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> How do I do this: Narcojet, Help me figure out these rolls
Thorguild
post Sep 29 2011, 10:09 PM
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I don't understand Narcojet. It has a power of 10. Does that mean it does an automatic 10 points of stun?

Can someone work out this example:

A runner with 8 dice in pistols shoots a corp with Body 4 and 2 points of armor with a narcojet pistol. What happens?

Thanks,

Thorguild
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Yerameyahu
post Sep 29 2011, 10:14 PM
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Weirdly, but per the rules, dart weapons magically succeed if you score 2 net hits (period).

Toxins are covered on SR4A p254. There's a green 'example' section. (IMG:style_emoticons/default/smile.gif)
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Socinus
post Sep 29 2011, 11:05 PM
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QUOTE (Thorguild @ Sep 29 2011, 11:09 PM) *
I don't understand Narcojet. It has a power of 10. Does that mean it does an automatic 10 points of stun?

Can someone work out this example:

A runner with 8 dice in pistols shoots a corp with Body 4 and 2 points of armor with a narcojet pistol. What happens?

Thanks,

Thorguild

If the round hits, the guard rolls 4 dice for body plus any other defenses he has against toxins or poisons. Say he rolls 4 dice and gets 2 hits, that reduces the Stun from 10 to 8 and he has to take 8 damage.

Narcoject is kinda awesome (from a player perspective). Load up a gun that can do full auto with capsule rounds, fill them with Narcoject.

20 rounds to use Suppressive Fire, with a 5 Agility, 4 Automatics, +2 for smartlink, get say 6 hits out of that. All targets within "a triangular area projecting from the shooting character outward up to a distance of his choosing with a width of 10 meters at its end and a height of 2 meters," have to make a Reaction + Edge test with a threshold of, in this case, 6. Anyone who fails gets hit with the base damage of the weapon. That means a dose of Narcoject and ~7-10 stun.
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UmaroVI
post Sep 29 2011, 11:17 PM
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Note, though, that Immediate != immediate. "Immediate" toxins actually take effect at the end of the combat turn.
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Loch
post Sep 29 2011, 11:21 PM
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Dartguns aren't the best way to dose people with toxins though-- Capsule rounds only require one net hit to deliver the toxin, and are available in a variety of calibers, from holdout to HMG (IMG:style_emoticons/default/spin.gif)
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Yerameyahu
post Sep 29 2011, 11:29 PM
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That really depends, Loch. Out of the box, they certainly don't deliver Narcoject, for one thing. I have my doubts about DMSO through armor, anyway. (IMG:style_emoticons/default/smile.gif)
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Miri
post Sep 29 2011, 11:36 PM
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QUOTE (Yerameyahu @ Sep 29 2011, 05:29 PM) *
That really depends, Loch. Out of the box, they certainly don't deliver Narcoject, for one thing. I have my doubts about DMSO through armor, anyway. (IMG:style_emoticons/default/smile.gif)


So shoot em in the face! That takes care of the delay for the toxin to take effect, they are too busy clawing their eyeballs out (IMG:style_emoticons/default/smile.gif)
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CanRay
post Sep 30 2011, 12:13 AM
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Ninja in and Slappatch them with one hand, cover the mouth with the other. Then a nice gentle lowering to the ground (Watch the rifle, those make more noise than you'd think hitting the ground!), and a quick drag off to the supper-happy-fun supply closet to be duct taped and zip tied shut for the janitor to find in the morning!
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Saint Hallow
post Sep 30 2011, 12:53 AM
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Can Narcojet be applied to melee weapons, as in a gel coating or something else?
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Yerameyahu
post Sep 30 2011, 01:12 AM
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Sort of. It's certainly fluff-possible, anyway, I've just never seen rules for application/etc. The clearest method is cyberweapons+cybergland, IIRC.
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DMiller
post Sep 30 2011, 03:15 AM
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QUOTE (Miri @ Sep 30 2011, 08:36 AM) *
So shoot em in the face! That takes care of the delay for the toxin to take effect, they are too busy clawing their eyeballs out (IMG:style_emoticons/default/smile.gif)

Only problem with this tactic is that you are doing a "called shot to bypass armor" and as such lose a number of dice from your attack pool equal to their ballistic armor.

If you have a kind GM you could make that a "called shot for special effect" and only lose 1 to 4 dice depending on how kind the GM is.

-D
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Sengir
post Sep 30 2011, 09:43 AM
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QUOTE (Yerameyahu @ Sep 30 2011, 02:12 AM) *
Sort of. It's certainly fluff-possible, anyway, I've just never seen rules for application/etc. The clearest method is cyberweapons+cybergland, IIRC.

Yes, per RAW there are only rules for coating cyber weapons with poison and the injection dagger from the German Arsenal...of course any sane GM should allow you to use the same rules for non-implanted stuff.
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Seriously Mike
post Sep 30 2011, 09:46 AM
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QUOTE (CanRay @ Sep 30 2011, 02:13 AM) *
Ninja in and Slappatch them with one hand, cover the mouth with the other. Then a nice gentle lowering to the ground (Watch the rifle, those make more noise than you'd think hitting the ground!), and a quick drag off to the supper-happy-fun supply closet to be duct taped and zip tied shut for the janitor to find in the morning!

Order custom slap patches with a smiley face printed on them and put one on the guy's forehead. Pink elephants can work too.
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Paul
post Sep 30 2011, 12:36 PM
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QUOTE (DMiller @ Sep 29 2011, 10:15 PM) *
Only problem with this tactic is that you are doing a "called shot to bypass armor" and as such lose a number of dice from your attack pool equal to their ballistic armor.

If you have a kind GM you could make that a "called shot for special effect" and only lose 1 to 4 dice depending on how kind the GM is.


Not to derail the thread but you clarify for me, here. I think I've been running something wrong.
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Prime Mover
post Sep 30 2011, 01:41 PM
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I've been considering allowing impact armor against darts on resistance test. This would bring AP of Dart Pistol and Rifle into play and give the player a chance against dedicated Narcoject assault. Still screwed against squirts and gas grenades. I've had a problem dealing with a player lately that's using stun gas and narcoject on a large scale and it's tearing apart everything I toss against him. The survivors of his assault WILL be better prepared for rematches though.
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Yerameyahu
post Sep 30 2011, 02:03 PM
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Yes, the magic '2 net hits beats anything except mil-spec' rule was… ill-considered.
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bobbaganoosh
post Sep 30 2011, 05:28 PM
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I prefer using Laes, or even Slab, instead of Narcojet. Both capsule rounds and slap patches are a good method to deliver toxins or drugs to enemies, though.
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Mardrax
post Sep 30 2011, 05:38 PM
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QUOTE (bobbaganoosh @ Sep 30 2011, 07:28 PM) *
I prefer using Laes, or even Slab, instead of Narcojet. Both capsule rounds and slap patches are a good method to deliver toxins or drugs to enemies, though.

I'm going for the Lone Star FlashFlood Water Cannon.
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Yerameyahu
post Sep 30 2011, 05:40 PM
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Yeah, that's an error with the drug rules. No way should Laes and Slab be viable options, whether because of cost, speed, availability, etc.
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Loch
post Sep 30 2011, 05:44 PM
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For whatever reason, Halflife has yet to play a character without Laes at chargen, even in so-called "pink-mohawk" games (IMG:style_emoticons/default/wobble.gif)
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Ryu
post Sep 30 2011, 06:49 PM
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QUOTE (Prime Mover @ Sep 30 2011, 03:41 PM) *
I've been considering allowing impact armor against darts on resistance test. This would bring AP of Dart Pistol and Rifle into play and give the player a chance against dedicated Narcoject assault. Still screwed against squirts and gas grenades. I've had a problem dealing with a player lately that's using stun gas and narcoject on a large scale and it's tearing apart everything I toss against him. The survivors of his assault WILL be better prepared for rematches though.

I hear that lately a fear of SMOG damage to lungs and the medical cost to fix it has led to most people starting to wear actually working breathers... No, I didnīt just make that stuff up. Why?
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Mardrax
post Sep 30 2011, 07:07 PM
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QUOTE (Ryu @ Sep 30 2011, 08:49 PM) *
I hear that lately a fear of SMOG damage to lungs and the medical cost to fix it has led to most people starting to wear actually working breathers... No, I didnīt just make that stuff up. Why?

Really, with the cost they have, and the actual ammount of pollution going on, they should almost be more common than those spiffy Image Linked glasses.
Add a Smell Link for added benefit!
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bobbaganoosh
post Sep 30 2011, 08:29 PM
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QUOTE (Yerameyahu @ Sep 30 2011, 10:40 AM) *
Yeah, that's an error with the drug rules. No way should Laes and Slab be viable options, whether because of cost, speed, availability, etc.

I seem to remember Arsenal saying that drugs normally don't need a resistance test, but if they are administered against the subject's will, then they are treated as having a power of 6, and work at full force unless the power is reduced to 0 when the subject rolls the resistance test. It's almost as if the person who wrote that wasn't thinking about the effects of certain drugs and the applications of said drugs available to shadowrunners.
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crash2029
post Oct 2 2011, 07:36 AM
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My current character uses Narcojet syringes in close combat. Not quite as effective as M99 but still useful.
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bobbaganoosh
post Oct 2 2011, 07:42 AM
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QUOTE (crash2029 @ Oct 2 2011, 12:36 AM) *
My current character uses Narcojet syringes in close combat. Not quite as effective as M99 but still useful.

How well is that working for you? I'm working on a medic right now that has medkits in his modular cyberhands, and was thinking that I could inject drugs into opponents as a means of self-defense. How does the attack roll (and defense roll) for that work?
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