Shadowrun

Shadowrun General => Gear => Topic started by: Blue Rose on <03-31-14/1214:56>

Title: SR5: DMSO
Post by: Blue Rose on <03-31-14/1214:56>
So.  The military grade sniper squirt gun.

The book says it fires DMSO gel packs admixed with whatever delightful chemical party favor you feel like mixing in.  Lovely, lovely.

Problem.

There doesn't seem to be a price listing for the DMSO gel packs.  They're not with ammo.  I thought it would be gel rounds, but those are rubber bullets.  Am I missing something?

Also, do drugs/toxins stack with themselves?  If a troll decides it's time to trip out on Kamikaze and rip someone's face off, and I start shooting more Kamikaze at him for the 18S overdose damage, would they end up buffed through the roof?

Also also, how does hitting someone with the squirt gun work?  Interactions with armor and the like?
Title: Re: SR5: DMSO
Post by: Namikaze on <03-31-14/1252:46>
I'm not sure what you mean by "military grade sniper" squirt gun.  The only squirt gun in the book is the Ares S-III Super Squirt.  I see what you mean about the DMSO gel pack ammunition not being listed though - I would use the Injection Dart as a baseline for your ammo.  It's expensive, and the ammo itself is intended to be used with chemicals anyway, so it's a good comparison I think.

The rules for overdoses on page 415 state that the overdose happens whenever the effects are put on the same attribute.  I would argue that the drug's positive benefits don't stack, though.
Title: Re: SR5: DMSO
Post by: Reaver on <04-01-14/0307:19>
I second the above.

Its a good baseline for the ammo.

As for the stacking of drug effects... mechanics wise, I would say no... but fluff wise, go wild!
Title: Re: SR5: DMSO
Post by: Blue Rose on <04-02-14/1306:45>
Makes sense to me.  Kinda silly they put in a weapon without actually including its ammo, though.
Title: Re: SR5: DMSO
Post by: Xenon on <04-02-14/1811:42>
each get pack is one dose.
use the cost of the toxin used for the gel pack.
20 doses (one clip) of Neuro-Stun IX cost 1 200 nuyen.
Title: Re: SR5: DMSO
Post by: JimmyCrisis on <04-06-14/2148:20>
Can we also extrapolate the cost of DMSO packs on their own with this?  As the GM, I have no problem throwing DMSO cocktails at the runners, but sometimes they want to use that trick for touch - attack poisons as well.
Title: Re: SR5: DMSO
Post by: RHat on <04-07-14/0202:38>
Can we also extrapolate the cost of DMSO packs on their own with this?  As the GM, I have no problem throwing DMSO cocktails at the runners, but sometimes they want to use that trick for touch - attack poisons as well.

Slap patches would be what they want for that.  DMSO will probably be printed on its own in Run and Gun, though, along with Capsule Rounds - same as in SR4.
Title: Re: SR5: DMSO
Post by: Basic on <04-12-14/0220:00>
Can we also extrapolate the cost of DMSO packs on their own with this?  As the GM, I have no problem throwing DMSO cocktails at the runners, but sometimes they want to use that trick for touch - attack poisons as well.

Slap patches would be what they want for that.  DMSO will probably be printed on its own in Run and Gun, though, along with Capsule Rounds - same as in SR4.

I wish but so far no one is answering about DMSO
Title: Re: SR5: DMSO
Post by: Blue Rose on <04-13-14/1042:56>
There's capsule ammo, but no mention of DMSO.
Title: Re: SR5: DMSO
Post by: Namikaze on <04-14-14/0000:19>
My wife is a chemist, her father is a chemist, and I've recruited both of them to help me with converting the rules on chemistry from Arsenal to 5th edition.  Mostly they're not changing much.  Costs are about the same, but I'm adding some versatility with how one acquires the recipes and ingredients.  I've also done away with the 200,000¥ Microfacility, as it's way outside the realities of most runners and it doesn't seem to be all that fantastic for day-to-day use unless your game is completely focused on chemistry.

I am attempting to compile all of the materials that can be created by chemical means, even the Awakened drugs.  Gaining the ingredients is a key part that I want to be difficult, as the hunt for ingredients can easily become plot hooks and every GM needs more of those.

One of the hardest things I'm dealing with is determining whether the creation process for these items is Simple, Complex, Intricate, or Exotic.  Generally I think I've got things right.  For real-world chemistry, my wife and father-in-law help a lot.  For the fictional chemicals, I'm generally taking a similar real-world chemical and bumping it up a level.

Additionally, the availability on a lot of these items is way off.  For example, Betameth is listed as 3R availability, which implies that it's easy to get and can be carried with a license.  There's no medical or combat benefit to betameth (beyond losing your mind and running into bullets) so I've rated it 4F.

I'm hoping to have this document done by the end of the week, so by then you'll have at least a framework to work from for creating or acquiring DMSO in 5th edition.
Title: Re: SR5: DMSO
Post by: PittsburghRPGA on <04-14-14/1124:26>
Well, the Ares Super Squirt is still the only weapon that uses DMSO capsule rounds.  Run and Gun lists the price for 10 Capsule rounds as 5 Nuyen for 10 rounds and says that 1 dose of chemical fills 5 of those rounds. I doubt the -4 DV and +4 AP apply to the Super Squirt though since it specifically has a rule of it does no damage other than the chemical delivered.  My reading of the text of the Super Squirt says to me that the capsule round or gel round that it fires contains the DMSO already and makes any chemical put into the round a contact vector toxin.

YMMV and guess we all wait for an official clarification.

Eric
Title: Re: SR5: DMSO
Post by: Blue Rose on <04-14-14/1848:48>
A capsule round does not contain DMSO, by default.  It just contains the chemical itself, and does not automatically confer the contact vector.  Hence the called shot to shoot a capsule round down the target's throat to deliver ingested toxins/drugs.

Gel rounds are not gel packs.  In fact, they are not liquid.  They are rubber bullets, essentially.  Nonlethal rounds.  They have nothing to do with chemical delivery.
Title: Re: SR5: DMSO
Post by: RHat on <04-14-14/2019:31>
A capsule round does not contain DMSO, by default.  It just contains the chemical itself, and does not automatically confer the contact vector.  Hence the called shot to shoot a capsule round down the target's throat to deliver ingested toxins/drugs.

Except that the stated purpose of that called shot is to make the toxin/grugs more effective, rather than to make them at all effective.
Title: Re: SR5: DMSO
Post by: Namikaze on <04-14-14/2248:30>
I think it's pretty clear that PittsburghRPGA's post about "capsule round or gel round" is referring to the Super Squirt's specific ammunition.

My reading of the text of the Super Squirt says to me that the capsule round or gel round that it fires contains the DMSO already and makes any chemical put into the round a contact vector toxin.

The highlight is for the context of what he means by "gel round".
Title: Re: SR5: DMSO
Post by: Basic on <04-15-14/0816:11>
Wait can I take the dmso out of that gun and now load it into capsule rounds >?
Title: Re: SR5: DMSO
Post by: Kincaid on <05-05-14/1906:09>
Wait can I take the dmso out of that gun and now load it into capsule rounds >?

This is what I'd really like to know; this was a stock technique in previous editions.  Since DMSO is referenced in 5e, it stands to reason that you could, but we need pricing information on DMSO itself to make it work.
Title: Re: SR5: DMSO
Post by: Timothy M. Patrick on <05-15-14/1141:36>
Well we now have rules for DMSO they are in Stolen Souls page 188 you can pick it up from DriveThruRPG http://rpg.drivethrustuff.com/product/129826/Shadowrun-Stolen-Souls?affiliate_id=235872
Title: Re: SR5: DMSO
Post by: Kincaid on <05-15-14/1147:58>
Well we now have rules for DMSO they are in Stolen Souls page 188 you can pick it up from DriveThruRPG http://rpg.drivethrustuff.com/product/129826/Shadowrun-Stolen-Souls?affiliate_id=235872

Way ahead of you :)  100+ nuyen bullets are expensive, but worth it when you need them.