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> Capsule rounds for the win, Somethink i noticed in GC
Mäx
post Aug 24 2010, 09:15 AM
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The shapeshifter thread go me to read Ghost Cartels again and i was reminded about this little tidbit from Graciela Riveroses stat line
QUOTE (GC page 57)
the clip is loaded with capsulen rounds, alternating between dopadrine mixed with DMSO, ekyelebenle
venom, and a rating 6 acid (10 of each), compounds do damage separately]

That last part makes capsule rounds pretty damm good, one 3 round burst should take out most targets.

Do you people treat a mixed clip of capsule rounds like that, if not how then or do you just dissallow mixed magazines?
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Wasabi
post Aug 24 2010, 10:27 AM
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I allow alternating but not mixing within the same attack. I houserule that on a given attack whichever is the predominant compound/toxin/drug is what counts for a given attack. If mixed in even quantities I randomize it.

I do allow power level to stage per Missions rules in my home game. So 3 bullets with a given toxin would be at +2 power level to the toxin.

I dont allow acid unless its in a glass container. Explosions like a smallarms cartridge going off would shatter glass in my game.

Note for those that are unaware (which isnt the OP of course!) that with DMSO a huge host of possibilities are out there since it makes injection/ingested vectors become contact vector.

Also of note is the secondary explosion rules. While only Ex-Ex ammo and such cause damage on a secondary explosion if someone has a clip of Ringu and gets hit by a fireball they had better hope their ammo doesnt cook off. The gooey mess can kill a fella!
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Yerameyahu
post Aug 24 2010, 12:45 PM
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Capsule rounds with drugs/chem, *plus* DMSO if necessary, are so expensive that I say more power to you if you want to start firing bursts of the things. (IMG:style_emoticons/default/smile.gif) It's one full dose per shot, after all.
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TommyTwoToes
post Aug 24 2010, 02:23 PM
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QUOTE (Yerameyahu @ Aug 24 2010, 08:45 AM) *
Capsule rounds with drugs/chem, *plus* DMSO if necessary, are so expensive that I say more power to you if you want to start firing bursts of the things. (IMG:style_emoticons/default/smile.gif) It's one full dose per shot, after all.

2 shots with K-10 and down they go (well in a couple of hours they are going down). Better run away right after taking those shots though.
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Yerameyahu
post Aug 24 2010, 02:36 PM
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That's for sure! Use a sniper rifle. (IMG:style_emoticons/default/smile.gif) And that's my point: you just spent 2000¥ for that.
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Doc Chase
post Aug 24 2010, 02:39 PM
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QUOTE (Yerameyahu @ Aug 24 2010, 03:36 PM) *
That's for sure! Use a sniper rifle. (IMG:style_emoticons/default/smile.gif) And that's my point: you just spent 2000¥ for that.


Yeah, but if you need to create a scandal for a public figure or invalidate someone's story as to why you abducted them, a long-range shot of drogas in the maximus could be a hell of a lot of fun.
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Lansdren
post Aug 24 2010, 03:45 PM
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Slab for the easy take down

I had a concept of a bounty hunter adept using a revolver and a mix of dmso/slab rounds plus stick and shock for quick take downs

SS for them to fall over and the dmso/slab into them to make them sleep
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sabs
post Aug 24 2010, 03:48 PM
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I have a character who uses a silenced pistol with narcojet capsule rounds as his infiltration weapon of choice.
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Lansdren
post Aug 24 2010, 03:58 PM
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QUOTE (sabs @ Aug 24 2010, 04:48 PM) *
I have a character who uses a silenced pistol with narcojet capsule rounds as his infiltration weapon of choice.



I cant say i'm fond of Narco, it can be resisted which means odds are you need two shots to put someone down which overflows into physical quite a lot.
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sabs
post Aug 24 2010, 04:03 PM
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I didn't see anything else that would work without being some weird thing.
I thought about slab, but damn slab is expensive per dose.
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Yerameyahu
post Aug 24 2010, 05:06 PM
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Even narco (capsules or darts) is plenty expensive.
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Neraph
post Aug 24 2010, 05:11 PM
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Speedballing Slab and Pixie Dust is the best I can think of for a nonlethal takedown that the target won't remember.
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Yerameyahu
post Aug 24 2010, 05:16 PM
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Did we ever decide a reasonable speed for Slab? Next Combat Turn, was it? 'Instant' is a little silly.
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Neraph
post Aug 24 2010, 05:19 PM
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QUOTE (Yerameyahu @ Aug 24 2010, 12:16 PM) *
Did we ever decide a reasonable speed for Slab? Next Combat Turn, was it? 'Instant' is a little silly.

Next CT is a good one. I'd go with that one.

Also, the Power I run it at is 8 - if you don't reduce it to 0 you take full effect. You may want to run it at 10 though.
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naga-nuyen
post Aug 24 2010, 05:20 PM
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Grab the Chemical gland with cyanide! Milk yourself in your down time and you have immediate force 6 venom on injection. Also if you look up the compounds for white star the fall into the allowed substance.....though it is the call of the GM for the final ruling!
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Neraph
post Aug 24 2010, 05:23 PM
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Nah, if you use a chemical gland, do it with Chimeric Creature's Cobra venom. That's like Power 12 right there.

EDIT: Yeah, Power 12 Physical damage, but 1 CT. It doesn't matter much at that point though - how many corpsec guards are ready and waiting for cobra bites?
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naga-nuyen
post Aug 24 2010, 05:38 PM
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Can you use the gland to produce awakened venom? That changes everything lol
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Jaid
post Aug 24 2010, 05:46 PM
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hmmm... slab really doesn't seem like it would be specifically designed to be all that fast acting. 1 combat turn (3 seconds) seems plenty generous for a medical situation imo.
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KarmaInferno
post Aug 24 2010, 06:51 PM
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QUOTE (Wasabi @ Aug 24 2010, 06:27 AM) *
I dont allow acid unless its in a glass container. Explosions like a smallarms cartridge going off would shatter glass in my game.


I'd point out that there are, in fact, plastics that are safe to store acids in.

Heck, reasonably pure Sulfuric acid can even be stored in metal containers.

Ooh... many industrial manufacturers store acids in powder form. I wonder how well acid powder would work in a capsule round? They'd suddenly get all flooded with liquid when inside a body.



-karma
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Neraph
post Aug 24 2010, 06:53 PM
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QUOTE (naga-nuyen @ Aug 24 2010, 11:38 AM) *
Can you use the gland to produce awakened venom? That changes everything lol

It's not Awakened - it's genetically modified.
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naga-nuyen
post Aug 24 2010, 07:20 PM
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K, i see using running wild genetic augmentation and cobra venom. Now for a player to get it for their chemical gland they would need to first get the chimeric cobra. Pricing that up now lol, thank you for the great idea!

Edit: it is about 700$ on today’s market for a Banded water cobra which ranks a .142 on the LD50 test (of the cobra the highest ranked is the Congo water cobra at .12...and he is ranked 10th) for today all you need is a license to keep the snake, and order it online...it ships delta! So starting character could get critter for 700 +400 fake license...will work up the gentic pricing now

Edit 2: Will modify original cobra price by the difference of what a Piranha cost today compared to what they cost in book. Today =75, in Book=250 which will be a multiplier of 3.333. So the cobra will cost about 2340 plus modifications

Last edit: Cost of a chermic Cobra with potent venom ability is 2340*3*.3 (for ability) =7,722$ keeping him around 12R. (12R gets you giant cat, dolphin, or mako shark....i am thinking that i would have an equal chance of getting an amped up snake compared to a mako!)

Question would you wave the dose the cost multiplier of the chemical gland due to having the venom sack of the snake? And what price would you put on cobra venom?
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Yerameyahu
post Aug 24 2010, 08:27 PM
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A capsule round of powdered acid wouldn't do anything. (IMG:style_emoticons/default/smile.gif) They're not penetrating the clothing, let alone the skin.
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sabs
post Aug 24 2010, 08:32 PM
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QUOTE (Yerameyahu @ Aug 24 2010, 08:27 PM) *
A capsule round of powdered acid wouldn't do anything. (IMG:style_emoticons/default/smile.gif) They're not penetrating the clothing, let alone the skin.

What about Alternating rounds of acid and water capsules?
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Yerameyahu
post Aug 24 2010, 08:34 PM
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Haha, I knew someone would say that. Maybe? I dunno. (IMG:style_emoticons/default/biggrin.gif) You'd have to hit the same 2cm spot at least twice in a row.

Personally, I'm happy to assume that pretty much *anything* can be safely loaded into capsule rounds; it's 2070.
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crash2029
post Aug 24 2010, 09:20 PM
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Chemistry is fun isn't it? I have a few ideas for capsule round payloads.

DMSO + Zen- Why cuff the sec guys when they are laying there tripping?
DMSO + Bliss- Spread the Joy.
Elemental Sodium- Is it hot in here?
DMSO + Succinylcholine- Stop! Runner time.
Kerosine- Try to stay away from open flame...
Pepper Punch- Crowd Control.
DMSO + KE IV- We aint fraid a no bugs!
Adhesive- Eew! Sticky!
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