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> Fun with weapon mods, Fun (mostly) legit weapons created with mods and accessories
ZeroPoint
post Jul 30 2012, 07:46 PM
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Spetsnaz Ballistic Knife (or as close as I could get to one with the rules since there is no "Blade launcher" in the game)
Base weapon: Survival Knife
Mod: Underbarrel weapon (Walther Palm Pistol)
Total Cost: 200 (IMG:style_emoticons/default/nuyen.gif)

Its a ballistic knife...sorta. just shoots actual bullets rather than the blade.
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Modular Man
post Jul 30 2012, 10:23 PM
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And there I was thinking of installing a Walther Palm Pistol into a bayonet mount... Well, I still have to get past my GM (IMG:style_emoticons/default/nyahnyah.gif)
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Stahlseele
post Jul 30 2012, 10:37 PM
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And use it as a fore-grip at the same time! brilliant!
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Yerameyahu
post Jul 30 2012, 10:58 PM
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Yo dawg. (IMG:style_emoticons/default/smile.gif)
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Neraph
post Jul 31 2012, 04:41 AM
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QUOTE (ZeroPoint @ Jul 30 2012, 01:28 PM) *
Fat Fingers
Base weapon: Yamaha Sakura Fubuki
Mods: High Powered Chambering, Personalized grip, Underbarrel weight, Custom Look lvl 1
comes with folding stock
Acc: smartlink
Total Cost: 4625 (IMG:style_emoticons/default/nuyen.gif)

I nearly spit out my York Peppermint Patty when I got to High Powered Chambering. Thanks.

QUOTE (Yerameyahu @ Jul 30 2012, 04:58 PM) *

Hah!
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ZeroPoint
post Jul 31 2012, 01:34 PM
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QUOTE (Neraph @ Jul 30 2012, 11:41 PM) *
I nearly spit out my York Peppermint Patty when I got to High Powered Chambering. Thanks.


Your welcome!



And now for my most expensive addition to date!

Portable Tactical Support Unit
Base Weapon: Ruhrmetall SF20
Mods: Personalized grip, Advanced safety (shocker), Underbarrel weapon
Accessories: topmount Smartgun system, Safetarget system
Underbarrel weapon: Ares Thunderstruck Gauss Rifle
Underbarrel weapon Mods: Smartgun system, Additional Clip, extended clip, Safe target system
Final bit of Awesome: Smart Firing Platform (Improved Sensor Array, Ultrawideband Radar R4, Pilot Upgrade R6, and Rating 4 Targeting Autosoft [Heavy Weapons])
Total Cost: 71,950 (IMG:style_emoticons/default/nuyen.gif) !

While the price tag may be high, this weapon can fill an important tactical support role, especially for an undermanned team. The design philosophy of this unit is to place it where it outside of your target facility where it will best cover your approach and exit with suppression fire. With the Thunderstruck Gauss Rifle and built in UWBR, it can also cover you indoors to some extent. And for those situations when you need a human touch, the Smartfiring platform doubles as a tripod allowing exceptional recoil compensation, and the Ruhrmetall HMG also includes a Hip bracing system for when you need to go mobile. And the Advanced Safety (shocker) insures that no unauthorized users will be able to move, molest, or make use of the unit while left unattended.

For additional options, you may want to include ECCM and perhaps an imaging scope[UWBR] to allow manual use of UWBR firing functions and improved performance at range (assuming the user doesn't have cybereyes and UWBR headware). And for the finishing touch, a Flashpack duct taped to the front will add another layer of shock and awe when this opens up on the enemy.
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Neraph
post Jul 31 2012, 04:16 PM
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The only nitpick I have is the use of so many UB weapons. A lot of them don't seem like they'd work that way.

I'll scour my records to see if I have anything to add to the conversation.

EDIT:

Lancer
[ Spoiler ]


Chainsword
[ Spoiler ]


Gatling Laser
[ Spoiler ]


Freeze Grenade
[ Spoiler ]


Freeze Gecko Grenade
[ Spoiler ]


Gunblade
[ Spoiler ]


Vibro-Lasblade
[ Spoiler ]


There's a few.
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Dakka Dakka
post Jul 31 2012, 04:50 PM
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I don't think the underbarrel weapon mod works that way Neraph. I always thought that the modification makes a weapon into an underbarrel weapon, essentially an accessory. You add the cost adn mod slots to the weapon that is supposed to be an underbarrel weapon.

The chainsword I'd base on the vibrosword. Just add custom look 2, possibly Personalized Grip and all the other mods to reduce the possibility of being disarmed.
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Yerameyahu
post Jul 31 2012, 05:05 PM
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… That's interesting, Dakka Dakka, but I never heard anyone suggest that. Hm. I feel like this strongly implies that's not the case:
QUOTE
This mod is generally only available for longarms, machine guns, and assault cannons.
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ZeroPoint
post Jul 31 2012, 05:27 PM
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QUOTE (Neraph @ Jul 31 2012, 11:16 AM) *
The only nitpick I have is the use of so many UB weapons. A lot of them don't seem like they'd work that way.


A solid point, but there is a reason for that. For one, the ones with underbarrel mods are the most unusual and so most likely to show up in this thread. Second, some of the weapons really can't be modeled any other way. The Ballistic Knife is a perfect example. They are real weapons, but there is no "Internal weapon" mod in the game that such a thing would require, so underbarrel is the closest you can get to it. Third, there are a few of these (particularly the HMG/Gauss rifle) are weapons systems more than just a weapon in and of itself. For a weapon that is left to its own devices, it can't change weapon/ammo/reload on its own. So you build as much into as you can to give it the greatest functionality. Finally, thats all I've posted so far...

I have a few more ideas building, and most of them do not use underbarrel mod.
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ZeroPoint
post Jul 31 2012, 05:57 PM
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Don't drop me bro!
Base Weapon: Grapple gun w/ Micro wire
Mods: Smargun system, Gecko Grip
Total Cost: 1150 (IMG:style_emoticons/default/nuyen.gif)

Basic premise is as follows:

1. Attach grapple to roof of nearby building.
2. Wait quietly in shadows for passing guard.
3. Sneak up behind guard.
4. Press butt and grip of grapple gun to guard's back and activate gecko grip.
5. Using Smarlink, wirelessly command grapple gun to reel in.
6. If guard is being too noisy after they are at the top, you can wirelessly command the gecko grip to release.

With the micro wire used to suspend them, they may just kill themselves on accident if they flail to wildly or try to climb the wire.

For optional fun, you can talk to your GM about replacing the normal grappling hook with a weighted gecko strip like that found on the winch vehicle upgrade. This would allow you to use this from a range. It could also be used for lifting unconscious bodies out of sight after being drugged/tazed/beaten with shoes.
Also useful for creating impromptu deadly wire traps.
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ZeroPoint
post Jul 31 2012, 06:17 PM
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MGL 6x6 (6 by 6)
Base Weapon: MGL-6
Mods: Smartgun system, Personalized grip, Additional clip, Extended clip
Acc: Airburst system
Total cost: 5100 (IMG:style_emoticons/default/nuyen.gif)

This is the grenade launcher for those that don't use grenades (or for pistol specialists). With its additional clip it can load 2 types at once, and the Extended clip brings the capacities of both of those clips right back to 6. Load it with utility rounds like smoke and flashbangs. Its small so you can still carry your normal loadout without taking a whole lot of room. You can draw and fire it quickly when you need some cover (smoke/thermal smoke) or before a breaching action (flashbangs) and still have another hand free to hold your primary weapon. It can also serve as your heavy hitter in a pinch if your a pistol wielder.
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Yerameyahu
post Jul 31 2012, 07:52 PM
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Is the MGL-6 not a Heavy Weapon 'just cuz', btw? Though it's clearly 'pistol' enough for the 75% capacity effect: best of both worlds!
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Jeremiah Kraye
post Jul 31 2012, 07:59 PM
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That's actually something I considered as a cyberarm insert for a while, sadly the grenade launcher cyberarm is stupidly capacity heavy. Maybe for a leg lot?
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ZeroPoint
post Jul 31 2012, 08:17 PM
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QUOTE (Yerameyahu @ Jul 31 2012, 02:52 PM) *
Is the MGL-6 not a Heavy Weapon 'just cuz', btw? Though it's clearly 'pistol' enough for the 75% capacity effect: best of both worlds!


I am working on the assumption that its a heavy weapon but being pistol sized i went with the spirit of the rule rather than the rule as written.
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Yerameyahu
post Jul 31 2012, 08:20 PM
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Oh. (IMG:style_emoticons/default/smile.gif) It seemed like you were really emphasizing the 'pistol user' aspect, is all.
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ZeroPoint
post Jul 31 2012, 08:27 PM
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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.
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tsuyoshikentsu
post Aug 1 2012, 12:02 AM
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This is based off a design from an old thread with the same purpose. Here we go:

Base weapon: Raecor Sting
Base stats: 6(f), +5 AP, SS, 5©, concealability -4, immune to MAD
Accessories: Vashion Island Synergist Business Line Longcoat (concealability -4)
Ammunition: AP flechettes
Mods: Barrel Reduction, Electronic Firing, Fire Selection Change (Small, SA), Silencer (Internal)
Final Stats: 6(f), -- AP, SA, 5©, concealability -9

The ammo is pretty illegal, but otherwise this is kind of a scary weapon. It's MAD-scanner immune and is impossible to see, but still can get off two 6(f) shots in one round with no recoil. It's also extremely hard to hear, giving a total of -7 to tests to hear it used. You can also swap out the barrel reduction for a ghile shroud, but I'm not fond of that as it makes it easier to see in inappropriate environments. Note also that I'm not including a smartlink, as I'm not sure that the hold-out is capable of mounting one without spending a modification slot.
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RelentlessImp
post Aug 1 2012, 06:49 AM
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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.
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Tiralee
post Aug 1 2012, 08:09 AM
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The Controller
I do like how the gun itself doesn't come even close to the ammunition cost of reloading that drum..(IMG:style_emoticons/default/smile.gif)

Good times, good times.

Rigger: Yep, T-bird's reloaded, I'm all set to...wait, HOW MUCH WAS THAT AV STUFF?
Group: ROFOL

And that's why miniguns are used sparingly.

-Tir
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HeckfyEx
post Aug 1 2012, 08:28 AM
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Yo dawg, we heard you like extended clips so we extended your extended clip so you can abuse raw while you abuse raw.
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_Pax._
post Aug 1 2012, 10:17 AM
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QUOTE (RelentlessImp @ Aug 1 2012, 02:49 AM) *
Base weapon: Enfield AS-7
[...]
Mods: Barrel Reduction, Fire Selection Change (Small, FA), Gas Vent 3, Extended Clip (100 drum), Personalized Grip

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)
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Umidori
post Aug 1 2012, 10:37 AM
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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
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_Pax._
post Aug 1 2012, 11:20 AM
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QUOTE (Umidori @ Aug 1 2012, 06:37 AM) *
Logically there's no real-life reason most firearms couldn't accept a drum magazine. It's kind of absurd, but entirely possible.

Yeah; I've seen actual (small) drum magazines for ordinary pistols. Here's one example: a WW1 vintage Luger with a 32-round Trommel magazine.

More importantly, the weapon itself doesn't necessarily need to be modified in any way, to accept a drum magazine. Drum or not, even merely an EXTENDED magazine ... it's all an accessory, it's the magazine that changes, not the weapon it's inserted into.

QUOTE
This is a case where I feel the RAW fails, somewhat. While having a pistol with a 100 round drum is pretty damn silly, [...]

Doesn't even have to be a 100 round drum. Nor even a 50 round drum. Take a gun with a 6 to 12 round capacity. Pop a 20- or 25-round drum on it. Voila, advantage!

...

Really, the system fails on other fronts too. What about a pan magazine? Helical? Rotary magazines (the things most people think of as "drums" on shotguns, are usually Rotary magazines - at least, I think so).

Various-sized magazines - drums, pans, single or double box, casket, rotary, horizontal, helical, all of them - should be possible. Each firearm should specify what sort of magazine it's designed for ... modifying the gun to use something different should be possible, but, there should also be aftermarket options, adapters, and so on. For example, I don't believe any specific modification to an M16 needs to be made, before simply popping in a Beta C-mag (the "twin 50round drums" thing), so long as you bought a Beta meant for use with an M-16.

Would it complicate things? Yes; it most definitely would introduce a new layer of complexity.

But IMO, it would not only be more realistic, it would open the door for more FUN, and even, more RP opportunities (MY gun-bunny may want every doodad possible - whereas YOURS may be a "traditionalist" who mistrusts turning his gun into "a damned christmas-tree").

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Umidori
post Aug 1 2012, 12:07 PM
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No, my gun bunny is a "traditionalist" who wants a guns that shoots christmas trees. As ammunition. (IMG:style_emoticons/default/nyahnyah.gif)

~Umi
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