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> Recruitment: Sioux Wildcats
Ol' Scratch
post Nov 26 2003, 06:37 PM
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Since I'm not sure if Moosegod is going to be around to check his emails (and presuming he might pop in here once or twice while doing the Thanksgiving thing), I wanted to throw this up and get his and everyone else's opinion. I never realized that Shadowrun didn't have any underbarrel shotguns in the game, and it seems like a good addition for our types of character; the assault rifle is for long-range and heavy-enemy fire, while the shotgun is good for up-close and personal combat (not to mention paranormal critters).

So with that in mind, I used the Cannon Companion to fandangle the following using the Shotgun frame. Lemme know if it sounds good.

ARES M46 "MASTERKEY" (Underbarrel Shotgun)

The Masterkey (photo) is a shotgun designed to be used as an underbarrel attachment on assault rifles and machine guns. While it has a limited magazine size, the unique side-by-side double magazine of the Masterkey allows its users to load the weapon with two different types of ammunition (typically buckshot and slugs) which they can switch between with a Simple Action (or Free Action if smartlinked).

The Masterkey has a max choke setting of 6 and its range is reduced to 0-9/10-18/19-45/46-90. It takes 3 Complex Actions to remove or attach the Masterkey to a weapon with an underbarrel mount, and it can easily be exchanged with underbarrel weapons of all other standard Ares firearms. The extra weight of the shotgun functions as an underbarrel weight, providing one point of recoil compensation to the attached weapon.

The M46 Masterkey cannot mount any additional accessories. Like other underbarrel weapons, the user can default to using the Masterkey with their default skill with only a +2 TN modifier.

Design Features: Barrel Reduction, Easy Breakdown (used it for the underbarrel attachment rules), Improved Ammo Capacity -2, Improved Concealability 1, Increased Power 2, Selectable Magazine, Underbarrel Weight, Weight Decrease 6.

Quick-Stats: Conceal 6 (on its own, as an attachment it reduces Concealability by -2), Mode SA, Ammo 3(m)/3(m), Damage 10S, Weight 4.35, Cost 2,260¥, FCU 0
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Grey
post Nov 26 2003, 06:42 PM
Post #302


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Wow... I love that! Having one of these to swap out with a grenage launcher would be too cool.
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Tanka
post Nov 26 2003, 06:58 PM
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Nice, very nice. If moose OKs it, I'll pick one up in-game.

Silly lack of cash. =\
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HMHVV Hunter
post Nov 26 2003, 09:45 PM
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Moosegod:

I made a mistake on my character sheet. His specialization for shotguns should be Mossberg CMDT, not Franchi SPAS-22 (that was what I was going to arm him with originally).

Please note this.
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Shadow
post Nov 26 2003, 10:23 PM
Post #305


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As a side note, the Ares Alpha's underbarrel slot is taken by a mini grenade launcher already. I heard it mentioned earlier as the weapon of choice, I thought I would bring it up.
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Ol' Scratch
post Nov 27 2003, 06:59 PM
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After redoing my gear, I had enough cash to pick up a Biomonitor of my own. So you can shave 1,000 quid off your gear if you need/want to, Tinker Gnome. I also still had enough for my own Safe Targeting System Beacon and whatnot, too, so I'm golden there. Same goes for the Cyberlink.

Just letting you guys know. :)

QUOTE
As a side note, the Ares Alpha's underbarrel slot is taken by a mini grenade launcher already. I heard it mentioned earlier as the weapon of choice, I thought I would bring it up.

Missed the second paragraph, huh? :D
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Shadow
post Nov 27 2003, 07:27 PM
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No, I didn't miss it, I just didn't realize you were talking about the Alpha. I havent read anything that leads me to belive that you can remove the grendae launcher from it. It isn't mounted on the weapons frame, it's part of the wepon (imho).
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Ol' Scratch
post Nov 27 2003, 07:41 PM
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If anyone knows how to give a kit and special mounting tool that allows it to be exchanged, it's Ares; the manufacturer of both weapons. Of course neither the photo nor the text suggest that the grenade launcher is not interchangable; it just comes with one and the grenade launcher prevents additional underbarrel accessories from being attached while it's still attached (which is a duh). :)
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Tanka
post Nov 30 2003, 03:45 PM
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*whomp* It's alive! I hope.

You'd need an appropriate kit of said gun type (ARifle, probably) and an ARifle B/R skill. There's a TN to install something like an underbarrel grenade launcher, so I'd assume it'd be nearly the same for the underbarrel shotgun. To take off the launcher, it would take probably half the time or have a much lower TN. Taking things apart is so much easier than putting them together.

That poor toaster just never wanted to be put back together... :(
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moosegod
post Nov 30 2003, 10:05 PM
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I"M BACK!

Anyways, shotgun looks awexome!

I'll probably get us started tomorrow.
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Grey
post Dec 1 2003, 03:58 PM
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Who has their character done and who is still working on it?
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Ol' Scratch
post Dec 1 2003, 03:59 PM
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Hawkwind (SFC Joaquin Laughing-Snow), the team's scout and chemical warfare specialist, is complete. :)
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Grey
post Dec 1 2003, 04:18 PM
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Master Sergeant Joseph Wolfbrother, the team's NCO and tactician is complete. :)

edit post to add description:

Master Sergeant Joseph Wolfbrother has paid his dues. He has been around for nearly ten years and seen his share of combat. He has utmost faith in the Wildcats and his nation, never questioning anything that goes on (True Believer). He takes his job very seriously and has earned himself an excellent reputation because of it (Good Rep 2). It was four years ago that he stepped on that landmine and blew off his left leg. The Wildcats took it as an opportunity to give Joseph an upgrade. His new cyberleg has all types of goodies installed in it, including a tactical computer. Using his new TacCom, Joseph has become one of the greatest tacticians the Wildcats have ever seen (Aptitude: Small Unit Tactics). Some people call him a hardass, but his squad knows that he loves them like a family and he is just as loyal to them as he is his country. Joseph prefers to speak in Sioux whenever possible and uses a Ranger-X bow in combat, trying to holdfast to his heritage.
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Tanka
post Dec 1 2003, 04:24 PM
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Johnny Eagle Eyes, the team's weapon specialist, is completed.

Edit: Stupid English language and with the not making any sense...
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TinkerGnome
post Dec 1 2003, 04:35 PM
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Nvwati (Jason Runningdeer), the team's combat medic and utility sorcerer is complete :)
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HMHVV Hunter
post Dec 1 2003, 06:40 PM
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Jonathan Wildheart, the combat wolf sorcerer shaman, is complete.

Wildheart is a quick-witted sort, who sometimes seems to enjoy his job a little too much. Sometimes his attitude grates on the nerves of his more serious-minded friends, but everyone knows that, true to his totem, they can count on him to bail them out of trouble. His weapons of choice are a Morrissey Alta for silent ops and a Mossberg CMDT (or as he sometimes calls it when he gets too hyper, "The Boomstick") for straight-up fighting.
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Shadow
post Dec 2 2003, 03:07 AM
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Arctus Susru is done, better known a Cub. He is the teams interrigator, and spirit master. He is a full blooded Shaman.

Cub hails from a isolated area of Western Montana. His tribe lives in seclusion near the old American/Canadian border. Cub is 23 years old. He is young, but experienced, he has busted his but to make it to the wildcats, and he has been serving since he was 17 years old. He is very large, 6'4, 300 pounds, and has very thick, but short, brown hair.
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