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The Jopp
post Oct 8 2012, 07:14 AM
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QUOTE (FuelDrop @ Oct 7 2012, 11:59 AM) *
And your ammunition bill becomes bigger than the quarterly revenue of some small business. More, if you add high value ammunition.


Naah...

32 Clips X 24 = 768 rounds without reload...should cover a few combat rounds.

That's only 7680Y with Ex-Ex and only 1536Y with standard ammunition.

Still...using the covering fire rules that uses 20 shots per gun means that I shoot 480 rounds in 3 seconds.

That's 24 dodge tests to avoid taking standard damage.

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_Pax._
post Oct 8 2012, 08:11 AM
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QUOTE (ShadowDragon8685 @ Oct 7 2012, 08:22 AM) *
[...] enuf dakka [...]

No such thing.
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Raiden
post Oct 8 2012, 12:50 PM
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QUOTE (_Pax._ @ Oct 8 2012, 04:11 AM) *
No such thing.


what about 10 apache helicopters carrying nuclear warhead attached missles and EX-explosive rounds for the miniguns :3 no wait, make that 20 apache copters haha
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StealthSigma
post Oct 8 2012, 01:05 PM
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QUOTE (FuelDrop @ Oct 6 2012, 10:35 PM) *
I was working on a gunslinger build, and for the first time i started playing around with cyberarm rules. When I saw the Gyromount, something occurred to me.

Take a cheap SMG with an integral laser sight. The Sandler TMP will do just fine. Throw on a foregrip, a personalized grip, a gas-vent 3, and a hundred round drum and you're putting out full auto without any penalties from recoil. You may also want to consider shortening the barrel.
Now, take Krav Maga for the ability to take aim as a free action, which you'll be using to ignore range penalties.
Finally, load up that hundred round barrel with tracers. I suppose you could plausibly have the tracers at a 1 to 2 ratio with other ammo, but for my money you want a hundred tracers in the barrel (IMG:style_emoticons/default/smile.gif) .
Full auto with tracers gives +3 dice when over short range (10m, or 8 with a shortened barrel), and the laser sight gives +1 dice within 50 m. You're taking no range penalties due to your free action take aim, so at ranges between 8m and 50m you're getting a net +4 dice pool... and even SMG damage isn't bad at full auto! While this trick works just as well with machine pistols it's less advisable, purely because Machine pistols can't get the 100 round drum upgrade (IMG:style_emoticons/default/frown.gif)


This is not moar dakka. I don't know if this even classifies as dakka.

It's certainly not dakkadakkadakka.

I don't think I've seen anything with dakkadakkadakka.

--

Challenge Time!

The goal of this challenge is to create as much dakka as possible using 100% legitimate rules with the following addendum.

* You may install metahumans as weapons in weapon mounts on vehicles.

Scoring will be based on total dakka and credits given for creativity so simply taking the highest body vehicle you can get and installing 20 nartaki metahumans isn't going to necessarily win.
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ZeroPoint
post Oct 8 2012, 01:15 PM
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Conestoga Vista (Bus)

Fill all passenger seats with all of our over-munckined now-retired elderly ex-runners wielding their weapons/spells of choice. (including several narki/multi-armed grenade launcher/smg wielding dakka wielders)

Just don't make them late for bingo night. I wouldn't want to be caught in that broadside.
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Halinn
post Oct 8 2012, 01:22 PM
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QUOTE (Raiden @ Oct 8 2012, 02:50 PM) *
what about 10 apache helicopters carrying nuclear warhead attached missles and EX-explosive rounds for the miniguns :3 no wait, make that 20 apache copters haha

Still not enuff dakka. Enuff is more'n you got and less'n too much, and there ain't no such thing as too much dakka.
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Stahlseele
post Oct 8 2012, 01:41 PM
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Miniguns.
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ZeroPoint
post Oct 8 2012, 01:44 PM
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QUOTE (Stahlseele @ Oct 8 2012, 08:41 AM) *
Miniguns.


Wielded by my elderly ex runners? I'm sure some of them would have them.
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Stahlseele
post Oct 8 2012, 01:50 PM
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With under barrel Miniguns.
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Raiden
post Oct 8 2012, 02:10 PM
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QUOTE (Stahlseele @ Oct 8 2012, 09:50 AM) *
With under barrel Miniguns.

and a double underbarrel machine grenade launcher
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The Jopp
post Oct 8 2012, 02:16 PM
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DeathBus [Similar Models Rule]
Vista Bus (BOD 20)
BODY: +1
Acceleration: -20%

Weapon Mounts: X6
Armor: 20
Stealth: Chameleon Coating
Econ: Improved Economy

Weapon: Fleche Hail Rocket launchers with Underbarrel Fleche Hail Rocket Launchers
Modification: Underbarrel Weapon & Additional Clip [ Additional Clip on both weapons]

Designed as a camouflaged artillery piece this monstrosity has the capacity to fire 360 rockets in a six second span to obliterate an area 50 meters per rockets.

There is ample space inside the vehicle for additional ammunition and fuel.
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StealthSigma
post Oct 8 2012, 02:19 PM
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QUOTE (Stahlseele @ Oct 8 2012, 09:50 AM) *
With under barrel Miniguns.


Since a minigun basically has 6 barrels or so, does that mean that each barrel can have an underbarrel minigun?
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The Jopp
post Oct 8 2012, 02:20 PM
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QUOTE (StealthSigma @ Oct 8 2012, 02:19 PM) *
Since a minigun basically has 6 barrels or so, does that mean that each barrel can have an underbarrel minigun?


...and Shadowrunners must always stay in the shadows and run, they may never walk...
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Tymeaus Jalynsfe...
post Oct 8 2012, 02:38 PM
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QUOTE (Mäx @ Oct 7 2012, 12:34 PM) *
Thats not how the rules work, sorry but you should read them again.
All the grenades except highest damage one add half of their DV, thats it no further halving is involved.


I understand that is not how the ACTUAL rules work, but the ACTUAL rules are ludicrous. Edited Original Post to reflect Opinion. Thanks Max.
Going the route I explained is likely how they intended it to work, considering the way that explosives actually behave (as in 10 Kilos of Explosive is not 10x The explosive force of 1 Kilo, especially if those individual 1 Kilo packages do not all impact the exact same location as a 10 Kilo Package would). (IMG:style_emoticons/default/smile.gif)

Of course, just use the individual impact zones and roll all 72 resistance tests, and you will likely come to a more realistic result (as I indicated in my post). It just takes forever (Unless you have a handy dandy dice roller to handle the grunt work). Overlapping blast waves can get nasty if you have enough of them. (IMG:style_emoticons/default/smile.gif)
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Draco18s
post Oct 8 2012, 03:20 PM
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Don't forget the blown-out-barriers shrapnel rule, where the damage fall-off rate is halved for each shrapnel-blown barrier. (IMG:style_emoticons/default/wink.gif)
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Stahlseele
post Oct 8 2012, 03:33 PM
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And that software that allows 2 ARROWS to impact the same point at exactly the same time.
Should work with Grenade-Launchers too, right?
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Tymeaus Jalynsfe...
post Oct 8 2012, 03:47 PM
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QUOTE (Draco18s @ Oct 8 2012, 09:20 AM) *
Don't forget the blown-out-barriers shrapnel rule, where the damage fall-off rate is halved for each shrapnel-blown barrier. (IMG:style_emoticons/default/wink.gif)


Forgot that one... (IMG:style_emoticons/default/frown.gif)
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Tymeaus Jalynsfe...
post Oct 8 2012, 03:49 PM
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QUOTE (Stahlseele @ Oct 8 2012, 09:33 AM) *
And that software that allows 2 ARROWS to impact the same point at exactly the same time.
Should work with Grenade-Launchers too, right?


No accounting for the allowance of Crazy ideas... (IMG:style_emoticons/default/smile.gif)
While we are at it we can obviously ignore the flight time of said arrows to, right (which is absolutely ludicrous)? Since, obviously, the flight time makes no nevermind.
Same with Mortars and Artillery Fire...
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Stahlseele
post Oct 8 2012, 03:57 PM
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Dem's da breaks.
So speak the rules.
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Draco18s
post Oct 8 2012, 04:07 PM
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QUOTE (Tymeaus Jalynsfein @ Oct 8 2012, 11:47 AM) *
Forgot that one... (IMG:style_emoticons/default/frown.gif)


Makes multi-grenade explosions a lot more devastating, doesn't it?
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Tymeaus Jalynsfe...
post Oct 8 2012, 04:16 PM
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QUOTE (Draco18s @ Oct 8 2012, 10:07 AM) *
Makes multi-grenade explosions a lot more devastating, doesn't it?


Can't remember, have to look at it when I get a chance. AFB, unfortunately.
But definitly they should produce no more damage than what a conventional bomb could produce. It seems like someone put together rules in isolation, with no regard to how it would work with the world. And thus you have insanity like grenades in mass inflictting more damage than a Thor Shot or Nuke, which is ludicrous indeed...
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Draco18s
post Oct 8 2012, 04:20 PM
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QUOTE (Tymeaus Jalynsfein @ Oct 8 2012, 12:16 PM) *
which is ludicrous indeed...


Fo-sure.
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Stahlseele
post Oct 8 2012, 04:37 PM
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So, ok, that silly software from BOGOTA! and the silly overlapping blasts rule from BOGOTA! and the silly shrapnell barrier rule from BOGOTA! and the silly chunky salsa rule would make WHAT kind of Ka-Boom in the end with 6 full auto bursts of 6 grenades?
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Draco18s
post Oct 8 2012, 04:50 PM
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QUOTE (Stahlseele @ Oct 8 2012, 12:37 PM) *
would make WHAT kind of Ka-Boom in the end?


A really big one.

Paper napkin math:

6 nades per laucher * 6 = 36 total nades.
I don't recall the exact details on the software and it's damage impact (what is it, +2 DV? We'll say +2 after the other calculations)
Overlapping blasts:
14 DV base + 7 * 35 = 259 DV + 2
261 DV -2/meter (max 7 meters because the range isn't altered, so the minimum DV is going to be 247)

But there are barriers in the way which are shattered. Each one effectively doubles the range of the AOE, and every time it hits another barrier, the range doubles, until the DV is not large enough to overcome the barrier.

Unfortunately, the minimum DV is not altered (247) in this calculation. So until we accumulate 988 armor worth of successive barrier density, this blast isn't stopping. Ever.

</nuke the world>
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Stahlseele
post Oct 8 2012, 04:56 PM
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Actually, i had it somewhere at 500 a bit further up thread . . and i think the mercy software (finally remembered what it is called) doubles the damage effectively, if i remember correctly, because it's twice the damage from 2 causes at the same point and time . .
Not sure on the software and the damage values, because i have no idea of the SR4 numbers.

ah, right, i forgot about there not being 6 but 12 launchers all in all . .

but still . .
Bugs Bunny:"Eeeeh . . Nice Ka-Boom Wiley . ."
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