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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
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