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> Weapon Qualities, Just to flesh out your gear
The Jopp
post May 3 2012, 02:22 PM
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These are just ideas on how to flesh out your gear with quirks and effects - something I found lacking since we have mods that improve our weapons but nothing that equals the opposite.

You can have a maximum amount of negative qualities equal to Mod Slots. The total points gives an equal price reduction X10 in percentage (ie, 3 points equal 30% reduction to the BASE cost of the weapon).

Innacurate -2
Regardless of how good your aim is one of your successes is always considered a 1.

Gremlins -1 (Max 5)
As gremlins quality

Complex Reloading -1
Reloading your weapon takes twice the normal time

Close Combat Weapon -1
Your weapon tends to be innacurate at longer ranges
All range modifiers have an additional -1 dicepool modifier

Unfamiliar Grip -2
This gun was tailored for someone else. Close combat weapons have a -1D6 dicepool and ranged weapons have a +1 recoil modifier.

Jamming -1
Every time the character shoots the weapon roll a dice, on a roll of 1 a complex action is needed to clear the jam.

Reduced Ammunition -2
The weapon have a -25% ammunition supply due to being an earlier suboptimal design.

Grandfathers Gun -1
The gun is of such an old design cannot have any electronical upgrades or accessories

Excessive Recoil -2
The gun is terribly imbalanced and suffer double uncompensated recoil.

Lost Accessory Slot -1 to -3
The weapon model lacks a usually available accessory slot (top, under or barrel). This quality can be taken up to 3 times.

Custom Ammunition -1
All ammunition for this weapon must either be imported or custom built, all availability for ammunition is +4.

Slow Firing -4
The weapons fire rate is significantly reduced. SA weapons are now SS weapons. FA weapons are now reduced to SA/BF and BF weapons are now reduced to SA. SS weapons now need a ready action before firing.

Any additional ideas?
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Mantis
post May 3 2012, 06:31 PM
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Close Combat Weapon -1
Your weapon tends to be innacurate at longer ranges
All range modifiers have an additional -1 dicepool modifier

Unfamiliar Grip -2
This gun was tailored for someone else. Close combat weapons have a -1D6 dicepool and ranged weapons have a +1 recoil modifier.

Did you mix up the modifiers for these two?

Grandfather's Weapon already exists in the form of Vintage. Of course Vintage doesn't give you a discount on the weapon price and it would seem a little odd to apply this one to modern weapons. Grandfather's Weapon on Ares Predator IV? How? Doesn't make sense.

Slow Firing seems a bit much as well. I can't imagine why you would want to take that. What weapons are you buying that you need a 40% discount on and that this seems a good way to get it? Maybe in a low level campaign the GM could apply these to the crap weapons a bunch of low rent gangers carry. Or if the players were forced to buy some guns in some back water of the the 6th world. Otherwise, most characters should be able to afford a decent gun or fifty with out needing to cripple the gun to do so.

Otherwise, I like the other ones. They could add some nice flavour to a character's guns.
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Sir_Psycho
post May 4 2012, 12:26 AM
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I like the idea of runners picking up a few assault rifles during a run in a warzone to discover they're hand-me-downs from a previous conflict, and give them excessive recoil and jamming.
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The Jopp
post May 4 2012, 04:32 AM
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QUOTE (Sir_Psycho @ May 4 2012, 01:26 AM) *
I like the idea of runners picking up a few assault rifles during a run in a warzone to discover they're hand-me-downs from a previous conflict, and give them excessive recoil and jamming.


That was basically the idea - or the runner who needs a gun NOW from his fixer who scrounges around in the back of his shop and gets a few guns of 'similar model' to that predator he had, but cheap knockoffs.

After all, you dont always get what you WANT but you might get what you PAY for.
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Manunancy
post May 4 2012, 05:04 AM
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About the grandfather gun, I wouldn't rate out the electronics but rather make them more expensive (say x2 or x3) to reflect the amount of tinkerwork and customisation required to fit them on an antique. Considering the sort of mismatched pairing done in the car modding 'Impossible' doesn't cut it in my opinion. Even if the fitting requires to forget the shoehorn and pull out the piledriver.
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The Jopp
post May 4 2012, 05:15 AM
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QUOTE (Manunancy @ May 4 2012, 05:04 AM) *
About the grandfather gun, I wouldn't rate out the electronics but rather make them more expensive (say x2 or x3) to reflect the amount of tinkerwork and customisation required to fit them on an antique. Considering the sort of mismatched pairing done in the car modding 'Impossible' doesn't cut it in my opinion. Even if the fitting requires to forget the shoehorn and pull out the piledriver.


Good point, perhaps a 1 point per multiplier for adding electronic accessories and mounts? So a REALLY old vintage gun (6 points ) would be at -60% price and have a X6 multiplier for electronic mods and accessories.
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The Jopp
post May 4 2012, 05:17 AM
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QUOTE (Mantis @ May 3 2012, 06:31 PM) *
Close Combat Weapon -1
Your weapon tends to be innacurate at longer ranges
All range modifiers have an additional -1 dicepool modifier

Unfamiliar Grip -2
This gun was tailored for someone else. Close combat weapons have a -1D6 dicepool and ranged weapons have a +1 recoil modifier.

Did you mix up the modifiers for these two?


Nope, Unfamiliar grip was based on personal grip and it gives a a dicebonus in close combat and a recoil mod for ranged so i just reversed it.

Close combat weapon might be renamed to assault weapon to reflect a shorter ranged weapon - can be a really annoying quality with a shortened barrel.
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_Pax._
post May 4 2012, 05:41 AM
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QUOTE (The Jopp @ May 3 2012, 09:22 AM) *
Grandfathers Gun -1
The gun is of such an old design cannot have any electronical upgrades or accessories

This is already covered by the modifiers "Vintage" and "Obsolescent" - see Gun Heaven. (IMG:style_emoticons/default/smile.gif)
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The Jopp
post May 4 2012, 05:51 AM
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QUOTE (_Pax._ @ May 4 2012, 06:41 AM) *
This is already covered by the modifiers "Vintage" and "Obsolescent" - see Gun Heaven. (IMG:style_emoticons/default/smile.gif)


Yup, another book i need to get it seems.

When will they give us the book simply called "stuff" with everything collected in one book? (IMG:style_emoticons/default/grinbig.gif)
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Dakka Dakka
post May 4 2012, 06:31 AM
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QUOTE (The Jopp @ May 3 2012, 04:22 PM) *
Close Combat Weapon -1
Your weapon tends to be innacurate at longer ranges
All range modifiers have an additional -1 dicepool modifier
You may want to mention how this interacts with scopes/image magnification.
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The Jopp
post May 4 2012, 06:41 AM
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QUOTE (Dakka Dakka @ May 4 2012, 06:31 AM) *
You may want to mention how this interacts with scopes/image magnification.


If you would normally ignore a -4D6 at long range you would still have a -1D6 to your dicepool regardless of how much you would ignore range penalties due to scope or image magnification.
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Mantis
post May 5 2012, 04:25 AM
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QUOTE (The Jopp @ May 3 2012, 10:17 PM) *
Nope, Unfamiliar grip was based on personal grip and it gives a a dicebonus in close combat and a recoil mod for ranged so i just reversed it.

Close combat weapon might be renamed to assault weapon to reflect a shorter ranged weapon - can be a really annoying quality with a shortened barrel.


Then I think you mean melee weapons, rather than close combat. I read that the first time and it didn't seem clear to me, which is why I asked if the modifiers were mixed since the category above is Close Combat Weapon. Or do you mean a weapon with the Close Combat Weapon mod gets 1D6 penalty? I think the confusion stems from the name of the mod above Unfamiliar Grip.
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Snow_Fox
post May 5 2012, 03:57 PM
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To put my take on some of these
QUOTE (The Jopp @ May 3 2012, 10:22 AM) *
Innacurate -2
Regardless of how good your aim is one of your successes is always considered a 1.
there are some guns made to be concealed with a significant hitting power Ruger makes them but the most famous are the S&W airweifghts. the qualities that make them great for conceal carry makes them kick lick a stone bitch-which throws off your aim. I had a .38 sp for this and with work I was pretty good at 30 feet. I then learned it was supposed to be used at only 10 feet.
QUOTE
Gremlins -1 (Max 5)
As gremlins quality
I had a Mataba that fell into this catagory. A semiautomatic revolver it was gloriously accurate, the best shooting hand gu I've ever worked BUT it had so many exposed working part that it could jamb up easily.It was a wonder to shoot but a bitch to maintain.
QUOTE
Complex Reloading -1
Reloading your weapon takes twice the normal time
DLN's husband has a friend with a working Lewis gun- that's a WW1 era machine gun with a drum magazine to carry the ammo, like a hub cap on top of the gun. to reload each bullet they have a special tool that has to be cranked a twist for each bullet. More modertn I have a PS-90 carbine that has a mag that twists the bullets 90 degrees in the mag so loading each road, instead of the normal 'push straight in' motion, needs a little twist.
QUOTE
Jamming -1
Every time the character shoots the weapon roll a dice, on a roll of 1 a complex action is needed to clear the jam.
see my notes above on the mataba.
QUOTE
Reduced Ammunition -2
The weapon have a -25% ammunition supply due to being an earlier suboptimal design.
weirdly I'll pick on a well known gun. The Walther PPK small, efficient etc. but it only holds 7 rounds. By comparrison the almost identical Sig 230 holds 8 rounds and the only slightly larger Beretta Cheetah holds 13.
QUOTE
Grandfathers Gun -1
The gun is of such an old design cannot have any electronical upgrades or accessories
another friend of DLN's husband showed, and let me fire a WW1 smg. (Bergmann 9mm) the drum mag could hold 32 rounds but the owner told me he only loaded 20 at any time because he was afraid of breaking the spring which would be nearly impossible to replace.
QUOTE
Excessive Recoil -2
The gun is terribly imbalanced and suffer double uncompensated recoil.
see my comments on S&W Airweight above.
QUOTE
Lost Accessory Slot -1 to -3
The weapon model lacks a usually available accessory slot (top, under or barrel). This quality can be taken up to 3 times.
Working with Webley revolvers. .455 and .38 Solid reliable but a ridiculous hinged assembly means to reload instead of the cylinder swinging out the whole front of the gun pivots down making it very had to imagine putting modern fixtures on them.
QUOTE
Custom Ammunition -1
All ammunition for this weapon must either be imported or custom built, all availability for ammunition is +4.
the webleys above, one common ammo the .455 and .38 rimfire ammo they use is hard to come by. might not cost more but you'd need to maintain a connection who will stock it for you.

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The Jopp
post May 7 2012, 01:19 PM
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Looks Like A Toy -1
The casing of this weapon is cheap and commonly made in pastel colours, any social test outside a kindergarten while visibly displaying this gun is at a -2D6 dicepool.

LOUD! -1
The report from this weapon is higher than usual. Reduce the effectiveness of silencer/supressor by half. In some groups they prefer their weapons this way.

Dumbgun -2
The smartgun on this weapon is of an older inferior model. Targeting bonus is limited to a +1D6 instead of the usual +2.

Dragonbreath -1
The muzzle flash from this weapon is freaking HUGE. Anyone trying to spot the shooter gains +2D6 on their perception test.
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Dakka Dakka
post May 7 2012, 01:32 PM
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QUOTE (The Jopp @ May 7 2012, 03:19 PM) *
Looks Like A Toy -1
The casing of this weapon is cheap and commonly made in pastel colours, any social test outside a kindergarten while visibly displaying this gun is at a -2D6 dicepool.
Something like this? *Shudder*

QUOTE (The Jopp @ May 7 2012, 03:19 PM) *
Dumbgun -2
The smartgun on this weapon is of an older inferior model. Targeting bonus is limited to a +1D6 instead of the usual +2.
Maybe call it inferior Smartgun or something like that. A dumb gun should not have a smartgun system at all.
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The Jopp
post May 7 2012, 02:28 PM
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QUOTE (Dakka Dakka @ May 7 2012, 01:32 PM) *
Something like this? *Shudder*


OH GOD IM BLIND! (IMG:style_emoticons/default/grinbig.gif)

Yea, exactly like that.

QUOTE
Maybe call it inferior Smartgun or something like that. A dumb gun should not have a smartgun system at all.


Last years model?
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_Pax._
post May 7 2012, 02:57 PM
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QUOTE (Dakka Dakka @ May 7 2012, 08:32 AM) *
Something like this? *Shudder*

Looks like something Twitch (a.k.a. Abbie), the pink-haired Gnome Rigger, would like.
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Draco18s
post May 7 2012, 03:21 PM
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QUOTE (_Pax._ @ May 7 2012, 10:57 AM) *
Looks like something Twitch (a.k.a. Abbie), the pink-haired Gnome Rigger, would like.


She'd love it, I'm sure!
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_Pax._
post May 7 2012, 03:37 PM
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QUOTE (Draco18s @ May 7 2012, 11:21 AM) *
She'd love it, I'm sure!

Well, once she got the twin-barrelled burst-fire-capable underbarrel grenade launcher on it. And then slapped the whole thing in a bright glittery-pink Arache drone. (IMG:style_emoticons/default/smile.gif) (IMG:style_emoticons/default/smile.gif)
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