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> Heavy Weapons Guy, Emphasis plural?
Neraph
post Aug 16 2011, 06:54 PM
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QUOTE (Yerameyahu @ Aug 15 2011, 11:50 PM) *
Ugh, don't remind anyone. (IMG:style_emoticons/default/smile.gif) Not that it's a problem, because it's clearly under the Grenade Launcher/etc. section, explicitly preceded by a section saying you use Heavy Weapons skill for all of them. If a player tries to BS using Pistol skill with it, I let it shoot nano-grenades. Which coincidentally do nano-amounts of damage. (IMG:style_emoticons/default/nyahnyah.gif)

I figured you use Heavy Weapons even though it's a pistol-sized weapon because of how you aim it, not its size. Otherwise you could argue that daggers and claymores take different skills to wield.

EDIT:
QUOTE (Dakka Dakka @ Aug 16 2011, 12:22 AM) *
[*]It takes a simple Action to get it to speed, meaning it can only fire in your second action phase.

Which is why you give your minigun Electronic Firing.
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Dakka Dakka
post Aug 16 2011, 07:14 PM
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QUOTE (Neraph @ Aug 16 2011, 08:54 PM) *
Which is why you give your minigun Electronic Firing.
How would electronic firing increase the acceleration of the barrels?
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Neraph
post Aug 16 2011, 07:15 PM
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Arguably, Electronic Firing means that all the bullets now fire by that method, not spinning the barrels.
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Dakka Dakka
post Aug 16 2011, 07:24 PM
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Electronic firing only means that that the propellant is detonated by an electric impulse and not by a kinetic impulse. How the projectile leaves the chamber has nothing to do with the way the propellant is ignited.

Miniguns can achieve higher rates of fire because the barrels have more time (6 times as much) to cool down between shots. If the barrel gets too hot, it may warp, cause a misfire and/or break the weapon. Removing the rotating barrels will also remove the advantage of the minigun.
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Yerameyahu
post Aug 16 2011, 08:22 PM
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Nothing arguably does anything, Mr. RAW. (IMG:style_emoticons/default/smile.gif) Hehe. I'd let players do the 'keep it spun up' trick, but maybe it makes a whining noise or something. As long as there's a good enough tradeoff.
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Dakka Dakka
post Aug 16 2011, 08:44 PM
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QUOTE (Yerameyahu @ Aug 16 2011, 10:22 PM) *
I'd let players do the 'keep it spun up' trick, but maybe it makes a whining noise or something. As long as there's a good enough tradeoff.
Me too. There is nothing against it in the rules either. And the whirring sound is mentioned as well, on the Vindicator at least. I don't know if the medium minigun from the German Arsenal has those drawbacks.
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Bigity
post Aug 16 2011, 08:45 PM
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There is the noise and the battery life of the motor, -which, given how much cyber is powered by the electrical impulses of the body and such - probably isn't worth tracking.

Predator has some good scenes of a minigun barrel spinning without firing (though I think it's only when the guy runs out of bullets).
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EKBT81
post Aug 16 2011, 08:47 PM
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QUOTE (Loch @ Aug 16 2011, 07:23 AM) *
Just a brain fart for a character idea bouncing around. Let's say you have a heavy weapons troll (or heavy weapons augmented ork) who has enough RC stacked up to fire a minigun on full burst with no recoil penalty. In order to get all the RC you basically need to pad out the last few points with high Strength (after gyromount and assorted mods/attachments). But what if he didn't JUST carry a minigun? What about a character who basically has a truck full of big guns? What would be some other good weapons to include besides Natascha?

Or is this a dumb idea and I should focus my energies on giving him other abilities besides shooting a big gun really well?


I'd second looking at grenade launchers.

I'll also second thinking about another possible skill field. At least for me, one-trick ponies aren't much fun. You might also run into conflicts with other players if they don't like the "blunt force" approach and have their character optimised for other approaches like stealth or social engineering. Your character's utility obviously varies with your group's interpretation of the setting and the type of runs the players prefer.

For example in my Shadowrun world, heavy weapons have a very limited utility for "classic" steal-the-prototype run, mainly providing "shock and awe" to allow breaking away from the opposition before their reinforcements arrive. They are next to useless if the run is one of those "no one must ever notice" missions. On one of those jobs your character would be limited to waiting for providing fire support if the mission fails and your team needs to get away from the pursuing security. I'd find that rather boring. On the other hand he'd be the perfect candidate for the "take out this gang headquarter in the barrens" job.

If your character has a broader set of skills you allow your GM to present a broader range of possible runs.
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Neraph
post Aug 17 2011, 12:23 AM
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QUOTE (Yerameyahu @ Aug 16 2011, 03:22 PM) *
Nothing arguably does anything, Mr. RAW. (IMG:style_emoticons/default/smile.gif) Hehe. I'd let players do the 'keep it spun up' trick, but maybe it makes a whining noise or something. As long as there's a good enough tradeoff.

I was voicing that for Ragewind. He doesn't want to get sucked back into Dumpshock.
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Loch
post Aug 17 2011, 02:29 AM
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Well I do generally play with a more pink mohawk style group, so I don't think there will be much of an issue with stealth runs. We have kind of a stealthy group already, and we just lost our main gunbunny for regular sessions, so I'm thinking about an alternate character to play as a "distraction" to the infiltrators and rigger/hacker we have. Big guy, big gun, seems appropriate. Of course he'd probably have other skills as well (demolition and pilot come to mind), but this is really sort of for a backup character, since I have a stealth-based mysad already rolled up.
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CrowOfPyke
post Aug 17 2011, 03:43 AM
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Back in 2nd Ed we had a guy playing a Troll street samurai who maxed out his Body and Strength. He packed around a Vindicator Cannon no problem. Add to that because of his Bioware enhancements the player *literally* rolled a KFC bucket of D6's whenever he had to make a damage resistance test, and well... he was nigh invulnerable. You didn't want to hear from a Troll named Cheeseburger.

This was of course uber-cheese, even for 2nd edition. But it was fun for a while.

Sometimes, just sometimes, I miss the silliness of 2nd edition.
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Neurosis
post Aug 17 2011, 04:03 AM
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QUOTE (Yerameyahu @ Aug 16 2011, 12:50 AM) *
Ugh, don't remind anyone. (IMG:style_emoticons/default/smile.gif) Not that it's a problem, because it's clearly under the Grenade Launcher/etc. section, explicitly preceded by a section saying you use Heavy Weapons skill for all of them. If a player tries to BS using Pistol skill with it, I let it shoot nano-grenades. Which coincidentally do nano-amounts of damage. (IMG:style_emoticons/default/nyahnyah.gif)


It definitely uses Heavy Weapons skill, I was just pointing out that it is, relatively speaking, rather concealable.

(My own Minotaur Heavy Weapons Guy, who I'm finally getting a chance to play, uses one.)
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Yerameyahu
post Aug 17 2011, 04:04 AM
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Aw, sorry then. I've definitely had people claim it's a Pistol pistol. (IMG:style_emoticons/default/biggrin.gif)
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Loch
post Aug 17 2011, 07:14 AM
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Thinking about this a little more:

GE Vindicator Minigun
With Gyro stabilization
Add a Gas Vent 3
Add Heavy Barrel
Add Hip Pad
Add Personalized Grip

On a troll with at least Str 10 (probably via cyberarm), that's 14 RC, yes?

Any mods or accessories for the minigun you think I've overlooked? What would be some good mods for an MGL-6 (holdout of choice)?
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PeteThe1
post Aug 17 2011, 07:27 AM
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Or, if your GM will allow you to go back to earlier editions for weapons, there's the Ares HV-LMG from Fields of Fire or the Cannon Companion. Even if you can't get those books, to translate to 4th edition, just apply HVAR / super machine gun rules to an LMG. Slightly reduced rate-of-fire compared a minigun, but more controllable recoil, internal smartlink and recoil comp, can do long bursts as well as full ones, and still higher ROF than a normal LMG. And spinning-barrel BFG coolness without the spin-up time of a minigun. I really don't see why they removed it in 4e, yet kept the HVAR and the SuperMach 100.
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Yerameyahu
post Aug 17 2011, 01:43 PM
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I would require you to get Gas Vents and Heavy Barrel six times for a minigun. (IMG:style_emoticons/default/biggrin.gif)
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Tymeaus Jalynsfe...
post Aug 17 2011, 02:48 PM
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QUOTE (Yerameyahu @ Aug 17 2011, 07:43 AM) *
I would require you to get Gas Vents and Heavy Barrel six times for a minigun. (IMG:style_emoticons/default/biggrin.gif)


Indeed...
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Jhaiisiin
post Aug 17 2011, 03:08 PM
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QUOTE (Neraph @ Aug 16 2011, 06:23 PM) *
I was voicing that for Ragewind. He doesn't want to get sucked back into Dumpshock.

I would say that someone who is having you post by proxy is *more* sucked into DS as they can't stay away.
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Medicineman
post Aug 17 2011, 03:33 PM
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QUOTE (Yerameyahu @ Aug 17 2011, 08:43 AM) *
I would require you to get Gas Vents and Heavy Barrel six times for a minigun. (IMG:style_emoticons/default/biggrin.gif)

Me too
6x heavy barrel is too Expensive but you can get a Top Mounted (personalized) Foregrip

with a Topdance
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Dakka Dakka
post Aug 17 2011, 03:42 PM
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Foregrip does not stack with the gyromount. It would be a poor trade.
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CanRay
post Aug 17 2011, 04:09 PM
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But you need the Foregrip for Tacti-Cool!
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KCKitsune
post Aug 17 2011, 04:37 PM
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Miniguns are so last century! (IMG:style_emoticons/default/nyahnyah.gif)

Dual wield grenade pistols for Maximum Win™! If you got wired reflexes 2 or better, you can empty each gun in one round. Nothing like 12 grenades going off to really ruin your day!
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Medicineman
post Aug 17 2011, 04:55 PM
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QUOTE (Dakka Dakka @ Aug 17 2011, 10:42 AM) *
Foregrip does not stack with the gyromount. It would be a poor trade.

Quite possible, but the personalized gives +1 Recoil (IMG:style_emoticons/default/wink.gif)
And its simply necessary ImO to look cool.

QUOTE
Nothing like 12 grenades going off to really ruin your day!

what about a Nartaki with 4 Hands and 4 MGL6 ? (IMG:style_emoticons/default/wink.gif)

with a cool looking Dance
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