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> Living in the Shadows: OOC, never relax...
Bastard
post Jul 26 2005, 04:47 PM
Post #1701


Grand Nagus
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I thought using ambidexterity 8 as an edge wiped out all second weapon mods...but I could be wrong

Edit:
I will fire with both guns anyways, burst fire twice.

I have -3 Recoil on both pistols

Pistols 6
Burst One Right Hand
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Burst Two Left Hand
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Burst Three Right Hand
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Burst Four Left Hand
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Slipshade
post Jul 26 2005, 05:01 PM
Post #1702


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Correct, Ambidexterity 8 has no target modifiers at all. +0 for first and second weapon. But Grendel may have just been qouting the rule when he said that all modifiers for the second weapon apply when not using the smartlink.

So, in your case the second weapon modifier of +0 applies. :)

Though Grendel can overule me on this of course.

Slip
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WinterRat1
post Jul 26 2005, 05:24 PM
Post #1703


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I'll let grendel handle all the rules specifics, but I want to toss another thing out for your consideration Grendel:

Bastard- Guardians can only burst-fire as a complex action, so at most you could only fire one burst from each gun. Under no circumstances (even if you were firing just one Guardian) could you BF twice from the same Guardian.

Which leads to my question...

Grendel- Is it possible to fire two bursts, one from each Guardian, since each burst requires a complex action and characters are only allowed 1 Complex Action per pass?

Obviously this affects Dragon too, since he also uses paired Guardians at times, so I figure this is as good a time to ask as any.
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Sedna
post Jul 26 2005, 05:37 PM
Post #1704


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I'll echo that question :) (I can potentially see Alleycat with two burst-modded pistols as well.)

Is there anywhere in the rules that states how many bullets a given gun can fire per full combat round? I'm thinking there ought to be a maximum, before the gun itself starts jamming?
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paul_HArkonen
post Jul 26 2005, 06:11 PM
Post #1705


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Ah the wonders of magic, never have to worry about that.

I've never seen any rules regarding maximum bullets, but my group at least tends to house rule it, although, again, rule mods are up to GMs and I'll be fine with whichever.
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WinterRat1
post Jul 26 2005, 06:27 PM
Post #1706


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QUOTE
I'll echo that question  (I can potentially see Alleycat with two burst-modded pistols as well.)

Is there anywhere in the rules that states how many bullets a given gun can fire per full combat round? I'm thinking there ought to be a maximum, before the gun itself starts jamming?


You can fire two burst-modded pistols, just like you can fire two SMGs, one in each hand, on burst fire. Think machine pistols.

And yes, there are rules that state how many bullets a given gun can fire per full combat round. It’s pretty generic, like everything below super-machine gun class (assault rifles and SMGs, LMGs, MMGs, HMGs) can fire a max of 10 bullets per round on full auto. Super-machine gun class (Ingram Supermach, Ares HV-LMG, etc) can fire a max of 15 bullets per round. Miniguns can ONLY fire 15 bullets per round. And so on. It’s in SR3 and Cannon Companion I believe.

The issue here is that because the Guardian requires a complex action to use burst fire, will having one in each hand get around the 1 complex action per turn rule?

Personally, I would rule no, because otherwise it brings the question of can you fire two weapons (say SMGs) full-auto, if you have one in each hand. It is clearly stated (somewhere, don’t have the book with me) that you cannot fire two weapons at full-auto at the same time, and I BELIEVE (again, no book) that the reasoning is because it requires a complex action to use full auto.

In the absence of a specific ruling to the contrary, I would rule that no matter what, a character can only fire one burst from one Guardian per turn, even if you have one in each hand, since a character is only allowed one complex action a turn, and the example in the book of using two full-auto weapons (which would require a complex action for each weapon firing full-auto) has been disallowed.

Note that this does not affect say, the Ruger Thunderbolt, which only requires a simple action to fire BF, and therefore COULD be fired with 2 bursts normally per turn, and another one in your off hand would allow for another 2 bursts.

Again, that’s my stance in the absence of a specific ruling in the book. Grendel, I’ll wait for you to weigh in on this and we can go/discuss from there, in the GM emails if necessary, so we don’t clog up the OOC thread.
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Slipshade
post Jul 26 2005, 08:16 PM
Post #1707


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WinterRat - Let me know how the decker looks astally.

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WinterRat1
post Jul 26 2005, 08:27 PM
Post #1708


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She's got some cyber in her head. That's all you can tell with that roll. ;)
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Bastard
post Jul 26 2005, 09:14 PM
Post #1709


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well my second two shots sucked anyways :D


Edit: I will have to look into getting some Ruger Thunderbolts, gold plated of course. :D
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Shadow
post Jul 26 2005, 09:27 PM
Post #1710


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Just to drop my two cents in. This has always been a flaw in the dual wield rules. It shouldn't give you the ability to have more actions just because you are wielding two weapons. Two pistols? great you can fire one round from each, instead you can fire four. I hate it. But carry that further and you can fire two bursts, or yes, two full auto 10 round shots from each hand. Its stupid, but it is the way the rule reads.
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Sedna
post Jul 26 2005, 11:08 PM
Post #1711


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QUOTE
It’s pretty generic, like everything below super-machine gun class (assault rifles and SMGs, LMGs, MMGs, HMGs) can fire a max of 10 bullets per round on full auto.

If this is an absolute cap, this would create the limits you're looking for, Shadow. Take a single pistol (say it's modded to burst fire in simple action); and let's say it's a street sam who gets to go three times in a combat round.

Pass #1: two simple actions (burst fire each) = six bullets.
Pass #2: two simple actions (burst fire each) = six bullets. ... oops ...
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WinterRat1
post Jul 26 2005, 11:18 PM
Post #1712


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Ask 10 shadowrun players a rules question and you'll get how many answers/house rules/theories/thoughts/rulings/interpretations...? :)
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WinterRat1
post Jul 26 2005, 11:30 PM
Post #1713


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Slip, Scrap- She's waiting for you, since you said you'd meet her, so it's on you guys to make a move, otherwise she's just sorta standing there, trying to make it look casual.

Sedna- Go ahead and finish the meet and zip over to the Rhino, unless you want to press Durin for anymore info.

Paul- You're free to post, but I recommend you coordinate with Sedna so we can get the timetables correlated correctly.
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Slipshade
post Jul 26 2005, 11:33 PM
Post #1714


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Winter - Figured as much, I think Scrap is going to post the next update as Max has no clue what to do at the moment other than sit tight and watch.

That and I don't want the freaky looking elf to scare her away. :)

Slip
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grendel
post Jul 27 2005, 12:40 AM
Post #1715


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As per Cannon Companion p. 94, two weapon ranged combat, the rules are as I stated above. The ambidexterity edge allows you to negate penalties for using a second weapon in melee combat. Burst fire is possible from each weapon, as long as both are fired in the same mode: i.e. both in BF or both in SA, not one in each.

The Guardian can fire a burst as a complex action, and therefore only one burst may be fired from each weapon.

Sedna: you're forgetting that it's a 10 round cap on automatic bursts, and you can fire one per pass. So it would be 10 first pass and 10 second pass. The limit is 18 rounds for a supermachinegun class weapon.

There have been numerous debates over the cyclic and sustained rates of fire created by the artificial limits on the numbers of rounds in bursts in Shadowrun. I've always felt that it struck a good balance between complexity of reality and simplicity of rules since in the real world, every weapon has a different cyclic and sustained rate of fire, which would mean additional stats for every weapon in every class.
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paul_HArkonen
post Jul 27 2005, 03:25 AM
Post #1716


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Winterrat- actually that's more or less what I'm going to do, he's going to hang out there, making trips back and forth in the astral until he sees some sign of Alleycat, or some sign he's no longer welcome in the area.
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grendel
post Jul 27 2005, 05:47 AM
Post #1717


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Bclements: Tony is up on 2.
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Scrapheap
post Jul 27 2005, 02:43 PM
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WR1-

Perception to see if/where Iris is carrying any weapons.

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Sedna
post Jul 27 2005, 02:51 PM
Post #1719


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grendel, I was just going by the quote here, nothing more (which is where I got "round" from). You hadn't confirmed or denied: is there a canon absolute cap of any kind on weapons which aren't supermachinegun class? ie. (and probably most relevantly) pistols?

paul, DH, sorry I held you up -- one of you take the next post, you can write her in at the Rhino at 11:20, give or take a minute. (We'll want to shift to the Salvation thread.) Her appearance is once again that of Sal. I wrote in voicemail since you said Blaze was staying astral until he spotted one of us and I figured Tin Star would be late (again, again) :)
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bclements
post Jul 27 2005, 02:54 PM
Post #1720


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Ok, how's the visablity? I'm looking primarly for anyone targeting me or Marquis, secondarly for the couple in the middle at the beginning of the fight. Would I need Observe or Observe in Detail for this?

Perception, in case its needed
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grendel
post Jul 27 2005, 03:07 PM
Post #1721


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QUOTE (Sedna)
grendel, I was just going by the quote here, nothing more (which is where I got "round" from). You hadn't confirmed or denied: is there a canon absolute cap of any kind on weapons which aren't supermachinegun class? ie. (and probably most relevantly) pistols?

No, there is no cap. The only limit is dictated by the weapon's action. SA weapons fire one round per simple action. SS weapons fire once per simple action as well, but can only fire once per phase even though characters get two simple actions per phase.
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grendel
post Jul 27 2005, 03:11 PM
Post #1722


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QUOTE (bclements @ Jul 27 2005, 06:54 AM)
Ok, how's the visablity? I'm looking primarly for anyone targeting me or Marquis, secondarly for the couple in the middle at the beginning of the fight. Would I need Observe or Observe in Detail for this?


You'll need to expend an Observe in Detail action since the area is covered in a combination of standard gray and IR smoke, making visual perception difficult if not impossible. From your position, you can barely make out the vehicles against the back wall, as well as what's probably the couple in the middle of the fight. Both of them appear to be motionless on the ground. You don't see anyone else up, nor does anyone appear to be aiming at you.
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bclements
post Jul 27 2005, 04:21 PM
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Ok, Observe in Detail, then Switch to FA on my assault rifle. You want me to IC post this? Or wait till next combat round (if there is any)?
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grendel
post Jul 27 2005, 04:35 PM
Post #1724


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Switching modes on a cybernetically controlled smartgun is a free action. Post in IC because we're rolling initiative again after your action.
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Slipshade
post Jul 27 2005, 07:16 PM
Post #1725


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QUOTE (Scrapheap)
What the frag am I doing? Raiding a corp front with a carload of fraggin' kids, a decker not much older, and a parazoology consultant who probably saw his first fraggin' firefight yesterday! I'm gonna get them all fraggin' greased.


I think it is more along the lines of us getting you greased. :D
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