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Daier Mune
while i enjoyed Arsenal for what it was (weapons, ammunition, and gear), i was hoping for some new concepts to be introduced, instead of just updated 3rd edition stuff. so, instead of whining about it, i decided to start writing things down.

starting with the mundane, realistic equipment:

Hornet's Nest Grenade
read about it here
This isn't so much a grenade, as it is an adapter for grenade launchers. it fits 10 .22 caliber rifle rounds into it, and a single blasting cap fires them all at once. While the bullets and blasting caps are expended, the Hornet's Nest grenade remains intact, and may be reloaded.

Base damage: 6P -1AP (may be loaded w/ any standard ammo)
Treat as Narrow FA shot

-Due to the larger size of the grenade, it can not be used in SA grenade launchers
$250 for the Hornet's Nest
$25 for each blasting cap
cost of bullets not included

Camera Grenade
read about it here
Not quite a drone, as it can not function on its own, the Camera Grenade is fire into the air from a standard grenade launcher for quick recon and survailance when full drone support is unavailable. Like the Hornet's Nest, the Camera Grenade is reuseable, requiring a fresh blasting cap.

fired into air (standard GL ranges), parachutes down.
~30 sec parachute flight. recoverable

Camera features low light vision, image magnification, R3 image enhancement.
$500 for Camera Grenade
$25 for blasting caps

And now, onto the more futuristic.

Cybernetic Integrated Armor
Suit Stats: 10/8 Armor (w/ specialized helmet)
Cost: $10,000
Avail: 20F
These full body suits are designed to add functionality to a user's internal cyberware, providing a new level of defense for those willing to invest in chrome. Each system requires a dedicated datajack to relay information between the suit and the cyberware.

Move-By-Wire Integration: Connecting the powered armor's actuators to the sophisticated controll system of the Move-by-Wire means that the user is able to run and jump in thier battle suit just as easily as they could in thier birthday suit. Each rating of MbW adds to Athletics tests.
+$2000

Smart Skin Integration: By adding a layer of sensors to the armor, the suit is able to relay a warning to the user's Smart Skin, maximizing the defense against ballistic and impact damage. The effective rating of Smart Skin is increased by 1 (meaning that a R3 smart skin becomes an R4, with a 4/4 armor rating).
+$2000

Blood Circuit Control System Integration: Similar to the Smart Skin Integration, this layer of sensors sends a warning to the BCCS when it detects a kinetic impact powerful enough to bypass the suit's armor, allowing the BCCS to preemptively shut down the targeted area and minimize damage to the user. The Blood Circuit Controll System functions like a Trauma Damper in addition to it's standard function.
+$2000

(prices do not include cost of cyberware)

I've got more to post, but its late so i'll have to do it tomorrow. feel free to post any weapons/armor/gear concepts you've been kicking around, too.
Kyrn
A few questions:
a) How do you justify .22s doing a base of 6P -1? This is equal to a Warhawk, and is being fired on full auto?
b) The camera grenade actually works out quite nicely as a Limited Mobility modified drone. Hell, you could even build a grenade that distributes microdrones to an area.
c) The cybernetic integrated armor doesn't make sense. At all. Scope out the military armor from Arsenal again, I think it captures the feel of what you're going for.
DocTaotsu
Read the link but... still dont' really understand why this is such a great round besides "You can shoot someone close range without switching to another weapon". I'm less concerned with the damage since I'd basically treat it like a shotgunshell you shoot out of a grenade launcher. The fact that you could load gel, stick n shock, APDS, would give it added utility but... it's still strikes me as a novelty.

I really like the grenade camera. You could shoot it through second story windows, bank shot it around corners, etc etc. It rolls down stairs, it runs over the neighbor dog.. it's log! er...
But yeah, this is being offered to my character next game. I second the opinion that it would do well as "cameralet" dispenser.
Another suggestions: Flashbang(Flashpak?)/Camera. You shoot it into a room, the flashbang part goes off and it immediately gives you a live feed of the people you just blinded. Also fun at parties.

I have to tenatively agree with Kyrn, the power armor stuff is kinda superfulous as I think the standard rules already cover most of what you're trying to do. It would make for some nice flavor text if players come across some SOTA gear.
CircuitBoyBlue
I don't understand why the hornet's nest would be treated as a narrow burst. Wouldn't a wide burst make more sense?
Ed_209a
QUOTE (Kyrn @ Feb 26 2008, 02:18 AM) *
A few questions:
a) How do you justify .22s doing a base of 6P -1? This is equal to a Warhawk, and is being fired on full auto?

Single .22 shots should be 4P, just like other holdouts.

I first took the 6P/-1 to _be_ the burst stats. But that doesn't really mesh either.

All this is really doing is approximating a round of buckshot from your grenade launcher. That is what, 9P/+2 vs Imp? (though it beats me why a single .22 lead slug goes against ballistic, but a swarm of 9 .32 cal lead balls goes against impact.)
Shrike30
I'd always assumed that even "standard" ammunition in SR had advanced some in terms of metallurgy and construction from being a basic cast lead slug. Buckshot, on the other hand, won't have changed much at all. And we never have been told conclusively that hold-outs fire .22 LR... who knows what people stick in 'em?

The short version is: it's an abstraction, and I'm not too worried about it smile.gif

I might give that .22 grenade a damage code along the lines of a shotgun... 9(f)/+4 (erratta'd Flechette rules) would be fine. Maybe even give it a 1-point bump in the direction you felt appropriate. On the other hand, you could also develop a canister round for grenade launchers (basically an actual shotgun shell, in XX millimeter, so it loads into launchers). Damage would probably be in the 9-10(f)/+4 range.
Daier Mune
RE: Hornets Nest
yeah i honestly don't see much of a demand for it in Shadowrun, and from what i know there wasn't much of a demand for it in real life. so yeah, mostly a novelty/niche weapon, but i needed to get it written down so it would stop bouncing around in my head. i had put down 6P -1 since they were technicaly rifle rounds, and making the assumption that the basic sporting rifles were .30 cal, so slightly less powerful than a full hunting rifle, but moreso than a light pistol.

RE: Integrated Armor
i think the concept of armor that gained functionality from your cyberware sounded cooler in my head. i've been trying to figure out ways to make modular cyberarm weapon systems a viable, worthwile investment, but it too seems to be a concept that sounds cooler than it is.

More Random Ideas:

Monofilament Net Launcher
Functions just like the net gun from Arsenal, except that the nets are made from woven monofilament wire. the net launcher itself has been slightly modified to prevent the nets from catching and slicing the barrel to shreds, so the MF nets can't be fired from a standard net gun.

8P -4AP initial impact damage (damage from being hit with monowire net)
6P -2AP ongoing impact damage that must be resisted every time the target struggles to break out of the net

Normal sized net gun:
cost: $1,000
Avail:16F
Large sized net gun:
cost: $1,200
Avail: 16F
Both carry a magazine of 4 nets, which cost $500 each (also 16F avail)

Alternative Meele Grips
The +1 bonus for personalized grips in Arsenal is pretty cool, but I wanted to see more modification for meele weapons. All grips cost $50 and take 1 modification slot.
Defender: +2 for parry tests
Quickdraw: +2 for quickdraw tests (+1 for two handed weapons)
Bastard: +2 DV for a 1 handed weapon thats gripped with both hands, and reduces the penalties associated with using a 2 handed weapon with one hand by 1
Shrike30
.22 Long Rifle is a bit of a misleading name. .22 LR is about the lowest-power round still in common usage, the vast majority of that being in target pistols and target/plinking rifles. The individual rounds are just barely under an inch long, and 0.22 inches in diameter.
DocTaotsu
One of my players made an interesting observation about your last gear post:

"If it uses monofilament, does is it still really a net?" wink.gif

Everyone I've talked made "ick" sounds even before I read the descriptions, nasty piece of work.
Lyonheart
I wonder if you could make a camera grenade shoot out an iBall...
Daier Mune
QUOTE (DocTaotsu @ Feb 27 2008, 09:42 PM) *
One of my players made an interesting observation about your last gear post:

"If it uses monofilament, does is it still really a net?" wink.gif

Everyone I've talked made "ick" sounds even before I read the descriptions, nasty piece of work.


hell, it'd probably work better than a regular net, since it would give someone a reason to lay down and assume the party submission position.

QUOTE (Lyonheart @ Feb 27 2008, 09:45 PM) *
I wonder if you could make a camera grenade shoot out an iBall...


probably not, but i don't see why you couldn't make a grenade launcher adapter to fire an iBall.

well, another day, another post.

Smart Bullets
Utilizing the latest in nanotechnology and smart materials, these bullets are capable of slightly changing thier shape and density in order to achieve different ballistic effects. They must be loaded into Smartlink-equiped guns in order to gain their functionality. Changing 'settings' on the bullets requires a free action.

Hard Setting: +0P -2AP
Soft Setting: +1P +2AP
Fragile Setting: (use Frangable Round rules)

Cost: $300 per 10 rounds
Avail: 20F

Sticky Grenades
A modification available for all grenades, this essentialy places strips of gecko tape on the grenade, allowing the grenade to stick to practicaly any surface it comes in contact with. When firing or throwing the grenade, a critical glitch will result in the grenade sticking to the barrel of the launcher or your hand. When the grenade reaches the target, roll 1d6, on a result of 1 the grenade does not stick, and you resolve scatter as normal. On a result of 2-6, the grenade sticks fast to the intended target.

Airbursting grenades will gain no benefit from this mod, so you'll have to rely on the grenade's timed detonation. A further modification can be made to install a wireless detonator, or a motion sensitive detonator, at added cost.

Sticky Mod:
+$100, 10F Avail

Wireless Detonator:
+$50 10F Avail

Motion Detonator:
+$100 10F Avail
DocTaotsu
Smart bullets... certainly a gadget with potential.

Sticky Grenades would also work well for forcing characters into the party submission position smile.gif. I'm pretty sure sticky grenades would have some sort of polymer that'd force the gecko strips down during handling and launching them, activating it only after the grenade had gone a certain distance.
Kronk2
here is an Idea for ya. Fin stabilized ammo that can steer itself to the target. requires a smart link to use but much better accuracy from long range.
Nostalgic Jester
I think the smart bullets are an awesome concept! They will need some more work, though.

I´m not really into any of the other gadgets but the bullets are awesome indeed.
Daier Mune
QUOTE (Kronk2 @ Feb 28 2008, 06:11 AM) *
here is an Idea for ya. Fin stabilized ammo that can steer itself to the target. requires a smart link to use but much better accuracy from long range.


hmm, maybe something like reduces negative dice pool modifies for friring at extended range by 1, and reduces the dice pool bonus for a running defender by 1?

since it's a fin stablized penetrator, we can assume its an improvement on the APDS, so use the rules from that but increase price and availability as appropriate.

QUOTE (Nostalgic Jester @ Feb 28 2008, 06:15 AM) *
I think the smart bullets are an awesome concept! They will need some more work, though.


what would you suggest? i didn't want to make the hard/soft modes too powerful, as i don't think it'd be able to perfectly model a flechette or a APDS round. plus i didn't want to throw in anything crazy like explosives or gel round modes. always open to suggestions.

Okay, so if you guys thought the integrated armor was unnesessary, then hold onto your hats, because i'm about to raise the bar.

Full Arm Modular Cyberweapon Platforms
Now, maybe I wasted too much of my youth playing Metroid and Megaman, but I've always thought that grafting a laser to your arm was a great idea. the addition of the modular cyberarms in Augmentation gave me hope that maybe there would be specialized weapon systems available in Arsenal, but no such luck. Now honestly, these weapons are hard to justify as worthwhile investments... but that's never stopped me before.

Modular Cyberweapon Platform rules:
-MCP arms are roughly the same lentgh as thier natural metahuman arm (dwarf and trolls are obvious exceptions), making them ideal for CQB, and suffer no penalties for being fired in hand to hand combat.
-MCPs are electromagneticaly locked into place at the shoulder joint, making them impossible to be dropped or disarmed (not a pun).
-Ammo storage is in the upper arm, with a penalty of -10% ammo for dwarfs, +20% ammo for trolls
-loss of hand functions, and is very obvious
-Only one weapon on a MCP can be fired at a time, and requires a free action to switch between different weapons.

Ares Peacemaker
A police model MCP designed for Riot Suppression and Non-Lethal CQB takedowns.

-Freeze Foam Launcher
6 shots (your choice of foam rating)
-Stick'n'Shock SMG
6S(e) -1/2AP BF/FA 40c

Cost: $22,000
Avail: 16R

Ares Prime
The 'Flagship' of Ares' MCP project, the Prime is a universal weapons platform, meant to give soldiers on the frontline access to nearly everything that they could need in combat. A Smartlink with an Improved Rangefinder is included standard, and the entire Arm has a Gyrostabilizer providing Recoil and Movment compensation of 3 points.

-Grenade Launcher
(as grenade) SS 6c
-Shotgun
7P +2 SA 10c
-SMG
5p -0 BF/FA 30c

Cost: $28,000
Avail: 18F

Ares Endgame
The Endgame is a limited run MCP that shows off some of the fanciest gadgets that Ares has to offer. Featuring an MP Laser-3 and a Screech Sonic Rifle in one package, both Smartlink equiped. Both weapons draw off the same Power Pack (30 points worth).
-Sonic Rifle
(use Arsenal rules)
-MP Laser-3
(use Arsenal rules)

Cost: $40,000
Avail: 20F
ICPick
Actually the Hornets nest would not be like buckshot as the rounds themselves are half of the size (00 buck is about .38 caliber)
I would definitely argue the similarity (or lack thereof) further because shotgun rounds are very slow, and 22lr are very fast and with alot more range.

It would definitely be similar to a narrow FA shot in SS form using the basic stat of a holdout pistol based upon the fact that the 'fake' grenade case itself is the length of the effective barrel. Makes a MGL6 alot more useful in some ways.....
Daier Mune
*cracks knuckles* alright, back to work.

This is a list of stuff that I'm surprized wasn't mentioned in Arsenal, since I don't think they're too far-out for 6th world technology.

HESH Assault Cannon Round
High Explosive Squash Head is a specialized Assault Cannon round designed for bringing down walls and other wall-shaped barriers.
(Damage/AP as cannon) -1/2 Barrier rating
$500 for 10 rounds, 16F

Dragon's Breath Shotgun Shells
Dragon's Breath rounds are shotgun shells packed with highly flamable material that produces a flamethrower like effect when fired. due to the prolonged burn of the shell and the lack of recoil, these round CAN NOT and SHOULD NOT be fired from a semi-auto shotgun.

6P(fire) -1/2 AP Impact armor
use Flamethrower rules, Light Pistol ranges
-Can not be used in SA shotguns
$200 for 10 rounds, 12F

Freeze Thrower
C'mon, don't tell me you havn't thought about it. I don't care how cheezy it is. Remember to apply secondary effects that may occur from spraying a target with liquid nitrogen.

6P(cold) -1/2AP SS 4(detachable tank)
(use Shiawaze Blazer rules)
$1,500 16F for the gun
$100 for a 4 shot tank, 16F


Sakura Typhoon
Considering that the corebook refers to the Sakura Fubruki as the 'flagship in a new line of guns', I kind of expected to see more of these types of firearms. Apparently I guessed wrong. This is what I think the next in the line of guns would look like.

SMG
4P -0 SA/BF/FA* 15x4(ml)
BF = 0/-1 recoil (narrow only)
FA = -2/-3 recoil (6 round narrow only)
$6000, 12R
Mx
QUOTE (Daier Mune @ Mar 4 2008, 09:00 PM) *
Dragon's Breath Shotgun Shells
Dragon's Breath rounds are shotgun shells packed with highly flamable material that produces a flamethrower like effect when fired. due to the prolonged burn of the shell and the lack of recoil, these round CAN NOT and SHOULD NOT be fired from a semi-auto shotgun.


Thanks, these were something i was really looking forward in Arsenal and then it didn't have them. I'm actually really disapointed for Arsenal only having one new ammo type for shotguns.
Daier Mune
being a fan of shotguns, i too was disapointed in the selection of new models and lack of special ammo.
McCummhail
*Thread Resurrection!*
There are some really nice toys in this lot.

Adding to this list some more toys:

CornerAssault system
Intergrating modern tech into SR
This system is a rifle stock style mount that can accommodate most standard SA pistols. The signature feature of this system is the capability to fire shots around corners.
(Removes the penalty for firing from cover)
This system occupies the underbarrel location of the gun.
The CornerAssault system has an integrated smartgun system, an additional top mount slot, and an optional point of recoil compensation from the retractable stock.
Turning the swivel 90 degrees is a simple action that can be activated by smartlink or manually.
2,500 nuyen.gif

Variants:
CornerAssault AAR
This complete system upgrades the pistol system to an Articulated Assault Rifle system bringing higher caliber and higher rate of fire to the table.
Intergrated smartgun, gas vent 1, and imaging scope included.
Turning the swivel 90 degrees is a simple action that can be activated by smartlink or manually.
6P/-1AP SA/BF/FA RC1 40©
3,500 nuyen.gif
Critias
You can pretty much already do that with a regular old smartlink.
Stahlseele
Don't ask me, where i got this Idea.
Instead of using an GAS Grenade, outfit a regular fragmentation grenade with a soft tissue / latex covering. In between this covering and the actual Fraggrenade, place the strongest instant action sedative or whatever you want. Grenade goes off, dozends to hundreds little small injection needles. Everybody who suffers at least one point of physical damage from the Grenade going off gets to resist the chemical inside with just his normal Body Attribute.
McAllister
QUOTE (Daier Mune @ Mar 4 2008, 03:00 PM) *
HESH Assault Cannon Round
High Explosive Squash Head is a specialized Assault Cannon round designed for bringing down walls and other wall-shaped barriers.
(Damage/AP as cannon) -1/2 Barrier rating
$500 for 10 rounds, 16F

Wow. This Daier Mune character has done some very interesting work. I like his style. That said, I hope he won't mind if I propose a change to the functionality of this HESH ammunition.

I read on the page he linked me to that the HESH round does not actually penetrate tank/building armor; rather, the shockwave created by the explosion of the distributed plastic explosive is transferred through the armor, and causes the inner layer to shatter in an effect called spalling. I remember that if you shoot something explosive at a vehicle, its passengers also have to resist the damage; however, they have the great advantage of being able to add the vehicle's armor to their own.

I think HESH rounds should have the same effect on barriers/vehicles that a 8DV fragmentation grenade would, but anyone on the other side of the barrier/vehicle also has to resist the same damage as if the barrier/vehicle weren't in the way. My rationale for this is that more barrier/vehicle armor is just going to create a better environment for the shockwave to travel through, and more spalling on the other side. Smart armor, however, would add its full value to the passengers' own personal armor, as would the Personal Armor mod from Arsenal.

The result? Unless the passengers are armored or in a smart-armored vehicle, this is going to make some chunky salsa. Then again, that's the intent of its design. However, the low base DV combined with the high AP means it's only effective in a very enclosed space, or against soft targets.

Oh, and using it on a non-vehicular target would give you 8DV, 1/2AP+5. Less effective than a normal assault cannon round, unless the target has 20+ armour (in which case 8DV isn't going to do anything anyway)
underaneonhalo
QUOTE (Stahlseele @ Aug 19 2009, 04:44 PM) *
Don't ask me, where i got this Idea.
Instead of using an GAS Grenade, outfit a regular fragmentation grenade with a soft tissue / latex covering. In between this covering and the actual Fraggrenade, place the strongest instant action sedative or whatever you want. Grenade goes off, dozends to hundreds little small injection needles. Everybody who suffers at least one point of physical damage from the Grenade going off gets to resist the chemical inside with just his normal Body Attribute.


The only problem with that is that it's still a frag grenade. I think a better option would be an entirely different design. I picture a golf ball, only the size of a tennis ball, and all of the dimples are actually tiny little barrels containing tiny poison tipped needles that are fired by a burst of compressed air. It'd be compact, have the option of being non lethal, and the only noise it'd make would be a loud POOF.

Writing that makes me think it should be called a poof ball.

And it should bounce.
Stahlseele
Why is that a Problem?
It's not meant to be silent and all stealthy like.
It's designed to take care of a Problem.
If someone is STILL STANDING after having been hit by the Frag part, then the Chemicals should take care of the Rest.

But i like your idea too. But make it Golf-Ball-Sized. All Area Combat-Golfer is too awesome a character design idea to not use some time ^^
Earlydawn
The Hornet's Nest is pretty whacky, but I like the camera grenade and the integration armor, although I'd prefer to see it as an accessory for the existing military armors - make an integration module, which is significantly expensive, and then each integration system as a cheaper, separate attachment. That way, hugely chromed PCs might hesitate to hedge bets and get the armor set-up, but players who want to run a minimally-chromed armor-dependent marine typed character have a viable alternative.
maeel
telescoping staff with Ares Redline as "underbarrel" weapon voila u got dillon hunts plasma lance.

That TV show is crap btw, but hey....
McCummhail
QUOTE (Critias @ Aug 19 2009, 05:27 PM) *
You can pretty much already do that with a regular old smartlink.

The modern tech is essential a proto-smartlink system being used in an interesting way.
That's why I used a smart system in a chassis with some bonuses instead of the actual archaic dumb link.
crash2029
Because I read too many Green Arrow comics I present you with projectile weapons and ammo.

Mako Fusillade Crossbow
5P | AP 0 | Mode SA/FA | Ammo 20(d) | Availability 6R | 750 nuyen.gif
The Mako Fusillade crossbow utilizes a drum magazine containing both the bolts and a compressed gas cylinder located in the forward grip area. A gas piston system makes this a truly modern slant on an ancient chinese weapon.

Grenade Arrows
Damage (as grenade) | AP (as grenade) | Availability (as grenade +2) | Price (as grenade +50%) nuyen.gif
Special: Due to size of the payload the effective range is reduced by 20%
These arrows have a microgrenade affixed to the standard arrow shaft. Treat the grenades using the rules for grenade launches, substituting Archery for Heavy Weapons. The grenades can be utilized with an airburst link. They also can have several upgrades in functionality:
Sticky- +100 nuyen.gif +2 Availability
Motion Sensor- +50 nuyen.gif +1 availability

Net Arrows
Availability 7 | Price 450 nuyen.gif
Special: Net arrows use the rules for netguns from Arsenal, except that only normal sized nets can be used and tha governing skill is Archery.

the_real_elwood
I like the idea of integrating worn armor with cyberware. Not overpowered, but a nice bonus for making your gear work together.
McCummhail
The crossbow looks interesting.
I was wondering why it jumps from SA to FA?
I definitely dig on the gadget arrow line.

Any suggestions on how to integrate the cyber and armor-suit?

Here is a Toy for you:
Honeycomb Tires
These bulletproof tires use no air. They cannot go 'flat'.
Increases the load capacity of the vehicle by 10%.
Called shots to the tires have no effect.
400 nuyen.gif Availability 8
Kev
QUOTE (Stahlseele @ Aug 19 2009, 06:40 PM) *
Why is that a Problem?
It's not meant to be silent and all stealthy like.
It's designed to take care of a Problem.
If someone is STILL STANDING after having been hit by the Frag part, then the Chemicals should take care of the Rest.

But i like your idea too. But make it Golf-Ball-Sized. All Area Combat-Golfer is too awesome a character design idea to not use some time ^^


Heh, only problem I can see with that grenade is that once it goes off, you don't know who's dead and who's gonna be up and about in an hour or two without checking each and every one of 'em out.

Put in a hella powerful TOXIN and you're onto something!
Stahlseele
Why check them out?
going around popping two caps into their heads should be enough most of the time ^^
Of course, the Toxin-Idea has merits too. Is there something with INSTANT vector?
crash2029
QUOTE (McCummhail @ Aug 20 2009, 10:39 PM) *
The crossbow looks interesting.
I was wondering why it jumps from SA to FA?
I definitely dig on the gadget arrow line.


The reason it goes from SA to FA is that I wanted to make a full-auto crossbow, ala Van Helsing. I figured out a way to do it having a gas tap piston system similar to that utilized in the M16 rifle. When the string fully straightens it trips a catch that opens the tap from the magazine and drives the piston which in turn draws the string back. When the string reaches a set position it trips another catch that allows the magazine to index and pushes a bolt into the groove. Now if the trigger is held down then the catch that holds the string does not engage, therefore as soon as the piston releases the tension the string returns to its static position, carrying the bolt with it and starting the entire process again. The magazine is a drum that has a removeable compressed gas cylinder in the center and the bolts, under spring pressure, around it.

Thank you for the comment on the trick arrows. I was thinking of adding some more like freezefoam, glue, line arrows, emp, and even magical ones that carry anchored spells.
BobRoberts
I love the monofilament net - tres icky.

The classic Troll Sized Assault Rifle? An MP assault cannon with BF (and FA?) mode, shaped up like an oversized assault rifle for the large green guys... probably best if it includes quite a lot of recoil compensation. Sure I saw it for 2nd or 3rd ed somewhere?

Nanite thrower - like a flamethrower, but disgorges voracious nanites with a very short lifespan. Expensive... but the ammo store is much safer if ruptured?
blindfox
QUOTE (Stahlseele @ Aug 21 2009, 10:13 PM) *
Of course, the Toxin-Idea has merits too. Is there something with INSTANT vector?


DMSO?
Falconer
QUOTE (Daier Mune @ Feb 26 2008, 07:13 PM) *
Monofilament Net Launcher
Functions just like the net gun from Arsenal, except that the nets are made from woven monofilament wire. the net launcher itself has been slightly modified to prevent the nets from catching and slicing the barrel to shreds, so the MF nets can't be fired from a standard net gun.

8P -4AP initial impact damage (damage from being hit with monowire net)
6P -2AP ongoing impact damage that must be resisted every time the target struggles to break out of the net


Alternative Meele Grips
The +1 bonus for personalized grips in Arsenal is pretty cool, but I wanted to see more modification for meele weapons. All grips cost $50 and take 1 modification slot.
Defender: +2 for parry tests
Quickdraw: +2 for quickdraw tests (+1 for two handed weapons)
Bastard: +2 DV for a 1 handed weapon thats gripped with both hands, and reduces the penalties associated with using a 2 handed weapon with one hand by 1



Netgun one of the worst ideas I've seen. How exactly do your players extricate anyone from the net without slicing off their little fingers. It's impossible to work with the net in any way w/o inflicting further damage on the occupants or the wielder. Each end of a length of monofilament needs a special anchor and they will slice each other apart. I'd say just stick w/ a some kind of a fast acting glue or electrified net.


On the last one... the hilts are kinda cool. But the last one is already in the rules... +2DV is too much, I have a hard time seeing a 1 handed sword get a bigger +DV than a 2 handed sword. Besides page 161, Using one-handed melee weapons. +1DV for using an 1handed weapon capable of being used 2 handed with 2 hands (EG: a mono-edged sword.. is already elgible to be used as a bastard sword).

+1DV is about right... +2 leads to some wierdness where a (mono)sword gets more damage than a two handed combat axe.
Tachi
QUOTE (Stahlseele @ Aug 21 2009, 01:13 PM) *
Why check them out?
going around popping two caps into their heads should be enough most of the time ^^


A man after my own heart. Corpses = Lewt. Plus not having living enemies at your back is always a bonus.
crash2029
QUOTE (Falconer @ Aug 21 2009, 10:57 PM) *
Netgun one of the worst ideas I've seen. How exactly do your players extricate anyone from the net without slicing off their little fingers. It's impossible to work with the net in any way w/o inflicting further damage on the occupants or the wielder. Each end of a length of monofilament needs a special anchor and they will slice each other apart. I'd say just stick w/ a some kind of a fast acting glue or electrified net.


On the last one... the hilts are kinda cool. But the last one is already in the rules... +2DV is too much, I have a hard time seeing a 1 handed sword get a bigger +DV than a 2 handed sword. Besides page 161, Using one-handed melee weapons. +1DV for using an 1handed weapon capable of being used 2 handed with 2 hands (EG: a mono-edged sword.. is already elgible to be used as a bastard sword).

+1DV is about right... +2 leads to some wierdness where a (mono)sword gets more damage than a two handed combat axe.


If one is using a net gun firing monofilament nets, I would bet that it is a safe assumption that they are not going for a less-lethal takedown. Rather I would hazard a guess that the individual using such a weapon would be a cruel and inhumane bastard.
Stahlseele
Hey now, one or two of my characters had such net-guns . .
Only really bad part is the horrendous price for the monowire-nets . .
Mx
QUOTE (Stahlseele @ Aug 22 2009, 12:25 PM) *
Hey now, one or two of my characters had such net-guns . .

How doesn't that suprise me at all wink.gif
crash2029
Mako The Spike
Point: Str/2+2P | AP 0 | Reach 2 | Availability 7R | Price 850 nuyen.gif
Stunner: 6S(e) | AP -1/2 | Reach 1 (2 extended)

The Spike™ is Mako's first foray into the melee weapons market. A 45cm shaft with a needle sharp point on one end and a stun prod on the other, The Spike is quite concealable. Push the hidden catch haowever, and The Spike telescopes out to its full 2 meter length in a flash. Perfect for discerning Samurai and highly trained corpsec The Spike gives tha wielder the versatility of a staff, the power of a spear, and the takedown capabilities of a stun baton!
(The stun prod has 10 charges.)

ZeroPoint
I have a few weapons I've been working on for my game. Its a line of prototype weapons in development to compete with Yamaha's new line of electronic weapons like the Sakura Fubuki. The players havn't been offered the run to acquire them yet so I'm gonna hold off on posting them just yet. I also havn't decided on which corp would be the manufacturer. I'm thinking Ares, but I'm considering pulling one of the other rarely mentioned arms manufacturers instead.

I think I have weapons for the line in most of the firearm categories, so it'll be a big post when it comes.
McCummhail
QUOTE (crash2029)
Mako The Spike
Would with device have a special option to apply the shock in tandem with stabbing?
If so it will need 2 points to work effectively as a taser, or have the taser prongs on the butt-end of the weapon.
Sounds like fun though. Useful for Vampires and for old women!
QUOTE (ZeroPoint)
I think I have weapons for the line in most of the firearm categories, so it'll be a big post when it comes.
There is one Fubuki weapon in this topic if you want a benchmark for comparison.
Looking forward to more electric fire beasts.

And a new toy!
Bloodsport Deflection Guards
These Forearm and Shin guards are specially designed using hard and soft polymers to deflect even the most vicious of blows! Specially shaped soft polymer plastics aid uniquely engineered hard plates to aid in deflecting incoming kinetic energy.
*Sport, Discreet and Militech Armor mods Available NOW!

Forearm Guards: 150 nuyen.gif
Shin Guards: 150 nuyen.gif
Each set adds +1 to Melee Defense Tests (+2 if both are worn).

*EDIT for clarity
ZeroPoint
On the topic of smart bullets...

I don't remember where I read about it, but I do recall an article on a concept for smart bullets that used an electronically induced rigidity to create a hard penetrating surface that would then soften immediately after passing through it. This would create a bullet that could penetrate heavy armor, then mushroom to create a larger surface area, transferring more force to the target, and thus causing more damage and knockdown capability. I think the problem was in calibration. With smartgun systems and more advanced microelectronics, I don't see a reason why this wouldn't work in 2070.
McCummhail
Here is an LP Assault rifle from Kerenshara!
The thorough explanation in fold out form as well:
QUOTE (Kerenshara @ Aug 26 2009, 09:21 AM) *
[ Spoiler ]

QUOTE (Kerenshara @ Aug 26 2009, 10:27 AM) *
Quite a few, actually. For those who care, there IS an ETC LP assault rifle in R.Talsorian's CyberPunk 2020, in one of the supplements (Maximum Metal?) which is essentially an Ares Alpha with a different firing option.

[ Spoiler ]


So, a heavy rifle equivalent (on par with a IRL H&K G3 battle rifle) is going to be:

(Modes are Subsonic/Normal/Hot)

Ares M-2200 ETC LP Rifle
Damage: 6P/7P/7P
AP: -1/-2/-3
Mode: SA/BF/FA (applies in all modes)
RC: 5/4/3
Ammo: 100 (Clip)
Availability: 16F
Cost: 5,000¥
Range: Assault Rifle/Sporting Rifle/Sporting Rifle (Unless you have a longer barrel version, +1 Conceal, then Sniper Rifle)
Reliability: +1
Concealability: +5
Other: -1 DP modifier to tests to hear this weapon in all modes. Apply subsonic modifiers as normal. Includes smartgun, shock pad (not included in RC).

If that seems über to you, it should. This is the last stop in projectile weapons technology before first electromagnetic (so-called gauss rifles) then gravity driven rounds (pulsers, to borrow David Webber's term).

Let me think about pistol stats. It would probably be a small diameter round, so the ammunition capacity's going to be high. Figure it for a machine pistol, actually.

Ares M-2210 ETC LP Pistol
Damage: 4P/4P/4P
AP: -/-1/-2
Mode: SA/BF/FA (applies in all modes)
RC: 4/3/2
Ammo: 50 (Clip)
Availability: 16F
Cost: 2,500¥
Range: Light Pistol/Light Pistol/Heavy Pistol
Reliability: +1
Concealability: -
Other: -1 DP modifier to tests to hear this weapon in all modes. Apply subsonic modifiers as normal. Includes smartgun.

How's that?

Oh, final note: ammunition's going to be a copperplated bitch to find, availability to match the weapon, unless you make your own, which is actually easy since all you need to make is the payload. The fuel is going to be easy to make, a propane derivative probably.

SOTA Guns!

EDIT: Keeping pace with the source material. cyber.gif
Kerenshara
I like the way you presented that. Thanks McCummhail. Takes my characteristic "info dump" or "wall of text" and hides it where the adventurous can read at leisure while those focused on the Crunch BitsTM can jump right to the things they like best.
crash2029
@ McCummhail- I intended the spike on one end and the stun prod on the other, I guess it was a little vague. Thanks for the comments.

McCummhail
QUOTE (crash2029 @ Aug 26 2009, 11:46 PM) *
@ McCummhail- I intended the spike on one end and the stun prod on the other, I guess it was a little vague. Thanks for the comments.
When I first read the name it evoked an image of a Hong Kong "Mack the Knife",
and I would buy one for that reason if no other! rotate.gif

I noticed another thing in reading further.
The point is listed as Reach 2, but the stunner is listed as Reach 1 (2 extended)

Can the point only be used extended?
Also, compacted it is 45cm long which is on par with daggers, knives, saps, etc which are all reach 0.
Would it be reach 0 (2 extended) for the point or stunner?
crash2029
Yeah I suppose you could use the point when collapsed. It would do Str/2+1P. As for reach, your typical knife, sap, or dagger is not usually a foot and a half long. I figured almost ~half meter would be a reach of one. When collapsed it is about the size of an extended baton.
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