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CollateralDynamo
post Sep 18 2009, 07:21 PM
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Oh also, since I guess the face is going to be doing the buying and selling (and I'm already done with my character, thanks Penta!) I can try to be the Purser for the whole adventure...unless someone else wants to handle the moneys.
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Penta
post Sep 18 2009, 07:23 PM
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It's purely OOC handling, mind you. IC handling, I don't care how you guys handle it.

But OOCly, I need one person to help me keep the numbers straight.

And since CD volunteered, CD is it.(IMG:style_emoticons/default/smile.gif)
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MusicMan
post Sep 18 2009, 08:00 PM
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QUOTE (CollateralDynamo @ Sep 18 2009, 01:18 PM) *
Short range tactics seems like it will be key when it comes to boarding boats.


You mean, like, shotguns?
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CollateralDynamo
post Sep 18 2009, 08:03 PM
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QUOTE (MusicMan @ Sep 18 2009, 03:00 PM) *
You mean, like, shotguns?


I always mean shotguns, all the time. Seriously though, I mean if you are using Arsenal and modding your weapon, picking things that lower your range probably aren't going to be a problem...and stay away from grenades! We need those freighters intact!

Also, while shotguns ARE super cool and under utilized, assault rifles have a delicious level of variability. Meh, go big or go home, right?
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MusicMan
post Sep 18 2009, 08:13 PM
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Nothing says "dodge this" like two barrels full of 00 buck to the face. It's like a big can of Adept-be-Gone...

I've been having too much fun looking through arsenal. The HK XM30 is still the greatest thing ever though... imagine what you can do with some fun upgrading to that baby... It's like the ultimate woo-hoo weapon.
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milk ducks
post Sep 18 2009, 08:48 PM
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Just a heads up, Penta and I are having some issues hammering out a workable summoner build (mostly because we're both fuzzy on the rules, but also because it seems especially powerful, what with Immunity to Normal Weapons and all), and because I'm really not interested in making a standard spell-slinger type awakened character, I may end up starting over from the beginning. If that's the case, I'd be willing to toss together a close-quarters blitzer type character; shotguns, flashbangs, etc. Hard and fast, you know?

We're working on it though, we'll see what happens.

-milk.
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Knight Saber
post Sep 18 2009, 08:51 PM
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QUOTE (CollateralDynamo @ Sep 18 2009, 01:03 PM) *
I always mean shotguns, all the time. Seriously though, I mean if you are using Arsenal and modding your weapon, picking things that lower your range probably aren't going to be a problem...and stay away from grenades! We need those freighters intact!

Also, while shotguns ARE super cool and under utilized, assault rifles have a delicious level of variability. Meh, go big or go home, right?


Major Kusanagi says "Use a pistol for close work and an assault rifle for anything else." (When Togusa was talking about the merits of an auto shotgun loaded with slugs).

Grenades are OK though... Frags and concussion and tear gas won't do much to a ship. Just watch out for the high explosive ones. They're also handy for fishing and stuffing in the maws of giant Awakened sea creatures.
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Penta
post Sep 18 2009, 08:56 PM
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Yeah - part of the problem is...I thought I had Street Magic in my huge collection of SR books in electronic format.

I, er, don't.(IMG:style_emoticons/default/embarrassed.gif) I have all of the advanced rulebooks for 4th ed...Except Street Magic. It might be in my (fairly comprehensive) print collection, but I would need to dig it out and check.
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CollateralDynamo
post Sep 18 2009, 09:21 PM
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Immunity to normal weapons isn't near as good as it sounds. Look it up in SR4A, IIRC it just doubles their soak pool against non magic weapons, it doesn't actually make the IMMUNE.

Basically, it only becomes really nice at high forces (like 5 or 6), but the spirits are still vulnerable to magic attacks, not to mention rockets and ship sized ordinance that we might encounter.

Street Magic is a handy book to have, and even includes a few other spirit types, but if you are going as a straight shaman (especially if you are new to the system) I don't think it is a strictly necessary resource. I mean..."Turn to Goo" is fun...but difficult to work in.

-------------------------------

Zalermo cracks off a salute to the Major, "Of course, you heard the officer! Grab some 'nades and lets get moving!"
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Marwynn
post Sep 18 2009, 09:45 PM
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Thermal Smoke Grenades, I love those things. Flashpaks too.

Still whipping something out, will PM then email soon. Weapon-wise I'm going for SMGs. Greater range than pistols and the capability for alternative fire methods. Yeah there are some newer pistols in Arsenal that are just cool, but the good ol' Ingram Smartgun X is actually quite solid when appropriately modded.

Speaking of, underwater weapons. Harpoon guns or gyrojets and the like... any thoughts?

Immunte to Normal Weapons isn't total immunity. It's up to Penta to rule if Stick-n-Shock rounds work against them though.

milk ducks you can also combine a blitzer with a summoner, especially a possessed summoner. But again that may force the opposition to use heavier stuff against you.
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Penta
post Sep 18 2009, 10:00 PM
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QUOTE (Marwynn @ Sep 18 2009, 05:45 PM) *
Thermal Smoke Grenades, I love those things. Flashpaks too.

Still whipping something out, will PM then email soon. Weapon-wise I'm going for SMGs. Greater range than pistols and the capability for alternative fire methods. Yeah there are some newer pistols in Arsenal that are just cool, but the good ol' Ingram Smartgun X is actually quite solid when appropriately modded.

Speaking of, underwater weapons. Harpoon guns or gyrojets and the like... any thoughts?

Immunte to Normal Weapons isn't total immunity. It's up to Penta to rule if Stick-n-Shock rounds work against them though.

milk ducks you can also combine a blitzer with a summoner, especially a possessed summoner. But again that may force the opposition to use heavier stuff against you.


So far as Immune to Normal Weapons:

I fully admit, I'm weakest on the magic rules in SR. Physical stuff I'm good with, Matrix I can do passably, Magic I'm weak on.

If there's a Dumpshock consensus re SnS working on spirits (either possessive or manifesting) I'll go with that.

Otherwise, I need to do more research.

Underwater weapons:

Keep in mind, Harpoons...can be used underwater, but are actually meant to take down things like whales. Gyrojets are more meant for underwater combat - but if I recall correctly, both require variations on the Exotic Weapons skill. I'm not sure I can think of too many characters who would have call to be trained (pre-play!) in an Exotic Weapons skill.
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MusicMan
post Sep 18 2009, 10:01 PM
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QUOTE (Knight Saber @ Sep 18 2009, 02:51 PM) *
Major Kusanagi says "Use a pistol for close work and an assault rifle for anything else."


IRL that's crap. Different weapons for different jobs. The shotfun has always been the firearm of choice for CQB. Though... using slugs might be a little pointless. 00 buck or somesuch works alot better. The point of a shotgun is that it effectivly hits the target with a greater mass than any other weapon. In fact, with a good choke, a shotgun can kill a person from 100 yds. with buckshot.

If you are using a handgun, the last words you said before pulling it were probably "oh, shit."

QUOTE
Grenades are OK though... Frags and concussion and tear gas won't do much to a ship. Just watch out for the high explosive ones. They're also handy for fishing and stuffing in the maws of giant Awakened sea creatures.


Actually, in the Army, they teach you not to use frags indoors. Frag grenades are typically the most deadly type of grenade you can throw. Real HE grenades are shot out of an M203... somehow, I feel that using a grenade launcher to throw around explosives in a ship might not be the best way to go.
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MusicMan
post Sep 18 2009, 10:09 PM
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QUOTE (Penta @ Sep 18 2009, 04:00 PM) *
SKeep in mind, Harpoons...can be used underwater, but are actually meant to take down things like whales. Gyrojets are more meant for underwater combat - but if I recall correctly, both require variations on the Exotic Weapons skill. I'm not sure I can think of too many characters who would have call to be trained (pre-play!) in an Exotic Weapons skill.


I've got Exotic Weapon HERF Gun...
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Knight Saber
post Sep 18 2009, 10:12 PM
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QUOTE (Penta @ Sep 18 2009, 03:00 PM) *
Underwater weapons:

Keep in mind, Harpoons...can be used underwater, but are actually meant to take down things like whales. Gyrojets are more meant for underwater combat - but if I recall correctly, both require variations on the Exotic Weapons skill. I'm not sure I can think of too many characters who would have call to be trained (pre-play!) in an Exotic Weapons skill.


Look no further than the Colt M24A3 Water Carbine, a SMG from Arsenal that, with an air tank attachment, can fire underwater with no problem at all. My character has one.
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Penta
post Sep 18 2009, 10:28 PM
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QUOTE (Knight Saber @ Sep 18 2009, 06:12 PM) *
Look no further than the Colt M24A3 Water Carbine, a SMG from Arsenal that, with an air tank attachment, can fire underwater with no problem at all. My character has one.


Oooh, I missed that.
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Marwynn
post Sep 18 2009, 10:44 PM
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Yep, Foregrip, Personalized Grip, and Powered Folding Stock on mine. Just enough for one Wide Burst or something.

Do Gas Vents work for this gun? It's firing chamber is completely sealed.
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Penta
post Sep 18 2009, 10:50 PM
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Logically, no - the vents would let water in.
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MusicMan
post Sep 18 2009, 10:55 PM
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QUOTE (Marwynn @ Sep 18 2009, 04:44 PM) *
Yep, Foregrip, Personalized Grip, and Powered Folding Stock on mine. Just enough for one Wide Burst or something.

Do Gas Vents work for this gun? It's firing chamber is completely sealed.


Yes they would (kinda?). The gas vents are not in the chamber, they are drilled into the barrel to redirect some of the gas to help compensate muscle climb. Technically, there is a loss in bullet velocity in doing this, but I don't think that SR4 takes that into account. You usually don't see them on rifles as a muzzle break serves the same purpose and the loss in velocity is more of a concern than with handguns or shotguns... but meh.

If you really want to know how they work, look up the "compensated" Glock pistols. They use gas vents.
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Penta
post Sep 18 2009, 11:53 PM
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Good point, MusicMan. I retract my previous answer.
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MusicMan
post Sep 19 2009, 12:20 AM
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Too much time spent on the range playing with the toys.
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budoka05
post Sep 19 2009, 12:54 AM
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QUOTE (CollateralDynamo @ Sep 18 2009, 12:21 PM) *
Oh also, since I guess the face is going to be doing the buying and selling (and I'm already done with my character, thanks Penta!) I can try to be the Purser for the whole adventure...unless someone else wants to handle the moneys.


Sounds good! So you can help with money laundering and such?
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BaronKen
post Sep 19 2009, 01:09 AM
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It's been about 3.5 yrs since I've played (SR4) so I'm trying to relearn in a hurry. I've been reading the SR4a rulebook and am working on my character. I dug out my stash of SR material...egads, I have a lot of books. 2nd, 3rd, and 4th editions. I pulled out Cyberpirates! and will check it out when I have time.
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Penta
post Sep 19 2009, 01:19 AM
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QUOTE (BaronKen @ Sep 18 2009, 09:09 PM) *
It's been about 3.5 yrs since I've played (SR4) so I'm trying to relearn in a hurry. I've been reading the SR4a rulebook and am working on my character. I dug out my stash of SR material...egads, I have a lot of books. 2nd, 3rd, and 4th editions. I pulled out Cyberpirates! and will check it out when I have time.


Take your time. Thusfar, while a lot of people are close to being done, nobody is actually done yet.
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milk ducks
post Sep 19 2009, 02:39 AM
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I gave it some thought while I was at work, and even though I think we can (or already have) come to an agreement on how to balance out the power that a summoner brings to the table, it's probably in everyone's best interest if I saved the idea for later and developed a CQB specialist instead. I like the character, but I'll admit that it might be a little over my head, and since Penta's (justifiably, I think) concerned that the concept might be too powerful in this story, I'd probably prefer to start fresh instead of widdling the concept down into something I'm not as interested in.

Any issues with that, guys? I'm thinking maybe an Ork that's a bit of an adrenaline junky that's worn a lot of hats over the years, trying to get his fix, including several years in a "street rules" Combat Biker team ("that official shit's for wimps and euro-fags"). He once applied to join Lone Star, but couldn't pass the psyche exam. He's just got a really itchy trigger-finger.

Is that cool with you guys? I know we've got two other mages at least that will cover up the slot I moved out of.

-milk.
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Penta
post Sep 19 2009, 03:08 AM
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Cool with me.
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