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> LoneStar Gear, Revising SR4 canon
ShadowDragon8685
post Jun 7 2006, 12:19 PM
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[sarcasm]Oooooh, that's a good idea. Let's give every police officer a Ruger Super Warhawk with EX-EX as a carry piece. :)[/sarcasm]




[edit]Added for the benefit of the sarcasm-impaired.
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Omer Joel
post Jun 7 2006, 01:16 PM
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QUOTE (ShadowDragon8685 @ Jun 7 2006, 02:19 PM)
Oooooh, that's a good idea. Let's give every police officer a Ruger Super Warhawk with EX-EX as a carry piece. :)

Now THAT will put some manners into trigger-happy homicidical PCs! :vegm: :)
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Grinder
post Jun 7 2006, 02:11 PM
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QUOTE (ShadowDragon8685)
[sarcasm]Oooooh, that's a good idea. Let's give every police officer a Ruger Super Warhawk with EX-EX as a carry piece.

No longer warning shots...
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Tarantula
post Jun 7 2006, 02:20 PM
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Well, for all those who don't know, the ruger thunderbolt was a three barrelled pistol chambered to fire shotgun slugs in a burst only. By burst, it means all three barrels fired at once. Check page 19 of cannon companion for a description. The biggest key phrase in that is "it is the chosen weapon of Lone Star, officers of that organization can recognize the sound of a Thunderbolt being fired from a considerable distance, and will harass and/or detain any non-Lone Star person carrying one."

It is the sidearm of choice in SR3, and I see little reason why that would have changed (beyond it probably showing up in Arsensal). Till then, super warhawks probably make the best substitute, except the fact that they're SS, and the thunderbolt fire twice each pass.
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Butterblume
post Jun 7 2006, 02:41 PM
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Just look at (paramilitary) police forces like the Gendarmerie Nationale (France), Guardia Civil (Spain), Carabinieri (Italy).

Since their founding in the 18th and early 19th centuries, they are equipped with military grade weapons, and continue to use them. (The word carabinieri is derived from the carbine).

Of course, traditionally those police units where (and still are) mostly stationed in rural areas, where reinforcements might take a while to arrive.
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Austere Emancipa...
post Jun 7 2006, 02:51 PM
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QUOTE (ShadowDragon8685)
[sarcasm]Oooooh, that's a good idea. Let's give every police officer a Ruger Super Warhawk with EX-EX as a carry piece. :)[/sarcasm]

Other than the issues of practical RoF and the stupid We Go Off At Random thing with the ammo, why not give average police officers Ruger Super Warhawks and EX-Ex?

QUOTE (Tarantula)
Well, for all those who don't know, the ruger thunderbolt was a three barrelled pistol chambered to fire shotgun slugs in a burst only.

Is this description from SR2 or earlier? I seem to remember something about a "90,000rpm cyclic rate of fire", too. The Cannon Companion makes no mention of the amount of barrels or rate of fire (other than it being Burst Fire only), and in SR3 it fires generic Heavy Pistol ammunition (not shotgun slugs).
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Moon-Hawk
post Jun 7 2006, 03:07 PM
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Shotgun slugs? Three barrels? If you're going to quote the description of the weapon, quote that stuff as well.
IIRC it looks like a regular pistol, fired regular pistol ammo (9M), and that damage code of 12S is just factoring in the BF, since it has no SA mode.
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Edward
post Jun 7 2006, 03:19 PM
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Dam, missed out.

I was going to point out the lack of evidence for the warhawk having 3 barrels or firing shotgun rounds in canon companion.

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Gauvain
post Jun 7 2006, 06:17 PM
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QUOTE (Moon-Hawk)
Shotgun slugs? Three barrels? If you're going to quote the description of the weapon, quote that stuff as well.
IIRC it looks like a regular pistol, fired regular pistol ammo (9M), and that damage code of 12S is just factoring in the BF, since it has no SA mode.

I was going to ask where this shotgun stuff came from. It is a heavy pistol, with one burst recoil-less, the second burst with recoil doubled. And a nasty tendency to bring lots of cops at a run.

The old Lone Star book calls it the same way.
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Glorian
post Jun 7 2006, 06:57 PM
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QUOTE (Tarantula)
Well, for all those who don't know, the ruger thunderbolt was a three barrelled pistol chambered to fire shotgun slugs in a burst only.

Uh, nothing written seems to indicate that the Ruger Thunderbolt fires flechette or shotgun rounds only, nor that it has three barrels. Instead, it fires the first burst so fast, that recoil isn't instantly felt. Think of the burst mode on the H&K G11.

From Cannon Compendium, p.19:
QUOTE

The Thunderbolt fires only in burst fire mode (already incorporated into the Damage Code), but incurs no recoil penalty on the first burst fired in a Combat Phase. The second burst suffers a special +4 recoil penalty.


From Lone Star Sourcebook, p. 116:
QUOTE

The Thunderbolt heavy pistol has only one setting, which is burst-fire: one squeeze of the trigger fires three rounds. What makes the Thunderbolt unique is the incredibly high cyclical rate of fire: over 1,500 rounds per second! This means that the entire three-round burst is out of the barrel in two one-thousandths of a second, well before the muzzle begins to rise. This eliminates the recoil disadvantage of burst-fire and ensures all three bullets hit the target.


The picture on the same page is of a normal-looking pistol. No triple barrels.
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Butterblume
post Jun 7 2006, 07:02 PM
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That must mean that the thunderbolt is a metal storm weapon ;).

edit: Meaning, something like the sakura fubuki.
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Shrike30
post Jun 7 2006, 07:10 PM
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QUOTE (Apathy @ Jun 6 2006, 03:07 PM)
My perspective is that, unless you're a SWAT reaction force, cops generally don't get a chance to engage at range anyway. They're always standing right there with the spouse-beating husband when the wife comes around the corner with a cleaver in her hand, or something like that. How often have you seen normal police [no SWAT around] in a city environment engaging at over 40 yards? When the police know ahead of time that the lead's going to fly, the SWAT team gets sent in to do the distance work. Normally the cops are up close when things go to shit, and if they were 50 yards away from a running target they wouldn't even try to shoot for fear of missing and causing 'collateral damage' .

You're missing out on the point I was trying to make. The *maximum* distance that an *optimized* shotgun, loading the *optimal* shot round for *that particular shotgun* is usually seen as being usable at is 40 yards. This does not mean the range at which you can keep the entire pattern on the target, this means the maximum distance at which you can get enough of the pattern to hit the target to make it worthwhile trying to use a shotgun at all.

When you're talking about an 18" cruiser gun with the stock choke and whatever the load of choice for that department is, the maximum effective range is going to be a lot less than 40 meters. You may wound the target, but the odds of doing significant damage are not good. You know all those pictures you see of cops hanging out behind the engine blocks of their car, pointing shotguns at some yahoo 50 yards down the highway from them who's wandering around outside of his car with a handgun? That's always said to me "these guys need more training, if they think that's going to do any good."

In urban areas, you can't assume that the distance you're going to engage a target at is always going to be short, because there's a lot of places where you can get some pretty good distance. Some Seattle "blocks" are actually 2-3 blocks long (go north from 50th on 7th ave, the next turn will be at 53rd, over 100m away). There's hard cover (cars, brick buildings, concrete) all over the place. There's also people living all over the place. Any shotshell fired at more than about 10 yards runs pretty good odds of having at least some of the pellets miss... if there's a building behind the guy (good odds on that), the people inside are in danger. Having SWAT show up to every call that might involve a shot more than 25 long steps away from an officer is a waste of resources, and impractical.

A lot of US police departments are rethinking their shotguns for exactly this reason. It's easier to train someone to use a carbine, they're lighter, usually shorter, semiautomatic (as opposed to usually being pump-action), hold 5x as much ammunition in a detatchable (rather than tubular) magazine, don't have scatter/pattern problems, can easily and accurately engage a point target out to any range the officer is going to find himself shooting at, don't recoil as much, allow faster follow-up shots, and at close ranges with the proper ammunition they don't have the overpenetration problems of a shotgun.

Check out other police forces in other parts of the world. The choice of shotguns as a patrolman's long gun is mostly an American phenomenon.
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Voran
post Jun 7 2006, 11:06 PM
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QUOTE (ShadowDragon8685)
[sarcasm]Oooooh, that's a good idea. Let's give every police officer a Ruger Super Warhawk with EX-EX as a carry piece. :)[/sarcasm]




[edit]Added for the benefit of the sarcasm-impaired.

Hehe, in some games I know, giving LS officers that load out would almost ensure they would be ambushed by playerchars for the 'free' Ex-Ex ammo.
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Shrike30
post Jun 7 2006, 11:10 PM
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Back when the Ares Predator with Firepower ammo was new, my brother's game had them restricted as hell. The only people who could get the gun or the ammo were members of Lone Star's anti-cyborg unit. I've taken EX-EX out of my game entirely... maybe I should have it be something these units hand-make? :vegm:
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eidolon
post Jun 8 2006, 02:20 AM
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QUOTE (Moon-Hawk @ Jun 7 2006, 10:07 AM)
Shotgun slugs?  Three barrels?  If you're going to quote the description of the weapon, quote that stuff as well.
IIRC it looks like a regular pistol, fired regular pistol ammo (9M), and that damage code of 12S is just factoring in the BF, since it has no SA mode.

I was going to throw the bullshit card down, but several people beat me to it.

Short answer: I didn't include that because it isn't there. :)

@Omer: As far as SR4 stats, I have no idea. I'm the wrong person to ask.
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Shrike30
post Jun 8 2006, 06:07 AM
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SR4 stats shouldn't be that hard.

5/-1, 12©, BF, heavy pistol ranges. Integral laser sight or smartlink.
No recoil on first burst, -4 recoil on second burst.

I don't remember it having any other mods than this... i just remember pretending the damn thing didn't exist :P
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Omer Joel
post Jun 12 2006, 09:50 AM
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So here are my current SR4 LoneStar stats:

LoneStar Patrol Officer (Professional Rating 2)
Race: Human
CODE

B    A R  S  C  I  L  W  ESS  Init  IP  CM
3(4) 3 3  3  2  3  2  3  5.5   7    1   10

Skills: Clubs 1 (Batons +2), Perception 2, Pistols 3, Lonagrms 1 (Shotguns +2), Unarmed Combat 1 (Subdual Combat +2), Etiquette 2 (Street +2), Intimidation 2 (Interrogation +2), Negotiation 1, Pilot Ground Vehicle 1 (Wheeled +2), Athletics Skill Group 1, First Aid 1.
Knowledge Skills: Law (Professional Knowledge) 1, Police Procedures (Professional Knowledge) 3.
Cyberware: Plastic Bone Lacing.
Gear: Colt Manhunter (w/Smartlink and 3 additional clips), Defiance EX Shocker (w/Smartlink and 8 additional darts), Stun Baton, Armor Jacket [8/6], Glasses (w/Image Link, Smartlink, Low-Light and Thermographic), LoneStar CyberCop™ CommLink [Response 3, System 3, Signal 3, Firewall 5), Wireless Earbuds, Disposable Plasteel Restrains.

The Squad Car (Chrysler-Nissan Patrol-1, SR4 p.342) carries two Remington 990's (w/Smartgun and a large number of shells), two gas Masks, a Sattelite Uplink (capable of relaying the CommLinks' transmissions), several restrains, more ammo for the Colt Manhunters and the Defiance EX Shockers, and a fully-stocked MedKit.

On Riot Duty, add Helmets, Gas Masks, Riot Shields and a Remington 990 loaded with Gel Rounds instead of the Defiance EX Shocker; one riot-cop per 10 will carry an ares Antioch-2 grenade launcher with CS/Tear Gas grenades.

LoneStar Veteran Patrol Officer (Professional Rating 3)
Race: Human
CODE

B     A    R    S   C  I  L  W  ESS  Init  IP  CM
3(4) 3(4) 3(4) 3(4) 3  3  3  3  3.1   8    1   10

Skills: Clubs 2 (Batons +2), Perception 3, Pistols 3, Lonagrms 1 (Shotguns +2), Unarmed Combat 1 (Subdual Combat +2), Etiquette 3 (Street +2), Intimidation 3 (Interrogation +2), Negotiation 2, Pilot Ground Vehicle 1 (Wheeled +2), Athletics Skill Group 1, First Aid 1.
Knowledge Skills: Law (Professional Knowledge) 2, Police Procedures (Professional Knowledge) 4, Seattle Gangs (Street Knowledge) 2.
Cyberware: Plastic Bone Lacing, Reaction Enhancement 1, Muscle Replacement 1, Smartlink.
Gear: Colt Manhunter (w/Smartlink and 3 additional clips), Defiance EX Shocker (w/Smartlink and 8 additional darts), Stun Baton, Armor Jacket [8/6], Glasses (w/Image Link, Smartlink, Low-Light and Thermographic), LoneStar CyberCop™ CommLink [Response 3, System 3, Signal 3, Firewall 5), Wireless Earbuds, Disposable Plasteel Restrains.

The main difference between the regular (relatively inexperienced) Patrol Officer and a Veteranone is the time spent on the Beat serving the 'Star; experience is coupeled with long-term cyber-mortgage programs (you need several years on the porogram to save up for serious cyber), making the Veteran cop into the avarage prep's nightmare.
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Crusher Bob
post Jun 12 2006, 10:14 AM
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No athletic related skills? How about running and jumping.
A cop with next to no social skills?

Also, the 190 points in stas is over the top, that is runner level stas for an ordinary street cop.

Also, I think your weapon skills are quite inflated, especially when it's 4 different weapon skills. Assuming that cops are built with karma, I would expect the training program to take advantage of the relative cheapness of specializations:


something like:

Stats: average of 3, 2 random stats at 4


pistols 2 (semi-auto)
longarms 1 (rifles) (most cops don't train extensively with long arms)
(see discussion elsewhere about how a rifle or carbine is probably a better idea than a shotgun)
Unarmed 1 (or 2?)
clubs 2 (stun baton?)

eqiquette 2 (street)
con 1 (fast talk)?
intimidation 1 (interrogation)?
negotiation 2 (sense motive)?

running 2 (or 1)
climbing 1
gymnastics 1
perception 2

pilot ground vehicle 1 (cars)
first aid 1


KS: police procedures 3
KS: Law 1
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Omer Joel
post Jun 12 2006, 10:25 AM
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Thanks for your excellent suggestions. Correction made.
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Red
post Jun 12 2006, 12:13 PM
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Given the relative power of non-lethal firearms in 4th edition, I'm surprised that stick-n-shock, and gel rounds haven't played a greater role in this discussion. Consider the fact that a stick-n-shock round has the same power regardless of the firearm, and it is extremely capable at putting down any metahuman subspecies with a simple double tap. It has no overpenetration issues to speak of, and even if the enemy is wearing armor that armor is highly unlikely to make any significant difference unless they've invested in non-conductive modifications. Even if a round goes wild they are significantly less likely to cause a bystander significant injury or death, thus reducing the liability for officers firing in a chaotic environment. Finally, stick-n-shock rounds are the only ammunition that enables a common beat cop to have any kind of chance against powerful spirits. Consider a single net hit on a stick-n-shock allows a mere beat cop to beat the immunity to normal weapons of a Force 7 spirit. The only real disadvantage to stick-n-shock is the relatively high price, and the fact that it can't (or shouldn't, the rules are not explicit here) penetrate even the lightest cover.
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Tetsuyama
post Jun 12 2006, 02:24 PM
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Why a Signal 6 radio rather than a Satellite Link in the car? And a possibly more loony question: anyone want to try statting out the car's node? You *know* the PCs are going to hack in to try to cut the Stars off from backup.
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Red
post Jun 12 2006, 04:39 PM
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Be careful there. If you stat the commlinks inside a LoneStar patrol car too well, then they become bait for theft. 10,000+ nuyen worth of computers inside? Delicious. Besides, in order to make a solid matrix defense you require at least two decently statted commlinks. (One chokepoint, the second being the workplace)
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Stan Dard
post Jun 12 2006, 05:12 PM
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QUOTE (Red)
Consider a single net hit on a stick-n-shock allows a mere beat cop to beat the immunity to normal weapons of a Force 7 spirit.

Red, although I agree with you in most of what you wrote, this sounds to be either a house rule or misunderstanding.

Quoting from p.288:
"The critter gains an “Armor rating” equal to twice its Magic against that damage."
"Immunity to Normal Weapons: This immunity applies to all weapons that are not magical."
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Red
post Jun 12 2006, 10:26 PM
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It was based off the idea that elemental attacks half armor. So one could call it a gray zone in 4th ed. But it was explicitly valid in 3rd.
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Geekkake
post Jun 12 2006, 10:30 PM
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QUOTE (Red)
It was based off the idea that elemental attacks half armor. So one could call it a gray zone in 4th ed. But it was explicitly valid in 3rd.

No grey area for you, you munch bastard! Don't even try that on Friday!
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