QUOTE (Udoshi @ Aug 13 2012, 07:14 AM)
First: Laser DESIGNATORS - the target spotters. I was thinking of a Maneuver that let you use the basic gun skill for any weapon addons that are slapped onto it.
So an assault rifle with a missile-guiding laser on top cuts down on Exotic Weapon Dumbness. It makes Underbarrel Shotguns/grenade launchers more useful, too.
That one used to be a houserule at our table for a while, so I'm all for it.
QUOTE (Udoshi @ Aug 13 2012, 07:14 AM)
A free action per pass that can only be used for Changed Linked Device Mode is worth it - modern military training should emphasize making full use of Smartlinks and their ability to control basically all gun settings.
New Maneuver: Hotkey: once per action phase/init pass, you may Change Linked Device Mode without using an action
Frankly speaking, I must say I like the Quick Draw mechanic more - make a test, if you succeed, you do that as a part of your action (as a part of the attack, in this case). If not, spend the action. This way we get to have mechanical effects for Smart Pouch System Ammo Pouches (for Quick Reload), for example. Mechanical effects for items are good :3
But while for Quick Reload the test is pretty obvious (Agility+Firearm skill), I am not so sure about Quick Change Mode, Logic+Firearm skill? Agility+Computer?
QUOTE (Udoshi @ Aug 13 2012, 07:14 AM)
A free point of RC on SA mode for the pistoleers would be worth it - removing the need for personalized grips through lots of experience.
Do you think it would? Minding the very low prices of personalized grips, unless the runners change guns regularly, it's not like they're exchanging a few BP for something all that valuable...
For pistols I was thinking more along the lines of +1DV for double tap (while still counting as a single SA attack), or fanning the hammer, allowing you to fire short (or long, hell) burst with a (modified) revolver.
QUOTE (Udoshi @ Aug 13 2012, 07:14 AM)
Auto-passing quickdraw tests, or reducing the threshold to 1 seems like a good style bonus - natural combo with the iajutsu maneuver.
Reducing the quick-draw threshold by 1 seems like a nice option for a martial art knowledge level.
QUOTE (Udoshi @ Aug 13 2012, 07:14 AM)
Ready Weapon and Take Aim are no-brainers.
a Free Zoom action for snipers would be nice - not take aim, just zoom.
how bout a style bonus for reducing a called shot penalty by 1? You still need to burn an action to use it.
All ideas I like and was already considering.
QUOTE (Udoshi @ Aug 13 2012, 07:14 AM)
Reduced range penalties by 1(not entire range steps) could be good.
Having my doubts about this one, though - most runners shoot at the distances not giving them penalties, and the ones that do not use zoom....
QUOTE (Udoshi @ Aug 13 2012, 07:14 AM)
If you want to get into more advanced rules, bonuses that enhance Leadership things from War - i was breezing over Coordination earlier - or enhance tacnets/reduce entrance penalties.
I will think those over - I like the idea behind the Leadership rules in War!, but the bonuses there do seem a bit weak to me.
QUOTE (Udoshi @ Aug 13 2012, 07:14 AM)
Some sort of teamwork bonuses might be appropriate for more military styles.
Do you mean that like "higher bonuses for melee gang-up" or like Deathwatch style team maneuvers a-la "one character shoots the target, and by herding it the desired way denies it dodge bonuses from the attacks of the rest of the team"?