IPB

Welcome Guest ( Log In | Register )

3 Pages V   1 2 3 >  
Reply to this topicStart new topic
WyldKnight
post Jul 6 2009, 05:16 AM
Post #1


Moving Target
**

Group: Members
Posts: 540
Joined: 5-May 09
From: California
Member No.: 17,140



So I am confused about a couple of things. First why is the drum magazine mod said to be only for SMGs and assault rifles when there is also a shotgun that uses a drum clip? Is there an errata somewher that changes this or is this just a situation of most GMs would just change it for logical reasons. Second why take an extra skill for LMGs when you can get the same effect with an assault rifle and a drum clip and third can you add underbarrel weapons to MGs?

Thanks for the help in advance.
Go to the top of the page
 
+Quote Post
Jaid
post Jul 6 2009, 05:36 AM
Post #2


Great Dragon
*********

Group: Members
Posts: 7,089
Joined: 4-October 05
Member No.: 7,813



mods that are on the gun from the factory (ie before they're modified) don't have to follow the rules. you could probably change it if you wanted, i don't see any huge problems (for shotguns at least... for a pistol, you'd have a problem).

you would take LMGs for the range. and also because they're the largest weapon that fit on a standard drone mount, and because they can have belt feeds. you don't use an LMG for the same purposes as you would use an assault rifle, that's just silly. also, your LMG uses the same skill as rockets, grenade launchers, etc, whereas your assault rifle skill is certainly useful for a variety of guns, most of them don't blow stuff up in the same way.

and yes, you can mount underbarell weapons on an MG.
Go to the top of the page
 
+Quote Post
WyldKnight
post Jul 6 2009, 05:41 AM
Post #3


Moving Target
**

Group: Members
Posts: 540
Joined: 5-May 09
From: California
Member No.: 17,140



Ahhh I see, thank you. Thats a big help.
Go to the top of the page
 
+Quote Post
thearistocrat
post Jul 6 2009, 05:49 AM
Post #4


Target
*

Group: Members
Posts: 77
Joined: 1-July 09
Member No.: 17,344



QUOTE (WyldKnight @ Jul 6 2009, 05:16 AM) *
So I am confused about a couple of things. First why is the drum magazine mod said to be only for SMGs and assault rifles when there is also a shotgun that uses a drum clip? Is there an errata somewher that changes this or is this just a situation of most GMs would just change it for logical reasons. Second why take an extra skill for LMGs when you can get the same effect with an assault rifle and a drum clip and third can you add underbarrel weapons to MGs?

Thanks for the help in advance.


I would imagine that the obvious answer is that shotguns generally use shells while SMGs/ARs use bullets, and though a drum for one of those will hold either 50 or 100 bullets, a drum for a shotgun will hold under 20 shells. The reasons for the lower count on a shotgun drum is the shell weight, volume & recoil. Can you imagine trying to lug around a weapon that weighs 15 pounds because it has 50+ shells attached? More importantly, after 2-3 shells leave that drum, you are going to need a lot of strength & skill to keep the rest on target.

Though, most important of all, if you need more than a full shotgun magazine, you brought the wrong weapon.
Go to the top of the page
 
+Quote Post
Meatbag
post Jul 6 2009, 06:17 AM
Post #5


Moving Target
**

Group: Members
Posts: 151
Joined: 17-November 08
Member No.: 16,603



QUOTE (Jaid @ Jul 6 2009, 05:36 AM) *
I don't see any huge problems (for shotguns at least... for a pistol, you'd have a problem).



Oh, you mean like this?

Personally, I'd allow someone to put a drum feed on a pistol, but it'd be about as stupid in SR as it is in reality.

Machine Pistol+Drum = +5 Concealment. So it's bulkier than a real SMG, has far less range, and utterly defeats the point of using a sidearm in the first place.
Go to the top of the page
 
+Quote Post
Generico
post Jul 6 2009, 07:02 AM
Post #6


Target
*

Group: Members
Posts: 69
Joined: 30-June 09
Member No.: 17,337



QUOTE (Meatbag @ Jul 5 2009, 11:17 PM) *
So it's bulkier than a real SMG, has far less range, and utterly defeats the point of using a sidearm in the first place.


What's not to like! (IMG:style_emoticons/default/spin.gif)
Go to the top of the page
 
+Quote Post
WyldKnight
post Jul 6 2009, 09:17 AM
Post #7


Moving Target
**

Group: Members
Posts: 540
Joined: 5-May 09
From: California
Member No.: 17,140



So if you didn't guess yet the reason I am asking these question is because I am working on a heavy weapons type character. While looking up guns in arsenal I thought A minigun would be fun to have so why not get the one thats ready at chargen. Then I noticed it said firing a mini gun causes a - 14 dice pool modifier. My question is simple. Why? Why get a minigun if it kills your dice pool before you even fire?
Go to the top of the page
 
+Quote Post
Traul
post Jul 6 2009, 09:57 AM
Post #8


Running Target
***

Group: Members
Posts: 1,190
Joined: 31-May 09
From: London, UK
Member No.: 17,229



Let's see how much recoil compensation you can get:

- Gas Vent: 3
- Cyberarm gyromount: 3
- STR >= 10: 2
- One anchor in each foot: 2
- Hip pad: 1
- Heavy barrel: 1
- Personalized grip: 1

TOTAL: 13

That's only a -2 dice pool. If you can pump your STR up to 14 (redlining is your friend...), you cancel it all.

But the main purpose of a mingun is suppressive fire, not sniping, even if it's fun to lodge 15 bullets in the same hole (IMG:style_emoticons/default/wink.gif)
Go to the top of the page
 
+Quote Post
Stingray
post Jul 6 2009, 10:07 AM
Post #9


Moving Target
**

Group: Members
Posts: 695
Joined: 21-March 09
Member No.: 17,002



QUOTE (Traul @ Jul 6 2009, 12:57 PM) *
Let's see how much recoil compensation you can get:

- Gas Vent: 3
- Cyberarm gyromount: 3
- STR >= 10: 2
- One anchor in each foot: 2
- Hip pad: 1
- Heavy barrel: 1
- Personalized grip: 1

TOTAL: 13

That's only a -2 dice pool. If you can pump up your STR to 14, you cancel it all.

But the main purpose of a mingun is suppressive fire, not sniping, even if it's fun to lodge 15 bullets in the same hole (IMG:style_emoticons/default/wink.gif)

..normal Gyromount Stabilization gives 6 RC..
Go to the top of the page
 
+Quote Post
Traul
post Jul 6 2009, 10:09 AM
Post #10


Running Target
***

Group: Members
Posts: 1,190
Joined: 31-May 09
From: London, UK
Member No.: 17,229



Underbarrel weights don't stack with gyros.
Go to the top of the page
 
+Quote Post
Dumori
post Jul 6 2009, 10:21 AM
Post #11


Dumorimasoddaa
******

Group: Members
Posts: 2,687
Joined: 30-March 08
Member No.: 15,830



Just get the full gyromount for 6 RC so you can drop the cybrearm mount and 1 more pint of RC
Go to the top of the page
 
+Quote Post
Traul
post Jul 6 2009, 10:33 AM
Post #12


Running Target
***

Group: Members
Posts: 1,190
Joined: 31-May 09
From: London, UK
Member No.: 17,229



The external gyro-stabilization is really clumsy: can you afford 5 minutes before being ready to fire? It might be OK for some heavy assault troopers, but hardly for runners. With my build, you can bring your minigun along when raiding Cyberdyne Systems.
Go to the top of the page
 
+Quote Post
HappyDaze
post Jul 6 2009, 10:38 AM
Post #13


Shooting Target
****

Group: Members
Posts: 1,838
Joined: 1-September 05
Member No.: 7,669



Or get a drone next to you to fire the weapon. It seems that it can ignore recoil...
Go to the top of the page
 
+Quote Post
Dumori
post Jul 6 2009, 01:27 PM
Post #14


Dumorimasoddaa
******

Group: Members
Posts: 2,687
Joined: 30-March 08
Member No.: 15,830



QUOTE (Traul @ Jul 6 2009, 11:33 AM) *
The external gyro-stabilization is really clumsy: can you afford 5 minutes before being ready to fire? It might be OK for some heavy assault troopers, but hardly for runners. With my build, you can bring your minigun along when raiding Cyberdyne Systems.

If your lugging a minigun you'll be in heavy combat armor for sure thus why not tke the extra time pre run to strap on the gyoromount. Really minguns arent nrmolay slteathly however if you mod one right then can be but the you need another 3 RC cos no gas vent
Go to the top of the page
 
+Quote Post
Dakka Dakka
post Jul 6 2009, 03:30 PM
Post #15


Prime Runner
*******

Group: Members
Posts: 3,507
Joined: 11-November 08
Member No.: 16,582



You can't use sound suppressors on Machine Guns, which the minigun is. All you can do to "silence" it by RAW is electronic firing and subsonic ammunition. Slow Ammunition in a Machine gun however sounds pretty silly to me
Go to the top of the page
 
+Quote Post
FlashbackJon
post Jul 6 2009, 04:06 PM
Post #16


Moving Target
**

Group: Members
Posts: 194
Joined: 30-October 07
From: Sadly, NE
Member No.: 13,962



QUOTE (HappyDaze @ Jul 6 2009, 05:38 AM) *
Or get a drone next to you to fire the weapon. It seems that it can ignore recoil...

I believe Arsenal recommends using the vehicle's Body as built-in recoil compensation as an optional, and entirely logical, rule.
Go to the top of the page
 
+Quote Post
Dakka Dakka
post Jul 6 2009, 04:10 PM
Post #17


Prime Runner
*******

Group: Members
Posts: 3,507
Joined: 11-November 08
Member No.: 16,582



Only if the weapon is very large and the drone very small.
Go to the top of the page
 
+Quote Post
FlashbackJon
post Jul 6 2009, 04:12 PM
Post #18


Moving Target
**

Group: Members
Posts: 194
Joined: 30-October 07
From: Sadly, NE
Member No.: 13,962



QUOTE (Dakka Dakka @ Jul 6 2009, 11:10 AM) *
Only if the weapon is very large and the drone very small.

While true, I think the rule still works well on almost all sizes of vehicle, particularly when the weapon can be further modified to increase recoil comp.
Go to the top of the page
 
+Quote Post
Dakka Dakka
post Jul 6 2009, 04:22 PM
Post #19


Prime Runner
*******

Group: Members
Posts: 3,507
Joined: 11-November 08
Member No.: 16,582



Generally using this rule is just a waste of time and money for me. Also it favors the Ingram White Knight a bit too much IMHO. For cars it is irrelevant anyway because a weapon cannot produce that much recoil, and Combat Drones should be able to do more than suppressive fire.
Go to the top of the page
 
+Quote Post
Traul
post Jul 6 2009, 10:05 PM
Post #20


Running Target
***

Group: Members
Posts: 1,190
Joined: 31-May 09
From: London, UK
Member No.: 17,229



QUOTE (Dakka Dakka @ Jul 6 2009, 05:30 PM) *
You can't use sound suppressors on Machine Guns, which the minigun is. All you can do to "silence" it by RAW is electronic firing and subsonic ammunition. Slow Ammunition in a Machine gun however sounds pretty silly to me

I would say you can't do anything for the minigun: even if you could silence the firing, there would still be the noise of the rotating barrels.

But anyway, my point about stealth was not about using the gun stealthily, but being able to bring it along in a stealthy run so you can still force your way out when things go wrong. That's why there are troll runners at all. In an open combat situation, it is true that you can get cheaper firepower from drones.
Go to the top of the page
 
+Quote Post
Dakka Dakka
post Jul 6 2009, 10:10 PM
Post #21


Prime Runner
*******

Group: Members
Posts: 3,507
Joined: 11-November 08
Member No.: 16,582



If you can hide the minigun you can probably hide a gyrostabilization unit as well. I have not read anything that the harness is particularly bulky.
Go to the top of the page
 
+Quote Post
Mäx
post Jul 6 2009, 10:34 PM
Post #22


Prime Runner
*******

Group: Members
Posts: 3,803
Joined: 3-February 08
From: Finland
Member No.: 15,628



QUOTE (Dakka Dakka @ Jul 7 2009, 01:10 AM) *
If you can hide the minigun you can probably hide a gyrostabilization unit as well. I have not read anything that the harness is particularly bulky.

Yeah, but it takes a little longer to but on a gyrotabilizaton unit, then it does to just grap the minigun from the gym-back.
Go to the top of the page
 
+Quote Post
Generico
post Jul 7 2009, 01:28 AM
Post #23


Target
*

Group: Members
Posts: 69
Joined: 30-June 09
Member No.: 17,337



QUOTE (Dakka Dakka @ Jul 6 2009, 03:10 PM) *
If you can hide the minigun you can probably hide a gyrostabilization unit as well. I have not read anything that the harness is particularly bulky.

And thus Physical Mask is the most devastating combat spell ever.
Go to the top of the page
 
+Quote Post
Dakka Dakka
post Jul 7 2009, 06:11 AM
Post #24


Prime Runner
*******

Group: Members
Posts: 3,507
Joined: 11-November 08
Member No.: 16,582



QUOTE (Generico @ Jul 7 2009, 03:28 AM) *
And thus Physical Mask is the most devastating combat spell ever.

If your mage can beat the cameras' and goggles' OR.
BTW I don't know if the Physical Mask Spell changes equipment.
Go to the top of the page
 
+Quote Post
Generico
post Jul 7 2009, 06:47 AM
Post #25


Target
*

Group: Members
Posts: 69
Joined: 30-June 09
Member No.: 17,337



QUOTE (Dakka Dakka @ Jul 6 2009, 11:11 PM) *
If your mage can beat the cameras' and goggles' OR.

With great power comes great drain codes.
Go to the top of the page
 
+Quote Post

3 Pages V   1 2 3 >
Reply to this topicStart new topic

 

RSS Lo-Fi Version Time is now: 6th June 2025 - 08:10 PM

Topps, Inc has sole ownership of the names, logo, artwork, marks, photographs, sounds, audio, video and/or any proprietary material used in connection with the game Shadowrun. Topps, Inc has granted permission to the Dumpshock Forums to use such names, logos, artwork, marks and/or any proprietary materials for promotional and informational purposes on its website but does not endorse, and is not affiliated with the Dumpshock Forums in any official capacity whatsoever.