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> Do ALL Munchkins use Caspule Rounds?, A study on capsule round and chemicals..
Austere Emancipa...
post Jan 6 2004, 12:07 AM
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QUOTE
What book(s) are these from?

Man & Machine. In the Chemtech section.
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toturi
post Jan 6 2004, 12:34 AM
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QUOTE (Mr. Man)
QUOTE (Austere Emancipator @ Jan 5 2004, 05:13 PM)
A HazMat or X-E suit is 100% proof, though.

What book(s) are these from? I can find them in the Cannon Companion index, but no detailed description of them and as far as I can tell they aren't in the NSRCG (I even loaded in all the old books but still didn't see them).

M&M p118. Milspec armours can also come with X-E seals too.

The tactical significance of DMSO/Gamma scopolamine means that if you shoot someone who isn't totally surprised, he may still be able to get off an action and that may be bad. Also capsule rounds are useless against non-living creatures, again bad news in a combat situation.

Therefore most of the time, we usually use capsule round only in the first contact and switch clips after that. For general purposes, our weapons are loaded with EX explosive rounds instead.

Furthermore, since DMSO provides a contact vector, I do not allow it used with any substance with its own contact vector. Which pretty much solves the tear gas/CS/pepper spray problem, except for nausea gas.
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BitBasher
post Jan 6 2004, 12:47 AM
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And remember, "instant" toxins actually take effect at the beginning of the next full combat round, not turn or pass. They get until the next initiative roll with no effects whatsoever, while knowing they just got shot.
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toturi
post Jan 6 2004, 01:03 AM
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QUOTE (BitBasher)
And remember, "instant" toxins actually take effect at the beginning of the next full combat round, not turn or pass. They get until the next initiative roll with no effects whatsoever, while knowing they just got shot.

Which is why that pretty much limits capsule round usage to ambushes or situations where the PCs have surprise. Anyone not surprised is liable to shoot you back.

I forgot something just now... Blood filtration cyberware and auto-injector(antidote) is a good way to stop chemical based attacks.

Furthermore, I enforce strictly the Availability rules, therefore unless you are damned sure of getting more of that DMSO/gamma, you do not use it indiscriminately. And the higher the Avail, the easier it is for the cops to trace.
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BlackSmith
post Jan 6 2004, 01:19 AM
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how big punch is needed to break the capsules?
would grenade do the trick, thus ruining all opponents ammo and possibly exposing them to those stuff? if not, we are talking about Damn hard capsules aka bullets...
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Siege
post Jan 6 2004, 01:45 AM
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Why do I want to make a capsule round for a 40mm delivery system? :grinbig:

-Siege
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Fortune
post Jan 6 2004, 02:42 AM
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QUOTE (Gorath @ Jan 6 2004, 05:18 AM)
Two humans fight each other:

Human1: Pistol skill 6, TN4, wins init (a) Ares Predator III with ExEX (b) SA Puzzler with Narcoject.
Human2: Body 6, Armor jacket 5/3

Human1 gets 3 successes ==>
(a) Human2 resist vs. TN4 ==> 3 successes ==> M
(b) Human2 resist vs. TN2 ==> 5 successes ==> no damage from weapon, Body(6): 1 success ==> D stun

Human #2 doesn't have to resist anything if he Dodges. :)
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BitBasher
post Jan 6 2004, 05:33 AM
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QUOTE (Fortune)
QUOTE (Gorath @ Jan 6 2004, 05:18 AM)
Two humans fight each other:

Human1: Pistol skill 6, TN4, wins init (a) Ares Predator III with ExEX (b) SA Puzzler with Narcoject.
Human2: Body 6, Armor jacket 5/3

Human1 gets 3 successes ==>
(a) Human2 resist vs. TN4 ==> 3 successes ==> M
(b) Human2 resist vs. TN2 ==> 5 successes ==> no damage from weapon, Body(6): 1 success ==> D stun

Human #2 doesn't have to resist anything if he Dodges. :)

Not exactly, Human 2 suffers the D stun after his next initiative roll. And since it's stun, he'll wake up while Human 1 stays dead.

If he doesn't dodge ;)
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BumsofTacoma
post Jan 6 2004, 10:31 AM
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QUOTE (Shanshu Freeman)
QUOTE (Gorath @ Jan 5 2004, 05:54 PM)
If you need to get down an enemy: He must resist 6L(stun)+10D(stun).

If I need to get down an enemy, I usually play some Kool and the Gang.

Oh yeah I dig it.

.............hmmmm contemplating ............ character with boombox......... a disco not war shirt................ lots of music chips....


nah, he'd get shot first.............. UNLESS!! it was a super hot chick!!! HA!!
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sidekick
post Jan 6 2004, 11:48 AM
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Cost is the major reason why this isn't the most feasible option.

That puzzler clip of yours would cost 10,980:nuyen: to fil, thanks to our old friend Street Index. At around 900 per shot, I would be very careful who I plugged.

I won't even get into the fact that gamma scop capsule rounds probably need to be custom made, jacking up the cost even more.


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toturi
post Jan 6 2004, 02:08 PM
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QUOTE (sidekick)
Cost is the major reason why this isn't the most feasible option.

That puzzler clip of yours would cost 10,980:nuyen: to fil, thanks to our old friend Street Index. At around 900 per shot, I would be very careful who I plugged.

I won't even get into the fact that gamma scop capsule rounds probably need to be custom made, jacking up the cost even more.

Connected: Firearms and Ammo will short circuit that easily enough.
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Kagetenshi
post Jan 6 2004, 03:26 PM
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It'd have to be Connected: Chemicals, as those are the most expensive component.

~J
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toturi
post Jan 6 2004, 04:16 PM
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QUOTE (Kagetenshi)
It'd have to be Connected: Chemicals, as those are the most expensive component.

~J

Yes, but I'm buying Capsule Rounds with DMSO/Gamma, not just the Chemical in the capsule. The whole package not just part of it.
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BitBasher
post Jan 6 2004, 04:41 PM
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Which is the realm of a chemist not a weapons dealer. This is a completely custom item, something that would never, ever sell on the market. Theres not a big market for ammo that lets someone shoot at you for three free seconds before they go down.
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BlackSmith
post Jan 6 2004, 04:48 PM
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specialy if a good jerk can ruin all your ammo.
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Zazen
post Jan 6 2004, 04:56 PM
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QUOTE (BitBasher)
Which is the realm of a chemist not a weapons dealer. This is a completely custom item, something that would never, ever sell on the market. Theres not a big market for ammo that lets someone shoot at you for three free seconds before they go down.

Y'mean like narcoject? I think the market niche would be big enough to support some dedicated producers of this stuff, just like there are lots of narcoject darts around.
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Kagetenshi
post Jan 6 2004, 05:21 PM
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Narcoject is expressly intended to be loaded into a dart for injection, and probably sees more use by animal control teams than anything else.

~J
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Zazen
post Jan 6 2004, 05:40 PM
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Yeah, I know. My point was that GS rounds shouldn't be discounted just because they "let someone shoot at you for three free seconds before they go down". It's the same with narcoject and people use narcoject all the time.

I do realize that it will be far less common than narcoject. I think there'd still be a market considering their increased effectiveness and compatability, though.
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BitBasher
post Jan 6 2004, 06:57 PM
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QUOTE
It's the same with narcoject and people use narcoject all the time.
I've never seen any NPC in any book ever carry narcojet. Nor have I ever had an NPC use it, therefore I dispute that it is used all the time. It's good in riot control or specific circumstances, but that is not even close to "all the time"... or when do you think it should be used?
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Zazen
post Jan 6 2004, 07:05 PM
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Fair enough, I should say it's used a lot in my game.

It has a very low availability, which is enough for me to consider it common.
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Grey
post Jan 6 2004, 07:08 PM
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6 isn't "very low" availability, but I do agree with you that it is common. I've used it countless times, as have NPCs my GM uses.
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BitBasher
post Jan 6 2004, 07:10 PM
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Maybe its just me then, my players avoid narcojet like the plague for any real firefight outside of an ambush/surprise /special situation.
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Zazen
post Jan 6 2004, 07:32 PM
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QUOTE (Grey)
6 isn't "very low" availability, but I do agree with you that it is common. I've used it countless times, as have NPCs my GM uses.

My copy says that narcoject has an availability of 3, not 6. :)
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sidekick
post Jan 6 2004, 07:49 PM
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QUOTE (toturi)
QUOTE (Kagetenshi @ Jan 6 2004, 11:26 PM)
It'd have to be Connected: Chemicals, as those are the most expensive component.

~J

Yes, but I'm buying Capsule Rounds with DMSO/Gamma, not just the Chemical in the capsule. The whole package not just part of it.

the problem is that the big cost of the item is still chemical, not ammo based. Hence connected Weapons and Ammo wouldn't help. You would need connected chemicals to get the Gamma at less then SI price.

Personally, I would say you need Connected: Chemicals and atleast a Gunsmithing contact to make the rounds. Still going to cost a pretty penny (even with SI eliminated, it's 321 :nuyen: per shot)
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Grey
post Jan 6 2004, 07:52 PM
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QUOTE (Zazen)
QUOTE (Grey @ Jan 6 2004, 02:08 PM)
6 isn't "very low" availability, but I do agree with you that it is common.  I've used it countless times, as have NPCs my GM uses.

My copy says that narcoject has an availability of 3, not 6. :)

I guess thats what I get for going from memory. ;)
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