Is loading S&S in a light pistol exploity? |
Is loading S&S in a light pistol exploity? |
Jun 20 2007, 02:32 PM
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#1
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Moving Target Group: Members Posts: 251 Joined: 29-April 02 Member No.: 2,659 |
Stick and Shock rounds do the same damage no matter what you fire them from. This means that a light or holdout pistol does far more damage with S&S rounds than with any other round type (even against nonconductive 6 it's slightly better than ex-ex), with the added advantages of nonlethality and tetanising people. In your opinion is loading your backup weapon with S&S rounds a twinky decision to be frowned on, or a logical in-character choice?
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Jun 20 2007, 02:46 PM
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#2
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Target Group: Members Posts: 8 Joined: 1-April 06 Member No.: 8,423 |
Honestly? Even as a GM, They seems like a logical sensible choice. A bit expensive, sure, but well worth it. I was somewhat disappointed that none of my players noticed them. I think when I get the game going again, the Cops are going to carry the stuff. Might get the team thinking.
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Jun 20 2007, 02:50 PM
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#3
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Shooting Target Group: Members Posts: 1,907 Joined: 31-December 06 Member No.: 10,502 |
S&S is just one of those things where I just wonder what they were thinking.
Actually some people here might know that. Anyway you always hear people talking about machine pistols with S&S. Occasionally in regards to getting around spirit immunities. Still, in game I guess we must assume that the "shock" part of the bullet is smaller than a .22 and the rest is just the bulk that lets it travel further. So sure, load it up. It does have the disadvantage that it can't punch through obstructions. Personally though I set the gametime a little earlier so it's back in the narcoject days. |
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Jun 20 2007, 02:58 PM
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#4
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Moving Target Group: Members Posts: 251 Joined: 29-April 02 Member No.: 2,659 |
The description as-written seems really stupid for anything smaller than a shotgun round to me, so in my mind they're essentially the same as the capacitor darts fired by a Pulsar only propelled by cordite rather than gas. |
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Jun 20 2007, 02:59 PM
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#5
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Moving Target Group: Members Posts: 188 Joined: 16-June 03 From: Da Burgh, PA Member No.: 4,751 |
IT's just the same as having your gun freaks carrying a gun loaded with ap, frag, ex, and rub. That's four guns to get noticed but hey, you've got it all covered if you bling-bling some grenades as fashionable accessories.
Seriously this is why different groups might have the armor add-ons to pretty well stop these from working. Anyone that carries a stun weapon probably has beefy protection from it. Accidents happen, and the police especially cover themselves from being taken down by their own weapons |
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Jun 20 2007, 03:14 PM
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#6
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Cybernetic Blood Mage Group: Members Posts: 3,472 Joined: 11-March 06 From: Northeastern Wyoming Member No.: 8,361 |
Also its not nearly so bad once you rule that -1/2 AP doesn't affect Immunity to Normal Weapons and that mundane elemental attacks count as 'mundane'.
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Jun 20 2007, 04:40 PM
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#7
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Genuine Artificial Intelligence Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
I use a house-rule that S&S is only available for shotguns. It still gets used, but doesn't make tasers and all other ammo types useless. |
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Jun 20 2007, 04:54 PM
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#8
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Target Group: Members Posts: 30 Joined: 8-September 06 Member No.: 9,334 |
We have removed Stick n Shock from the game via house rule.
Its TOOO unbalancing and removes the point of having tasers etc |
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Jun 20 2007, 05:08 PM
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#9
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Moving Target Group: Members Posts: 906 Joined: 16-October 06 Member No.: 9,630 |
You all do know they nerfed the damage down to 4S(e) in errata?
And S&S doesn't use half AP it uses half impact armor. if a creatures armor isn't described has having impact armor. Simply armor. No effect. |
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Jun 20 2007, 05:09 PM
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#10
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Prime Runner Group: Banned Posts: 3,732 Joined: 1-September 05 From: Prague, Czech Republic Member No.: 7,665 |
I rule that taser weapons do not deal extra damage for achieving net hits and are a "touch weapon". That really takes them out of the hands of experienced gun bunnies and puts them into the hands of grandmothers and beat cops where they belong.
-Frank |
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Jun 20 2007, 05:20 PM
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#11
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Genuine Artificial Intelligence Group: Members Posts: 4,019 Joined: 12-June 03 Member No.: 4,715 |
I was not aware of that. Is there an errata past 1.5? |
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Jun 20 2007, 05:44 PM
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#12
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Shooting Target Group: Members Posts: 1,907 Joined: 31-December 06 Member No.: 10,502 |
I'm not so sure about either of those. |
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Jun 20 2007, 06:07 PM
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#13
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Neophyte Runner Group: Members Posts: 2,159 Joined: 12-April 07 From: Ork Underground Member No.: 11,440 |
In version 1.5 of erratta, it has no mention of stick and shock.
4th printing of the BBB has the damage as 6S(e) half AP using Impact armor. Tasers are shown as half armor but does give any type. I agree Jack Cain then it only halves the impact armor, does not affect Immunity to Normal Weapons. But what if the target was wearing a armored vest 6/4 with rating 6 nonconductivity, would that mean against SnS that the impact rating would be 8 or 10? Another question, most taser weapons in the BBB only only fire either SS or SA. Weapons loaded with SnS firing Burst or Full, do they gain the benefit of such bursts ie increased damage rating? WMS Edited 12 to a 10 |
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Jun 20 2007, 06:13 PM
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#14
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Moving Target Group: Members Posts: 633 Joined: 23-February 06 Member No.: 8,301 |
Rules-as-written? Fire modes are unchanged by ammo type. So, yeah, bursts with SnS are allowed. How would I play it? The same. I have had no issues with SnS seeming unbalanced. Would it be reasonable to limit SnS, saying it cannot be fired in bursts? Probably. I wouldn't do it. But I wouldn't fault the GM that made that restriction.
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Jun 20 2007, 06:14 PM
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#15
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Cybernetic Blood Mage Group: Members Posts: 3,472 Joined: 11-March 06 From: Northeastern Wyoming Member No.: 8,361 |
Disclaimer: I'm going to assume that the 8 or 12 was a typo and that you meant 8 or 10, if I'm wrong and you meant something else please correct me.
Well personally I'd say that the actual Impact Rating is still -1/2 down to ( Rating 2 ) before adding in the Nonconductivity ( Rating 6 ) so in the end you are looking at resisting with ( Rating 8 ) Armor. |
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Jun 20 2007, 10:44 PM
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#16
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Running Target Group: Members Posts: 1,288 Joined: 4-September 06 From: The Scandinavian Federation Member No.: 9,300 |
I house rule stickn shock to 4S, so it's not an issue to me. Still, they're better as they do halve impact armor. It won't help against spirits unless you overcome their hardened armor, but otherwise it rocks.
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Jun 20 2007, 10:48 PM
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#17
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Shooting Target Group: Members Posts: 1,907 Joined: 31-December 06 Member No.: 10,502 |
For the OP. If your GM actually allows the stuff than it makes sense in game.
However as you're seeing most GMs don't like it and tend to remove/nerf it. |
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Jun 20 2007, 11:10 PM
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#18
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Moving Target Group: Members Posts: 777 Joined: 22-November 06 Member No.: 9,934 |
where? Sunny I don't see why they'd remove it, or even why someone would decrease its damage output, since its just fine the way it is. |
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Jun 20 2007, 11:48 PM
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#19
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Neophyte Runner Group: Members Posts: 2,159 Joined: 12-April 07 From: Ork Underground Member No.: 11,440 |
From another thread relating to the one of the issues From Garrowolf's post:
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Jun 21 2007, 12:24 AM
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#20
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Moving Target Group: Members Posts: 171 Joined: 5-February 05 Member No.: 7,053 |
I also removed Stick and Shock from my games. Sort of partially because it blows all other nonlethal methods out of the water, but primarily because it's silly. Silly, silly, silly.
In my campaigns it was an Ares research project that became a publically laughable failure; no means was found to reliably stop the capacitors from failing when fired out of a gun, even with reduced loads. The prototypes tended to spray people with bits of capacitor, sort of pathetic electronics shrapnel. Maybe that's realistic, maybe it's not, maybe this thread will now become one of Dumpshock's famous "bring the gun nuts out of the woodwork" monstrosities. I hope not. But it's worked for me. |
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Jun 21 2007, 12:34 AM
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#21
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Moving Target Group: Members Posts: 511 Joined: 24-March 05 From: On a ledge between Heaven and Hell Member No.: 7,226 |
I'm not going with the modified ammo rules until S&S is changed. Although on a difficult run all the guards have Non-Conductivity 6. I mean why nerf the other ammo and not the one that everyone agrees is the most broken.
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Jun 21 2007, 07:35 AM
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#22
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Moving Target Group: Members Posts: 251 Joined: 29-April 02 Member No.: 2,659 |
On the subject of nonlethality, are injection rounds available? For people who think the Super Squirt is the 14th stupidest thing to ever see print?
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Jun 21 2007, 09:06 AM
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#23
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Moving Target Group: Members Posts: 375 Joined: 15-November 06 From: Salem, Dwarven Hell (Tir Tairngier) Member No.: 9,865 |
I would love if they put in low power injection rounds. Since the fuel and everything is self contained in the round and they are just dependent on the gun to point it in the right direction and some signal to "go" I don't see any real life reason why they wouldn't work. Might involve a bit more meat in the cartridge to hold whatever low power propellant (I'm picturing small air canister) is needed to launch it but not bury itself a couple inches in the target. I'm a bit biased right now though as one of my characters would have fun loading someone up with zen from a distance.
Re: SnS I don't like all the specialty rounds for small caliber weapons like assault rifles and even the larger pistols. I won't buy SnS or flechette for anything but a shot gun. I'll probably buy explosive at some point but it isn't that big of a difference with the newer erretas. The elephant gun I can see SnS though. There is a guy over at thefireingline.org who turned a savage 12ga action into a 12ga rifle by using modified 50 BMG cases and .72 cal "bullets". If you could put a capacitor into anything it was one of those. |
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Jun 21 2007, 09:26 AM
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#24
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Moving Target Group: Members Posts: 251 Joined: 29-April 02 Member No.: 2,659 |
Why not just use a small amount of chemical propellant? If you're aiming for a certain muzzle velocity and have a barrel of a certain length your acceleration is already fixed, so cordite won't be treating the round any more brutally than compressed air would. Flechette I see as not a spray of splinters (then you'd use spread rules) but a single bullet that shatters into blades when it hits the target. Like a frangible round only sharper. Elephant gun would not be suitable for S&S, owing to the fact that you've blasted the shock device entirely through your target. I suppose you could use a very small charge, but that defeats the purpose of using a rifle. Shotgun rounds are 18mm across and relatively low velocity, making them ideal for the purpose. |
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Jun 21 2007, 02:25 PM
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#25
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Moving Target Group: Members Posts: 198 Joined: 26-December 03 Member No.: 5,935 |
The 6S and 1/2 impact never doesn't feel broken when compared to the cost of the ammunition. The thing that makes it so damned killer effective is the electrical secondary effect. The electrical secondary effect is incredibly overpowered letting the dice choose between "dead"(figurativly) and "screwed". With my players I don't throw electrical attacks at them, and they don't throw them at me.
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