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> 360 rounds a minute, Does my player's character really do it?
Bullet Raven
post Mar 1 2006, 06:29 PM
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Scenario:

Player in my game has 3 initiative passes and a remington roomsweeper which has an 8-round capacity internal magazine. since he can fire it twice a pass (simple action) this means he can fire 6 shells a turn.

This works out at: 6 shells a turn x 3 seconds per turn x 20 (x3 seconds) in a minute making 320 rounds a minute.

That's really really fast but not what my problem is. I'm confused about the fact that the remington has no recoil modifier... so this guy (if the magazine was suddenly infinite) could fire 360 rounds a minute and not suffer any penalties? There's got to be something up with that.

Any help appreciated!

:)
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Austere Emancipa...
post Mar 1 2006, 06:44 PM
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3 seconds per Combat Turn means there's 20 Combat Turns in one minute. If there are 6 shots in 1 Combat Turn, that means 120 shots per minute.

What do you mean by "no recoil modifier"? Semi-auto and has 1 point of RC or what?
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Bullet Raven
post Mar 1 2006, 06:54 PM
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Yeah 120 that's more like it.... :/ I suck at maths ;)

Oh I get you, I got confused by the fact that it doesn't have it's own recoil score in the stat line...

So he takes his -1 on the second action of each pass or on each cumulutive action of each pass in a turn?
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Brahm
post Mar 1 2006, 06:58 PM
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-1 die on each of the second shots. Recoil penaties are not cumulative between IPs.
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Bullet Raven
post Mar 1 2006, 07:03 PM
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That's fair. Thanks!
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Shrike30
post Mar 1 2006, 07:13 PM
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Firing 2 shells a second really isn't that ridiculous, especially from a small-caliber shotgun like the Roomsweeper.

Assuming you're running Quickness 4, it'll take you 2 complex actions to reload that thing when it runs dry. This lowers your character's "effective" rate of fire to about 80 rounds per minute. Box-mag shotguns ("clip" in shadowrun terms) are your friend :)
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Bullet Raven
post Mar 1 2006, 07:20 PM
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QUOTE (Shrike30)
Firing 2 shells a second really isn't that ridiculous, especially from a small-caliber shotgun like the Roomsweeper.

Assuming you're running Quickness 4, it'll take you 2 complex actions to reload that thing when it runs dry. This lowers your character's "effective" rate of fire to about 80 rounds per minute. Box-mag shotguns ("clip" in shadowrun terms) are your friend :)

Well, it was more ridiculous when I had calculated it wrong ;)

Yeah, I'd have preferred a clip model personally but whatever he wants.
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Brahm
post Mar 1 2006, 07:45 PM
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QUOTE (Bullet Raven @ Mar 1 2006, 02:20 PM)
QUOTE (Shrike30 @ Mar 1 2006, 07:13 PM)
Firing 2 shells a second really isn't that ridiculous, especially from a small-caliber shotgun like the Roomsweeper.

Assuming you're running Quickness 4, it'll take you 2 complex actions to reload that thing when it runs dry.  This lowers your character's "effective" rate of fire to about 80 rounds per minute.  Box-mag shotguns ("clip" in shadowrun terms) are your friend :)

Well, it was more ridiculous when I had calculated it wrong ;)

Yeah, I'd have preferred a clip model personally but whatever he wants.

A shotgun firing at 360 rnds/second.

http://midamericarecreation.com/aa12_autom...tic_shotgun.htm

That is a full auto, but in SR terms more like a short BF rate compared to other RL full auto firearms.
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Bullet Raven
post Mar 1 2006, 07:56 PM
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That's awesome, except it looks like crap.
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mfb
post Mar 1 2006, 08:01 PM
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this one's prettier, though i believe it's got a lower ROF.
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PBTHHHHT
post Mar 1 2006, 08:01 PM
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As long as it is comfortable while firing, can take a beating, accurate, and is easy to use/maintain, I don't care what it looks like. make it look like a pink elephant for all I care.
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Shrike30
post Mar 1 2006, 08:15 PM
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You want to get into max autofire rates for shotguns in SR, well... dig up a CMDT and smartlink it.

Phase 1: Character autofires entire 10 round magazine (Complex Action). Character yells "Yeeeehaw!" (Free Action).
Phase 2: Character ejects magazine from the shotgun (FA). Character puts new magazine into the shotgun (Simple Action). Character fires a long burst (SA).
Phase 3: Character fires a long burst that is short 2 rounds, emptying the magazine (SA). Character ejects magazine from the shotgun (FA). Character puts new magazine into the shotgun (SA).

End of Combat Turn, repeat next Combat Turn. 20 shells per turn times 20 turns per minute = 400 rounds per minute. And if you trick the character out with a rigid stock/shock pad and two cyberarm gyros, he takes a -4 (2 uncomped shells, x2 for shotgun autofire) on the full auto burst and NO penalties on the long bursts. If gas vents were legal for shotguns, he'd be at no penalties whatsoever.

And according to the RAW, your character is spending 4000 nuyen a minute feeding flechette ammo into that piece (assuming he picks up all his magazines afterwards... they're 200 bucks a minute).
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neko128
post Mar 1 2006, 08:23 PM
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QUOTE (Shrike30)
You want to get into max autofire rates for shotguns in SR, well... dig up a CMDT and smartlink it.

Phase 1: Character autofires entire 10 round magazine (Complex Action). Character yells "Yeeeehaw!" (Free Action).
Phase 2: Character ejects magazine from the shotgun (FA). Character puts new magazine into the shotgun (Simple Action). Character fires a long burst (SA).
Phase 3: Character fires a long burst that is short 2 rounds, emptying the magazine (SA). Character ejects magazine from the shotgun (FA). Character puts new magazine into the shotgun (SA).

End of Combat Turn, repeat next Combat Turn. 20 shells per turn times 20 turns per minute = 400 rounds per minute. And if you trick the character out with a rigid stock/shock pad and two cyberarm gyros, he takes a -4 (2 uncomped shells, x2 for shotgun autofire) on the full auto burst and NO penalties on the long bursts. If gas vents were legal for shotguns, he'd be at no penalties whatsoever.

And according to the RAW, your character is spending 4000 nuyen a minute feeding flechette ammo into that piece (assuming he picks up all his magazines afterwards... they're 200 bucks a minute).

Well, holy crap. That's just wrong.
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Shrike30
post Mar 1 2006, 08:40 PM
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Yeah, once you consider that his effective rate of fire (that is, his ROF including downtime to reload, etc) is close to the cyclic rate of fire (the ROF you'd get if you had an infinitely large magazine) you get with modern automatic shotguns, this is scary.
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Waltermandias
post Mar 1 2006, 11:20 PM
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400 Rounds of flechette ammo?

4000 Nuyen

40 Clips to hold 'em all?

200 Nuyen

Turning an auditorium full of goons into a bloody, knee-deep sludge in the space of sixty seconds?

Priceless.
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hobgoblin
post Mar 1 2006, 11:29 PM
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atleast people cant complain that they no longer get RL cyclic rates on SR guns :silly:

still, 4 dice reduction, thats kinda ouch given that your avarage person is rolling what, 6 dice?

allso, i dont know cyberarm gyros where cumulative...
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Brahm
post Mar 1 2006, 11:41 PM
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QUOTE (hobgoblin @ Mar 1 2006, 06:29 PM)
allso, i dont know cyberarm gyros where cumulative...

RAW doesn't really have much to say about whether using one of each arm stacks the recoil compensation, or even how well it works using it on one arm only for two handed weapons. Although they could just use a full body Gyro rig system instead for the 6 points of compensation.
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Thanee
post Mar 1 2006, 11:52 PM
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QUOTE (hobgoblin)
still, 4 dice reduction, thats kinda ouch given that your avarage person is rolling what, 6 dice?

The average person, that is using an automatic shotgun for several minutes continuously, certainly has more than 6 dice. :D
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hobgoblin
post Mar 1 2006, 11:58 PM
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QUOTE (Thanee)
QUOTE (hobgoblin @ Mar 1 2006, 11:29 PM)
still, 4 dice reduction, thats kinda ouch given that your avarage person is rolling what, 6 dice?

The average person, that is using an automatic shotgun for several minutes continuously, certainly has more than 6 dice. :D

yatzee :silly:
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Shrike30
post Mar 2 2006, 12:46 AM
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Yeah, it's a safe assumption that your average person doesn't drag around with two cyberarm gyros and a smartlinked autoshotgun.

Besides, if they're average, the smartgun bumps 'em up to 8 :)
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Hasaku
post Mar 2 2006, 05:20 AM
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Isn't that AA-12 the shotty being marketed for use with the FRAG-12 explosive rounds? I remember reading that it had almost no felt recoil. Saw pics of a little boy firing it, and he couldn't have been more than 8.
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warrior_allanon
post Mar 2 2006, 06:08 AM
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it was the tested platform for the frag 12 round i believe. Me, i just want my AS-7 back when arsenal comes out
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Taki
post Mar 2 2006, 09:25 AM
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I have got a question : how can we increase the ROF of any pistol by +300%, without any additive recoil nor any imprecision ?

answer :
get increase reflex 3

sorry I leave :rotfl:
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Austere Emancipa...
post Mar 2 2006, 11:07 AM
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QUOTE (hobgoblin)
atleast people cant complain that they no longer get RL cyclic rates on SR guns :silly:

Using your own reflexes to magically accelerate the bolt and carrier inside a conventional firearm is even easier in SR3 because it has no IP/CT limitation.

Too bad for all the mundane, non-wared guys who want a MAC-11 in .380 ACP.
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Bullet Raven
post Mar 2 2006, 11:13 AM
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Woah... now THAT is ridiculous :)
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