recover/reuse the EMP generators at Wypoc. That did remind me to go back and make sure all of the stuff that we've purchased is EMP Shielded (where applicable). Other Items currently listed on the Ship's Locker Tab are not EMP Shielded unless specifically noted. EDITS: For typos and having read Alby's last post.