My Assistant
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Sep 14 2010, 08:29 PM
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#26
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
Anyway, I'd allow a BF revolver. It's not really more unbalanced than anything else, and SS-to-BF uses most of your mod slots.
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Sep 14 2010, 08:30 PM
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#27
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,579 Joined: 30-May 06 From: SoCal Member No.: 8,626 |
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Sep 14 2010, 08:32 PM
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#28
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
@1: Yes, it does:
QUOTE ('SR4A p. 154') Characters can use a weapon in fullauto mode to fire bursts(3), as noted above, each taking a Simple Action. Full-auto weapons can also be used to fire long bursts(6) with a Simple Action or full bursts(10) with a Complex Action. Emphasis and added bullet number mineThe section above is: Burst Fire mode. @2 With the rules from 1 you need a minimum of 3 (2 actually) bullets to fire in FA. So the Thunderbolt has enough. you can even get it to 2*11. that's even enough for suppressive fire. @Gas vent: sorry that was nonsense, pistols cannot take them. |
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Sep 14 2010, 08:43 PM
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#29
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
Weird. You're right, sorry; must be a new change, though. (IMG:style_emoticons/default/smile.gif) It's silly that you can mod a gun to have FA and *not* BF anyway.
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Sep 14 2010, 09:18 PM
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#30
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
Weird. You're right, sorry; must be a new change, though. (IMG:style_emoticons/default/smile.gif) It's not, it's been that way at least since 3rd edition. SR4 without the A has the same wording. It's silly that you can mod a gun to have FA and *not* BF anyway. While there are IRL guns that have SA and FA but not BF, I know of no rule that forbids modding either BF or FA or both. |
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Sep 14 2010, 09:22 PM
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#31
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
No, I mean that it's silly that you can mod a gun to have SS/FA or SA/FA, etc.; FA without BF. It costs the same in money and slots to get FA, and going from FA to BF is explicitly an option. Weird, because of the costs; while RL guns can indeed be SA/FA, there's no reason to do so in SR4 if FA *includes* BF.
Anyway, for the OP: no RAW or balance reasons to disallow the BF or FA mods on your revolver, whether SS or SA. You'll be using 2/3 of your mod slots, it's F and expensive, and RC is hard to get. *shrug* |
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Sep 14 2010, 10:07 PM
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#32
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
while RL guns can indeed be SA/FA, there's no reason to do so in SR4 if FA *includes* BF. Well By RAW the difference between a BF and a FA 3 round burst is that you cannot call a shot in FA, which is silly in its own right. But you're right, BF is basically useless unless there are weapons which can't for whatever reason be upgraded to FA. |
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Sep 14 2010, 10:10 PM
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#33
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
Yeah, it makes sense for BF-without-FA to exist, but not the other way around. Tell me this, though: do the devs know that FA can fire short bursts? Why have BF/FA LMGs and FA-only MMGs, then? (IMG:style_emoticons/default/biggrin.gif) (I'm not talking about miniguns, etc., which have fixed fire rates.)
Anyway. (IMG:style_emoticons/default/smile.gif) It's funny that you mentioned/de-mentioned Gas Vents, because as we know revolvers in RL certainly can have gas vents. Chalk up another 'realism' difference. If you're only firing short bursts with the revolver, though, you can use Folding Stock, Personalized Grip, and/or the optional STR-to-RC rule. The Underbarrel Weight (mod version only) works by RAW, but it uses both remaining mod slots. (IMG:style_emoticons/default/frown.gif) |
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Sep 15 2010, 12:09 AM
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#34
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
Yeah, it makes sense for BF-without-FA to exist, but not the other way around. Tell me this, though: do the devs know that FA can fire short bursts? Why have BF/FA LMGs and FA-only MMGs, then? (IMG:style_emoticons/default/biggrin.gif) (I'm not talking about miniguns, etc., which have fixed fire rates.) Anyway. (IMG:style_emoticons/default/smile.gif) It's funny that you mentioned/de-mentioned Gas Vents, because as we know revolvers in RL certainly can have gas vents. Chalk up another 'realism' difference. If you're only firing short bursts with the revolver, though, you can use Folding Stock, Personalized Grip, and/or the optional STR-to-RC rule. The Underbarrel Weight (mod version only) works by RAW, but it uses both remaining mod slots. (IMG:style_emoticons/default/frown.gif) Main benefit of BF over FA, for Short or Long Bursts, is the Ability to call a shot (As weird as that is)... |
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Sep 15 2010, 12:24 AM
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#35
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Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 |
Technically, for many firearms burst fire mechanisms are actually slightly more complicated than full auto.
Burst fire has to have a bit that stops the firing after 3 rounds. Full auto does not. Also, just because I'm surprised nobody's linked it yet: http://en.wikipedia.org/wiki/Mateba_Autorevolver -karma |
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Sep 15 2010, 12:37 AM
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#36
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Dumorimasoddaa ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,687 Joined: 30-March 08 Member No.: 15,830 |
Technically, for many firearms burst fire mechanisms are actually slightly more complicated than full auto. Burst fire has to have a bit that stops the firing after 3 rounds. Full auto does not. Also, just because I'm surprised nobody's linked it yet: http://en.wikipedia.org/wiki/Mateba_Autorevolver -karma Or these http://en.wikipedia.org/wiki/Machine_revol...chine_revolvers Not hand guns nut one is three round burst firing AR type weapon. Weather smaller round would be able to work in such mechanisms IDK but its physical possible to make FA/BF revolvers just its not conman as they would be rather niche. |
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Sep 15 2010, 05:45 AM
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#37
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
Yeah, as I said Tymeaus, I wouldn't allow a Called Shot with a Wide Burst anyway, and the 'loophole' that keeps an FA short burst from being the same as a BF short burst is just that. (IMG:style_emoticons/default/smile.gif)
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Sep 15 2010, 06:15 AM
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#38
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,803 Joined: 3-February 08 From: Finland Member No.: 15,628 |
Main benefit of BF over FA, for Short or Long Bursts, is the Ability to call a shot (As weird as that is)... Maybe its becouse it tooks so much concentration to fire just 3 rounds on full auto, that you dont have enough left to do a called shot (IMG:style_emoticons/default/wink.gif) |
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Sep 15 2010, 11:06 AM
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#39
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Moving Target ![]() ![]() Group: Members Posts: 944 Joined: 19-February 03 Member No.: 4,128 |
Maybe its becouse it tooks so much concentration to fire just 3 rounds on full auto, that you dont have enough left to do a called shot (IMG:style_emoticons/default/wink.gif) The trick to that is that you just don't worry about firing exactly 3 rounds. 3-5 rounds is close enough. What you might do is just say that people with 3 points or more in Automatics (or whatever) just can fire a short burst on full auto, and not worry about it. Characters with less skill, roll 10 dice, and every hit is a bullet used to get the effect of your 3-round burst. |
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Sep 15 2010, 11:16 AM
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#40
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Moving Target ![]() ![]() Group: Members Posts: 973 Joined: 8-January 10 Member No.: 18,018 |
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Sep 15 2010, 12:37 PM
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#41
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Moving Target ![]() ![]() Group: Members Posts: 633 Joined: 16-March 05 From: 51° 16' North 7° 11' East Member No.: 7,168 |
Ruge Maga Warhawk
The Mega Warhawk is a bit of a overmodified monster. The firing mechanism has been changed to a fixed burstfiring mode and all manual parts (exept the loading mechanism) have been removed. The Mega Warhawks deals a hell of a damage but has barely any recoil compensation, plus it has to be reloaded every combat turn. The Mega Warhawk can't be fired without a smartlink. A glitch will cause a malfunction that has to be attended with an armorer (2) skill test. Mods Ammo Skip System (1) Electronic Firing (2) Trigger Removal (-) Firing Selection Change to BF (4) Internal Smartlink (-) Stats Damage: 6P AP: -2 Mode: BF RC: 1 Ammo: 6 (cy) Cost: 4.000 |
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Sep 15 2010, 02:31 PM
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#42
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Moving Target ![]() ![]() Group: Members Posts: 935 Joined: 2-September 10 Member No.: 19,000 |
Electronic Firing is just so "wimpy". It doesn't seem the right flavor for the gun you're trying to build, Doc. Actually, same goes for Trigger Removal. It seems to me that a character who wanted SOTA BLEEDING EDGE HIGH TECH SHIT would probably not be using a revolver.
Anyway, that certainly is an interesting gun. |
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Sep 15 2010, 02:33 PM
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#43
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Moving Target ![]() ![]() Group: Members Posts: 973 Joined: 8-January 10 Member No.: 18,018 |
Well, since silencing revolvers is a pretty expensive business, personalized grip could replace electronic firing, since the two don't stack anyway.
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Sep 15 2010, 03:03 PM
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#44
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Moving Target ![]() ![]() Group: Members Posts: 633 Joined: 16-March 05 From: 51° 16' North 7° 11' East Member No.: 7,168 |
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Sep 15 2010, 03:14 PM
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#45
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Moving Target ![]() ![]() Group: Members Posts: 973 Joined: 8-January 10 Member No.: 18,018 |
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Sep 15 2010, 03:18 PM
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#46
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
Personally, I'd rather have an Increased Cylinder than an ammo skip system. Not worth it IMO on a gun with low ammo capacity. Only in Revolvers does the ammo skip system make sense. When do you need more than two types of ammo in a weapon? Additional clip has the same functionality without wasting ammo. |
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Sep 15 2010, 03:22 PM
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#47
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Moving Target ![]() ![]() Group: Members Posts: 633 Joined: 16-March 05 From: 51° 16' North 7° 11' East Member No.: 7,168 |
Personally, I'd rather have an Increased Cylinder than an ammo skip system. Not worth it IMO on a gun with low ammo capacity. But what do you do with 8 bullets, if your gun can only fire 3 or 6 at a time? If you reload after 2 short bursts or 1 long burst anyway, you don't need 2 additional bullets. |
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Sep 15 2010, 03:38 PM
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#48
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Moving Target ![]() ![]() Group: Members Posts: 973 Joined: 8-January 10 Member No.: 18,018 |
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Sep 15 2010, 03:41 PM
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#49
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Advocatus Diaboli ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
Isn't that 7 out of 6 mod slots anyway?
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Sep 15 2010, 03:42 PM
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#50
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 |
As for ammo, AV rounds will do the trick most of the time. Exactly. Regular/Ex/Ex²/APDS/AV whatever is available against things immune to stun and SnS against the rest. Highly specialized ammo (capsule rounds/lockbreaker shells etc.) can well be carried in a separate magazineIsn't that 7 out of 6 mod slots anyway? That's why the poster added side effects. |
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