Shadowrun
Shadowrun Play => Rules and such => Topic started by: Triskavanski on <02-01-15/2305:18>
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I was making a centaur archer in hero lab and ran accross something with it.
The arrow heads from Run and Gun seem to follow the rating rules of the basic arrows resulting in rather huge costs per arrow. Is this normal behavior? They also seem to have an altered way of developing their Availability as well. Like 5r for the first 5 levels, then it starts jumping up.
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I can't speak for the availability issue, but the cost is intended to scale with Rating. The idea is that your arrow is useless if the head or shaft shatter once you hit something. And if you're using a bow with a Strength minimum of 9 (let's say) and use a Rating 1 head and/or shaft, the arrow will barely survive the firing process simply due to the forces involved.
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R&G pg 24 the only item on the chart that has a rating is the Static Shaft.
ARROWHEADS
ITEM | ACC | DV | AP | AVAIL | COST |
Barbed Head | — | +1 | — | 5R | 10¥ |
Explosive Head | –1 | +2 | –1 | 9F | 15¥ |
Hammerhead | –1 | +1S | +2 | 5 | 5¥ |
Incendiary Head | –1 | ** | — | 12F | 100¥ |
Screamer Head | –2 | –2S | +6 | 2 | 5¥ |
Stick-n-Shock | –1 | 8S(e) | –5 | 6R | 25¥ |
Static Shaft | — | +4S(e) | — | 6R | Rating x 25¥ |
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yeah i was under the impression you bought the shafts at the cost per rating, then you bought the specialty arrow head at the flat listed cost, combined them, then you were set to go
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Ah I see whats happening.
The increase to cost is for the arrow.. Most of the other arrows have a 2gp cost increase. The sudden increase for the Rating is because the shaft now has a higher rating than the arrow head.
The only place this doesn't make sense is the static shaft, which is including the standard arrow, plus the shaft, plus the arrow head.
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Ahhh that makes sense then. I must have been confusing 4E rules with 5E.
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It's no lie that arrows are expensive. A single Rating 10 arrow costs as much as 10 rounds of regular ammunition, and if you add any of the optional heads the cost can easily exceed that of assault cannon rounds (40¥ per round).
A Rating 5 arrow costs 10¥, so adding a barbed head doubles the price while adding an incendiary head increases the price by a factor of five.
The increase to cost is for the arrow.. Most of the other arrows have a 2gp cost increase. The sudden increase for the Rating is because the shaft now has a higher rating than the arrow head.
The only place this doesn't make sense is the static shaft, which is including the standard arrow, plus the shaft, plus the arrow head.
Care to elaborate? I don't quite know what you're saying here.
The Static Shaft represents an additional cost over the normal arrow (23¥ per rating), and as Imveros points out none of the arrowheads actually have a rating at all.
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No, the static shaft replaces the cost of 2 ¥ per rating point with its own cost of 25 ¥ per rating point. Or how would you break down the parts of the arrow other than "head+shaft"?
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Lucean
I believe that's what I said; the static shaft costs 25¥ per rating, which "represents an additional cost over the normal arrow (23¥ per rating)".
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In hero lab it costs the 25 for the arrow head, then 25*rating for the static shaft and then 2*rating for it being an arrow.
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hmmmm Chummer does the same. Maybe there is a rule we are missing about static shafts?
They are pretty boss arrows and they are probably still going to be cheaper that injection arrows with a fancy chemical in them. The cost would also be much lower for low str archers. Maybe they were its intended audience?
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That or it's a databasing error.
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In hero lab it costs the 25 for the arrow head, then 25*rating for the static shaft and then 2*rating for it being an arrow.
That is weird. I didn't think the static shaft was in addition to the normal arrow; I certainly wouldn't require that, but that's just me.
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Have you tried building it without the standard arrow?
Chummer5 has a separate line item for Arrow: Stick-n-Shock w/ Static Shaft which costs out correctly.
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yep. hero lab has them all seperated