Fun with weapon mods, Fun (mostly) legit weapons created with mods and accessories |
Fun with weapon mods, Fun (mostly) legit weapons created with mods and accessories |
Aug 1 2012, 12:58 PM
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#101
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Advocatus Diaboli Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
Presumably, it's game balance. The rules aren't about realism, they're about making a game. Personally, no, I don't think it would wreck the balance, especially if Concealability rules are being used and matter… that slim pistol just got a lot bigger with a Drum Mag. (IMG:style_emoticons/default/biggrin.gif) Besides, we already learned in the Direct/Indirect thread that no one cares about ammo and never, ever runs out in SR, right? (IMG:style_emoticons/default/wink.gif)
But the AS-7 already *is* a drum-fed shotgun (24). It might be more acceptable to use a small extension of *that* capacity, instead of 100 shotgun shells. The sheer volume gets silly given the size of a shell, and the 100(d) *is* very clearly listed as SMG/AR. |
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Aug 1 2012, 01:29 PM
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#102
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Moving Target Group: Members Posts: 251 Joined: 7-September 10 Member No.: 19,020 |
This doesn't just bend the rules, it breaks them. The Drum version of Extended Clip is specifically restricted to SMGs and ARs. As a GM, though, I'd still allow it. (IMG:style_emoticons/default/smile.gif) Well, the byline does say (mostly) legit. Since it already has drum capability, I figured, 'why not?'. |
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Aug 1 2012, 01:55 PM
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#103
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Runner Group: Members Posts: 2,536 Joined: 13-July 09 Member No.: 17,389 |
Ahh. Thats because im using one of these on my pistol specialist character. I found it to be handy since he doesnt really have high firepower. And with high infiltration, several vision modes, high reaction, and only lightly armored, spreading smoke/thermal smoke on the battle field is very effective when things start to go nuts. And having a weapon that can spread those grenades at SA rates, at longer range than i can throw, and for the most part more accurately...its pretty nice. And this, ladies and gentlemen, is Exhibit A for my marksman. This is what I refer to as Dodgy Bait. Dodgy Bait sits between my marksman and the enemy, acts as a huge nuisance and distraction, and consequently causes the enemy to target Dodgy Bait of my marksman. There's also Tanky Bait, who can take damage a lot better than Dodgy Bait. Tanky Bait also acts as a distraction for Dodgy Bait and my marksman. |
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Aug 1 2012, 02:12 PM
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#104
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Moving Target Group: Members Posts: 449 Joined: 9-July 09 From: midwest Member No.: 17,368 |
What's wrong with 100 round shotguns? Resident Evil 4 had one...but then again it also had an infinite ammo Hand Cannon too....
(IMG:style_emoticons/default/spin.gif) But yeah, i've considered a few changes to extended clip in particular...Mainly making it an accessory. Just like the normal clips. I thought it was funny that you can mod your weapon to take non-standard or custom clips, but then you still buy new spare clips at 5 (IMG:style_emoticons/default/nuyen.gif) each. now if you make each extended clip you buy 100 (IMG:style_emoticons/default/nuyen.gif) and increase concealability by +1...may be a decent mechanic. or make it +100 (IMG:style_emoticons/default/nuyen.gif) /+1 concealabilty for each +25% ammo capacity? But, that aside, my take on the extended clip was that the weapon is modded to take a more efficient magazine design without increasing concealment. Like modding a pistol to instead of stacking rounds in-line, stack them offset to eachother, requiring a wider magazine well. |
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Aug 1 2012, 02:32 PM
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#105
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Neophyte Runner Group: Validating Posts: 2,492 Joined: 19-April 12 Member No.: 51,818 |
Going from a single-stack to a double-stack (or even to a Casket) would indeed make sense ... for the flat 25% mod.
But not for the "oh now you can use a drum" mod. (IMG:style_emoticons/default/smile.gif) |
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Aug 1 2012, 02:37 PM
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#106
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Moving Target Group: Members Posts: 449 Joined: 9-July 09 From: midwest Member No.: 17,368 |
Freeze shot: Capsule rounds, Freeze Foam R6 270 (IMG:style_emoticons/default/nuyen.gif) /10 rounds Use rules for subduing combat (similar to rules for nets [AR 19]). Subdued characters roll Strength + unarmed combat against net hits. Each additional round increases the threshold by 1. Freezer Burn Base Weapon: Auto-assault 16 comes with Gas Vent 2 Mods:Personalized grip, heavy barrel, Foregrip, Sling Accessories: Shock Pad, Smartgun system (top mount), Underbarrel Flamethrower (Shiawase Blazer) Total Cost: 17900 Load with Freeze Shot. Lock a room down and then start the slow cook. Perhaps if your a chemist you can mix something in with the freeze foam to make it flammable... Alternatively, you can load it with Flechete rounds and lay down some suppressive fire (using only 10 rounds), or use the flamer for some flaming suppression. Or just load some other fun rounds and make use of that 7 RC |
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Aug 1 2012, 02:59 PM
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#107
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Prime Runner Ascendant Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
QUOTE The Riot Controller Base weapon: Enfield AS-7 Base stats: 7P, -1 AP, SA/BF, Conceal +6, 24 (drum) Accessories: Smartgun System, Internal Ammunition: Stick-n-Shock Mods: Barrel Reduction, Fire Selection Change (Small, FA), Gas Vent 3, Extended Clip (100 drum), Personalized Grip Final Stats: 6s(e), -half Impact, SA/BF/FA, RC 4, Conceal +9, 100 (drum) Final Cost: 4,020 nuyen at 12R For when you absolutely, positively have to spray a room with SnS ammo, accept no substitutes. Logically there's no real-life reason most firearms couldn't accept a drum magazine. It's kind of absurd, but entirely possible. This is a case where I feel the RAW fails, somewhat. While having a pistol with a 100 round drum is pretty damn silly, if someone wants to increase their ammo reserves at the cost of concealability, the rules should allow for it, even if that requires special costs or tradeoffs for weapons other than SMGs and assault rifles. In a similar vein, drum fed shotguns have been around for ages and should likewise be represented in the rules (although admittedly they should hold 20 or so rounds rather than 100). And what about machine guns? Plenty of real world machine guns have drums, yet by RAW this mod isn't allowed? ~Umi You do know that the Enfield has a Drum Assembly Already? It holds 24 Rounds. Right there in the Book, even. (IMG:style_emoticons/default/smile.gif) |
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Aug 1 2012, 03:07 PM
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#108
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Advocatus Diaboli Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
TJ, you are just ninja bait this whole week. (IMG:style_emoticons/default/smile.gif) I already said that… plus, they're talking about the mod in general terms.
Personally, I kind of like the idea mentioned: extended clips are a basic accessory, offering moderate capacity increases in exchange for some cost and some (possibly significant) Conceal penalties. There could be (as mentioned) a 'stealth' extension mod, that allows modest capacity increases *without* the conceal penalties (or reduced). |
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Aug 1 2012, 03:11 PM
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#109
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Moving Target Group: Members Posts: 449 Joined: 9-July 09 From: midwest Member No.: 17,368 |
Lucy aka Earsplitter
Base weapon: Ares Screech Sonic rifle Mods:Large Firing selection change (FA), Additional clip Acc: Smartgun system (topmount) Total Cost: 26400 When you want to put that heavily armored troll down in a hurry without killing him, this is the weapon to use. Deals 5S damage but targets Will instead of body, and completely ignores armor (sound dampeners give 2 dice to resist, and silence spell helps quite a bit, but otherwise...nothing but will). Kick it on to full auto and get +9 DV to the attack for a whopping 14S that is unlikely to be resisted (working on the assumption that, like lasers, this would not create any recoil). And with 2 clips, you get 2 shots of this before reloading. And since it allows you to use choke rules similar to shotgun (for determining number of targets and DV, not AP since it ignores armor) you can go on wide spread and hit up to 3 targets within a meter of each other for 10S+net hits each! (I think I love this one) Options: you can swap the large firing selection change for a small and save on 3 mod slots and shave almost 10k off the price. With this you can still do SA fire allowing you to do 5S +net hits twice a round. This may be better than the full auto mode in the long run if you can get a decently high dice pool with this. Other mods that you could then consider would be Extended clip, or underbarrel shotgun loaded with Freeze shot. |
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Aug 1 2012, 03:11 PM
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#110
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Prime Runner Ascendant Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
TJ, you are just ninja bait this whole week. (IMG:style_emoticons/default/smile.gif) I already said that… plus, they're talking about the mod in general terms. Personally, I kind of like the idea mentioned: extended clips are a basic accessory, offering moderate capacity increases in exchange for some cost and some (possibly significant) Conceal penalties. There could be (as mentioned) a 'stealth' extension mod, that allows modest capacity increases *without* the conceal penalties (or reduced). Yeah, I just noticed, on the new page. I guess I forgot to light myself on fire first... (IMG:style_emoticons/default/frown.gif) |
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Aug 1 2012, 03:30 PM
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#111
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Advocatus Diaboli Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
I'd be real leery of burst-fire with the Screech. It kinda makes no sense. It already does narrow-to-wide beam innately, so it's not like you need it for AoE. There's no particular reason that hitting someone 3+ times all at once (narrow burst) would have a greater effect; this is the same as the lasers. SA seems fine.
Besides, if you're assuming that it acts like bullets (narrow burst), you should give it recoil. (IMG:style_emoticons/default/smile.gif) Live by illogic+RAW, die by illogic+RAW! Hehe. Just kidding, this would still be stupid-OP. |
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Aug 1 2012, 03:52 PM
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#112
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Neophyte Runner Group: Validating Posts: 2,492 Joined: 19-April 12 Member No.: 51,818 |
TJ, you are just ninja bait this whole week. (IMG:style_emoticons/default/smile.gif) I already said that… plus, they're talking about the mod in general terms. Personally, I kind of like the idea mentioned: extended clips are a basic accessory, offering moderate capacity increases in exchange for some cost and some (possibly significant) Conceal penalties. There could be (as mentioned) a 'stealth' extension mod, that allows modest capacity increases *without* the conceal penalties (or reduced). Just as a first-blush look at how it could be done as an accessory:
The L and X drums would be intended for crew-served weapons, and might require the use of a gyromount, tripod, or bipod (or that the gun be mounted to a vehicle). And of course, one option would be to not have the full-sized magazine/drum already inserted into the weapon - but then, you're trading the concealability penalty for having to spend the first initiative pass loading the weapon, rather than shooting. And, the Extended Magazine modification could be changed to "Expanded Capacity" - suitable not just for clip-based guns, but also internal-(m)agazine weapons as well. And while we're at it, let's fix "Improved Cylinder" to be, say, a flat +2-round increase (or similar), so that weapons with other than 6-round cylinders get a fair benefit ... |
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Aug 1 2012, 03:55 PM
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#113
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Neophyte Runner Group: Validating Posts: 2,492 Joined: 19-April 12 Member No.: 51,818 |
I'd be real leery of burst-fire with the Screech. It kinda makes no sense. No, no, I can see it - but, it's not just firing the same frequency sound with eadch pulse. Perhaps it's sending out high-intensity "chirps" of differing frequencies / modulations, so that one or more of those bursts of sound happens to be "just right" to do nasty things to it's target? I dunno if RL physics would support that notion, but it'd work somewhat reasonably for SF-game physics ... yes? |
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Aug 1 2012, 03:56 PM
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#114
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Moving Target Group: Members Posts: 449 Joined: 9-July 09 From: midwest Member No.: 17,368 |
I'd be real leery of burst-fire with the Screech. It kinda makes no sense. It already does narrow-to-wide beam innately, so it's not like you need it for AoE. There's no particular reason that hitting someone 3+ times all at once (narrow burst) would have a greater effect; this is the same as the lasers. SA seems fine. Besides, if you're assuming that it acts like bullets (narrow burst), you should give it recoil. (IMG:style_emoticons/default/smile.gif) Live by illogic+RAW, die by illogic+RAW! Hehe. Just kidding, this would still be stupid-OP. Except that...Its a SS weapon, so its still fired as a simple action. This means its not a "stream" of damaging sound, but instead a burst (sound peaks at a certain amplitude and quickly falls off). Being SS implies that it does this and then requires a period of time to prepare for the next burst. If this is the case, then modding to FA would mean that you are getting hit with a quick succession of bursts. And your logic that hitting someone 3+ times all at once wouldn't have any greater affect is flawed. If you are putting 3+ shots into someone, then your putting 3+ times as much energy into their body. That SHOULD have a greater affect in my opinion. And regarding recoil, There's no recoil at all on lasers...its in the rules. That includes SA. And if your able to get SA attacks with lasers with no recoil, bursts wouldn't have recoil either. And yes, if you could burst lasers they would do more damage because of the same principle i mentioned above. A 10 GW laser hitting one 3 times, puts 3 times as much energy as the same laser doing so only once since that 10GW represents how much energy it transfers over a given time. more time = greater amount of energy transfered |
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Aug 1 2012, 03:59 PM
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#115
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Prime Runner Ascendant Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
I would love to se a 10 GW Laser fire, just once. (IMG:style_emoticons/default/smile.gif)
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Aug 1 2012, 04:00 PM
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#116
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Neophyte Runner Group: Validating Posts: 2,492 Joined: 19-April 12 Member No.: 51,818 |
"Burst" lasers would be .... wait for it ... PULSE LASERS. Real-world concept, too.
ETA: TJ, that laser firing would probably be the LAST thing you ever see. There's a company that sells 1-watt laser pointers. Those can blind someone, permanently, if you aim it at their eyes within ... I think it's 20 or 30 meters. 10 billion watts? Feck man, if you're within a kilometer of the beam path, you're instantly blind AND the *crack* of so much air instantly transubstantiating to plasma will knock the building you're standing in flat down to the ground. O_O |
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Aug 1 2012, 04:09 PM
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#117
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Moving Target Group: Members Posts: 449 Joined: 9-July 09 From: midwest Member No.: 17,368 |
I would love to se a 10 GW Laser fire, just once. (IMG:style_emoticons/default/smile.gif) I believe a company just fired a 4 TW laser recently...don't remember the exact number but it was multiple TWs. Used for Fusion ignition. |
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Aug 1 2012, 04:11 PM
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#118
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Prime Runner Ascendant Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
"Burst" lasers would be .... wait for it ... PULSE LASERS. Real-world concept, too. ETA: TJ, that laser firing would probably be the LAST thing you ever see. There's a company that sells 1-watt laser pointers. Those can blind someone, permanently, if you aim it at their eyes within ... I think it's 20 or 30 meters. 10 billion watts? Feck man, if you're within a kilometer of the beam path, you're instantly blind AND the *crack* of so much air instantly transubstantiating to plasma will knock the building you're standing in flat down to the ground. O_O Indeed... |
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Aug 1 2012, 04:11 PM
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#119
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Prime Runner Ascendant Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
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Aug 1 2012, 04:12 PM
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#120
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Moving Target Group: Members Posts: 449 Joined: 9-July 09 From: midwest Member No.: 17,368 |
Here's the article, and it was 500 TWs....
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Aug 1 2012, 04:17 PM
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#121
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Prime Runner Ascendant Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 |
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Aug 1 2012, 04:33 PM
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#122
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Advocatus Diaboli Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
ZeroPoint, SS doesn't imply that it's a *very short* burst of sound, of the kind appropriate for firing 10 of them at once. Like I said, SA seems fine.
Pax, while pulse lasers exist, they're also not what we seem to have in SR4 (with BF, FA), and a firing *selection* mod hardly seems adequate to make that change. (IMG:style_emoticons/default/smile.gif) And of course, the *obvious* game-balance concerns do matter. The exotic, armor-ignoring, etc. nature of this weapon certainly merits considering the effects of applying these various rules… that were written for bullets. |
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Aug 1 2012, 05:13 PM
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#123
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Moving Target Group: Members Posts: 449 Joined: 9-July 09 From: midwest Member No.: 17,368 |
Sure modding it to SA would be a simple mod....and modding it to do FA would be a large modification, perhaps installing a series of supercapacitors that can charge and discharge in quick succession allowing burst fire modes.
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Aug 1 2012, 06:03 PM
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#124
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Advocatus Diaboli Group: Members Posts: 13,994 Joined: 20-November 07 From: USA Member No.: 14,282 |
Again, assuming a multi-'shot' burst would do anything, assume we don't care about balance, etc. (IMG:style_emoticons/default/smile.gif)
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Aug 1 2012, 06:25 PM
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#125
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Moving Target Group: Members Posts: 449 Joined: 9-July 09 From: midwest Member No.: 17,368 |
it costs 26000 and can only do twice before reloading. At least its non-lethal...
Well, friend made a comment on the grapple gun i did and got me thinking and with the recent release of Dark Knight Rises I thought of something else fun. Baterang Base weapon: Boomerang (AR 18) Mods: Custom Look lvl 1 Total Cost: 150 (IMG:style_emoticons/default/nuyen.gif) Explosive Baterang Base Weapon: Aerodynamic grenade Mods: Custom look lvl 1 Total cost: as Grenade + 100 |
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