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Trigger Talk

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The_Gun_Nut

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« Reply #75 on: <10-25-10/1542:33> »
Yes.  Each barrel would have 10 shots.

Since it is a light pistol, the caliber is likely small, which would allow more rounds to be stacked in a "standard" long barrel.  (I have no idea what would be considered standard for a weapon like this.)
There is no overkill.

Only "Open fire" and "I need to reload."

Angelone

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« Reply #76 on: <10-25-10/1612:51> »
One weapon I don't understand is the PSK-3 that collapsible pistol. It turns into a block of metal. What's the point? No one's going to let you bring a block of metal into anywhere secure.
REJOICE! For bad things are about to happen.
la vida no vale nada

Patrick Goodman

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« Reply #77 on: <10-25-10/1625:35> »
A custom pair of Deputies.
This just warms my heart. :)
Former Shadowrun Errata Coordinator

Patrick Goodman

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« Reply #78 on: <10-25-10/1632:19> »
Here is one to ponder:
If you put a self destruct in a gun loaded with High Explosive rounds will it make a small boom??
Define "small" in this context.
Former Shadowrun Errata Coordinator

The_Gun_Nut

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« Reply #79 on: <10-25-10/1801:54> »
One weapon I don't understand is the PSK-3 that collapsible pistol. It turns into a block of metal. What's the point? No one's going to let you bring a block of metal into anywhere secure.
I think the trick is to hide it amongst other, perfectly legitimate blocks of metal that have something to do with your "official" job.  You couldn't take it as carry-on, but perhaps you could sneak it into regular luggage.
There is no overkill.

Only "Open fire" and "I need to reload."

Dakka

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« Reply #80 on: <10-26-10/0159:45> »
SR4A p. 317 says that the Fubuki has a 10 (ml) × 4 load. Isn't that four barrels of 10 shots each?

Standard YSF.  Underbarrel Weapon Mount modification to a gun cuts the mounted guns ammo capacity by 50%.

Nomad Zophiel

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« Reply #81 on: <10-26-10/0214:39> »
SR4A p. 317 says that the Fubuki has a 10 (ml) × 4 load. Isn't that four barrels of 10 shots each?

Standard YSF.  Underbarrel Weapon Mount modification to a gun cuts the mounted guns ammo capacity by 50%.

Which can be either two full barrels or four half barrels depending on how you want to read it. I thought two barrels made more sense.

Bradd

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« Reply #82 on: <10-26-10/0506:58> »
Ah, that makes more sense now. I wasn't aware of the underbarrel rule.

Wolfboy

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« Reply #83 on: <10-28-10/1040:32> »

Weapons can only take so many modifications.  Since only fully automatic weapons can be converted to HV, one has to modify the Barret to full auto first (taking 4 of 6 "slots"), then modify it for HV (taking the remaining 2 slots).  By doing this, it is not really a sniper rifle, and is now a HMG.

Which, of course, references a previous gripe I had with the damage codes of both the sniper rifle and HMG.  It makes no sense that the sniper rifle does more damage than an HMG with a longer barrel and the same ammunition.  Weapon accuracy is represented by both the range of the weapon and the proficiency of the shooter, it shouldn't get "bonus damage" simply by virtue of being a sniper rifle.  For example, the Browning M2 has comparable range to many modern sniper rifles, and comparable accuracy.

Bumping the HMG damage up a point or two or dropping the sniper rifle down a point makes more sense, and it avoids ridiculous situations like the one mentioned, where someone makes a Vulcan cannon out of a single shot precision weapon.

and considering that the M2 and the Barret use the exact same round that makes sense, and considering that a marine came up with the idea of a .50cal sniper rifle, is just icing on the cake.

my personal preference is the AS-7 with a customized load depending on the situation, (flechette for sewer work, EX-explosive for armored foes) a Salvette Guardian with EX explosive as a standard sidearm, and a silenced AP3 with standard rounds. Then again i tend to tailor my loadouts for the mission.
« Last Edit: <10-28-10/1044:32> by Wolfboy »
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voydangel

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« Reply #84 on: <10-31-10/1320:37> »
"Smith & Wesson - the original point and click interface."
My tips for new GM's
Unless it is coming from an official source, RAI = "Rules As Imagined."
SR1+SR2+SR3++SR4++SR5+++h+b+++B+D382UBIE-RN---DSF-W+m+(o++)gm+MP

KarmaInferno

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« Reply #85 on: <10-31-10/1811:09> »
My favorite weapon for when Things Get Loud is an Ingram White Knight with High Velocity mod and an underbarrel MGL-12 grenade launcher. Using a cyberarm gyromount.

And hey, both weapons key off the Heavy Weapon skill.

Mäx

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« Reply #86 on: <11-01-10/0958:21> »
Low profile and efficient? I like my morrissey elans, with hidden gun arm slides and stick-n-shock ammo.
Me too
My Sasha doesn't go anywhere without a pair of those, well ofcource she doesn't go anywhere without her pair of smartlinked Colt Government 2066:s with extended clips, internal silencers and level 1 custom looks on small-of-the-back holsters and her pair of smartlinked FN 5-7C with personalised grips, gas vent 3:s and level 1 custom looks on shoulder quick-draw holsters either if she can help it. ;)
"An it harm none, do what you will"

Mystic

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« Reply #87 on: <11-02-10/0411:59> »
For "low profile" and what I call "casual cary", I tend to favor my old Browning Ultra-Power with two spare mags. Replaced the laser sight with a Smartlink II linked to my glasses and loaded with APDS. I like the firepower with the slim, easily consealable package. Sure, it's short on ammo compared to other weapons, but if you are carrying casual and need more than three maggs of ten rounds; chances are you're already royally fragged. Its not flashy, definately NOT state of the art, but I have a fondness for reliable things. All the high tech means squat if the iron dosen't go BANG when you pull the trigger.
Why in the frag did they put ME in charge?

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FoxBoy

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« Reply #88 on: <11-02-10/1536:36> »
I have a salish military mage/sniper that's downright deadly with his 121.

Extended barrel, silencer, BF mode mod, commlink with signal 6 and eccm, tacnet and a nasty little sprite the TM loaned out to him with clear sight and a couple other programs. Usually uses AV or APDS (-8 AP total), but he has a full selection with him, including subsonic. And his scope is optical so spells are still an option. (you would not BELIEVE how much chaos you can cause at 1600 m away with just a magic fingers spell.. hehehe)

Lesee.. 1650 meters away? Short range, short burst...

For other work he has a M22A1, and tends to stick to SA mode just out of the habit of accuracy over firepower.

Are there others that are better at spellcasting or firearms? Of course. But drop a silence and invisibility spell, then then shoot? They'll never pinpoint where the shot came from.

The_Gun_Nut

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« Reply #89 on: <11-02-10/1933:03> »
I really dislike the rules for the Subsonic mod.  The reason weapons like sniper rifles (heck, all modern rifles and most pistols) have the power they do is because of the velocity of the bullet.  This also directly affects range.  If the round is now subsonic, then you have cut the power of the shot to a quarter of it's orginal potency.  (KE=.5mv2, for those curious.)

I think it would be better if they just removed that option entirely instead of having the highly suspect rules currently present.
There is no overkill.

Only "Open fire" and "I need to reload."

 

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