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> Ideas for new gear, Anyone have any?
Voran
post Apr 25 2006, 02:20 AM
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The "Quiet Bag"

alternately, the "Quiet Box". Basically a dufflebag or suitcase kinda thing that is designed for two big purposes, squelch any squealer type transmitters via bag/box material, and active internal jammers, and #2, have a side function that records over time whether or not something is trying to squeal.

In SR3 this was my loot bag. Paydata, r&D items, prototypes, weapons whatever, goes into the bag, hopefully lessening the chance the strike team rolls in on you during trade time.

For better security, you open the bag in a shielded room, after checking the bag's monitor to see if anything has tried to peep your location.
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evilgenius
post Apr 26 2006, 02:52 AM
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QUOTE (Voran)
The "Quiet Bag"

alternately, the "Quiet Box". Basically a dufflebag or suitcase kinda thing that is designed for two big purposes, squelch any squealer type transmitters via bag/box material, and active internal jammers, and #2, have a side function that records over time whether or not something is trying to squeal.

In SR3 this was my loot bag. Paydata, r&D items, prototypes, weapons whatever, goes into the bag, hopefully lessening the chance the strike team rolls in on you during trade time.

For better security, you open the bag in a shielded room, after checking the bag's monitor to see if anything has tried to peep your location.

That's fucking brilliant.
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Voran
post Apr 27 2006, 10:52 AM
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With the boost in power/memory capabilities in SR4, I'd think it'd almost be possible to carry around portable barricades. Basically some sorta geltype, memory material, that in its default state is like a blanket, but you give it a charge and poof, instant barrier.

Another idea I toyed with back in SR3, mostly due to watching too much bubblegum crisis, were punch bombs. Basically like the hardsuit versions, in this case you'd have armored gauntlets with shaped charges on the knuckles or something, if you successful hit the target, boom they take a shaped charge in the gut.

Then, due to watching too much Gundam, the charge axe. Basically a combat axe/shaped charge. You smack someone with the axe, thunk, and then boom. Never actually tried to introduce it into a game. Partly cause I have no idea how it would actually work out :)
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DrowVampyre
post Apr 27 2006, 10:56 AM
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Hmm...here's one that could be easily made using the SR4 book: a microwire armor enhancement. Coat your armor in a layer of the same material used in the rappeling gloves, then wrap strands of monowire around it as loosely as possible without inhibiting your mobility. Oughta give those martial artist physads and grapple happy trolls something to think about. ;)
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juggertroll
post Apr 27 2006, 11:59 AM
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Anime is always a problem in cyberpunk/high tecnologic rpgs, like shadowrun. The most of the good ideas (and the irrealistic ideas) are too much powerful or too much complicated to transfer without any significant problems. Other thing is weapons from movies. I like the x-ray rail gun from eraser (the governator kills a middle numbers in this film, but commando is his master piece), but this weapon is to danm powerful for shadow run, because the grotesque armor piercing number. The damage is even worse, its like flechette in mach 5 speed with built-in suppressor (i remember the high velocity bullets in ghost in the shell).
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Austere Emancipa...
post Apr 27 2006, 01:03 PM
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The Steyr ACR fires a flechette at Mach ~4.5, and the terminal effect on humans is sub-par. Penetrates body armor just fine, though.

QUOTE (Voran)
[...] armored gauntlets with shaped charges on the knuckles or something, if you successful hit the target, boom they take a shaped charge in the gut. [...] Then, due to watching too much Gundam, the charge axe. Basically a combat axe/shaped charge. You smack someone with the axe, thunk, and then boom.

Uhh, why? Wouldn't it be more efficient to launch the same shaped charges at the enemy by means of, I don't know, a grenade launcher or LAW?
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juggertroll
post Apr 27 2006, 01:21 PM
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well, my lack of tecnical information is very bad i think. Even with that information, the "eraser" gun is very potent. For now i prefer to use the BBB without any major modifications until i can get along with the rules system
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Shrike30
post Apr 27 2006, 05:36 PM
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The Eraser weapons pushed slugs up to something like half the speed of light. They were a little ridiculous.

Previous SR books have made it pretty clear that railgun technology hasn't progressed much behind mounting them on battleships or MBTs. If you honestly want to put something like that into a weapon the size of an assault rifle, well, it's your game...
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Austere Emancipa...
post Apr 27 2006, 06:03 PM
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Even on battleships or MBTs, they aren't awe-insipiring in SR. In SR3, the railguns in the Rigger 3 book are heavier (with the exception of the Light Railgun), more expensive and shorter ranged than their conventional counterparts (the Naval Guns). Their only advantage is lighter ammunition. That's 9-year-old information, of course.
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Shrike30
post Apr 27 2006, 06:25 PM
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I don't have Rigger 3 in front of me, but I thought railguns had a ROF advantage over some of the naval guns? I may, of course, be totally wrong.
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Austere Emancipa...
post Apr 27 2006, 06:35 PM
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They actually have a RoF disadvantage: All railguns take a full CT to "charge up" and are Single Shot weapons, so they can be fired only once every other CT. Additionally, after 20 shots they require 10 hours of recharging. A Light Naval Gun is a "Semi-Automatic" weapon, while a Medium Naval Gun is Single Shot.
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Shrike30
post Apr 27 2006, 06:43 PM
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Jeez. Sucks to be them.
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Voran
post Apr 27 2006, 07:11 PM
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Yeah the punch bombs and the bomb axe were kinda silly :) Toyed with the idea in SR3, but never came up with it in play.

I'm interested to see what happens if/when they bring back lasers in SR4. I never used them as personal weapons back in SR3, but I had a nice rear firing laser on my car back in the day. In SR4 I wonder if they'll show improvement in powerpack capacity, leading to more shots, or they'll do the quicker recharge time thing like they're doing with some of the SR4 things that burn energy packs.

For the rail gun, I imagine one of the benefits of it vs conventional cannon tech would be that they're less likely to explode due to ammo room mishaps.
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Austere Emancipa...
post Apr 27 2006, 07:20 PM
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QUOTE (Voran)
For the rail gun, I imagine one of the benefits of it vs conventional cannon tech would be that they're less likely to explode due to ammo room mishaps.

You mean, the kind of mishap where an enemy SSM hits the ammo room? Yeah, a railgun would probably be safer in that situation.
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ronin3338
post Apr 27 2006, 07:51 PM
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QUOTE (Voran)
With the boost in power/memory capabilities in SR4, I'd think it'd almost be possible to carry around portable barricades. Basically some sorta geltype, memory material, that in its default state is like a blanket, but you give it a charge and poof, instant barrier.

Another idea I toyed with back in SR3, mostly due to watching too much bubblegum crisis, were punch bombs. Basically like the hardsuit versions, in this case you'd have armored gauntlets with shaped charges on the knuckles or something, if you successful hit the target, boom they take a shaped charge in the gut.


For the barricades, Battletech had inflatable mylar chairs which were quite strong and lightweight, and batman Begins had the memory material that he used for wings... sounds possible to me, but it wouldn't be a heavy barrier, it'd be more like a riot shield or something like that.

For the punch bombs... without a full suit, wouldn't you break your hand/arm/shoulder?
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FanGirl
post Apr 27 2006, 08:10 PM
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I'd like to be able to use incendiary devices and/or acid in the field, in case I need to destroy DNA evidence (like dripping blood) and the group mage can't do it himself for some reason. I can't find any such things in the gear listings; perhaps I'm missing something, but I can't see any way for me to burn something. Can someone make up stats for a lighter or an acid vial? Thanks!
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dcpirahna
post Apr 27 2006, 08:30 PM
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I'm sure your GM would let you just by some lighter fluid and a Bic lighter for a few nuyen though.
If not, you could use Termite Gel (p327) or have the mage summon a rank 1 fire elemental :P

Stats for a Termite Grenade of some sort would be nice though.

edit: Fixed the missing 'h', but removed it again since a Termite grenade does sound a lot funnier.
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Geekkake
post Apr 27 2006, 08:34 PM
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QUOTE (dcpirahna @ Apr 27 2006, 03:30 PM)
I'm sure your GM would let you just by some lighter fluid and a Bic lighter for a few nuyen though.
If not, you could use Termite Gel (p327) or have the mage summon a rank 1 fire elemental :P

Stats for a Termite Grenade of some sort would be nice though.

Grenades with termites suspended in gel? That'd be great for structural sabotage on older buildings...
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ronin3338
post Apr 27 2006, 08:58 PM
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Emo'd love those!

Thin orichalcum shell containg a termite spirit, which shatters when thrown, releasing said spirit to thwomp the nearest person.
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Geekkake
post Apr 27 2006, 09:04 PM
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QUOTE (ronin3338)
Emo'd love those!

Thin orichalcum shell containg a termite spirit, which shatters when thrown, releasing said spirit to thwomp the nearest person.

My God. I'd throw something like that at my characters. It's so insane and out of character for me and the usual flavor of my runs, it'd completely stop them in their tracks. They'd have NO idea what to do.
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Mr. Unpronouncea...
post Apr 27 2006, 09:11 PM
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QUOTE (ronin3338)
Heh ;) Watch Mythbusters. The "brown noise" seems to be a myth.

You know...

Once a grenade lands at your feet, "the brown note" is pretty much redundant anyway.
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Big D
post Apr 27 2006, 09:29 PM
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I'm kinda surprised that nobody's mentioned blended metal body rounds.

Exex (maybe even better on the AP side) without the blowing up thing.
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Austere Emancipa...
post Apr 27 2006, 10:23 PM
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If only they worked. :P
It's a decent excuse for (Ex-)Explosive ammunition for 2060s+ small arms, though.
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Red
post Apr 27 2006, 10:55 PM
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I hereby submit the following two ideas;

1. The Anonymizer. This electronic device can be attached to any conventional, small arm gun barrel. It is a complex nanite controller with a limited, but rechargable supply of nanites which are consumed each time it is used. When activated it has three options. Option one is to memorize grooves, nicks, and other distinguishing patterns of the barrel. Option two is to randomly reconfigure these identifiers. And option three is to match the barrel to a memorized pattern as closely as possible (subject to GM approval based on the type of weapon, and other factors). Option three is only valid for weapons of the same type, caliber, barrel, etc... The quantity of nanites used depends on the surface area of the barrel.

2. The Vanishing Shot. This is a very special nanite injection which lingers in the blood stream for 8 - 24 hours. The nanites are specially designed to destroy the DNA, and RNA of dead cells. While useless for hair, and nails, the vanishing shot nanites will destroy the DNA left behind from bloodloss. However since blood cells do not immediately die on explusion from the body, and the nanites require a non-instaneous time to activate the user is still able to pass through DNA scanners which take live samples of blood for immediate identity verification.

It is rumored that those capable of affording a constant and sustained supply of the vanishing shot in their bloodstream will acquire DNA protected hair and nails so long as they were grown completely during the duration of exposure to the nanites. However even a brief lapse in the medication schedule can render this benefit useless as DNA will make it into those bodily materials during those windows of opportunity.

Some conspiracy nuts actually suspect such nanites have been utilized in nanite hive implants...
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Shrike30
post Apr 27 2006, 11:27 PM
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It seems likely that taking the Vanishing Shot might make all my hair fall out and exfoliate my skin quite nicely.
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