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Message no. 1
From: i'm considering madness as a viable alternative to life
Subject: Guns & Ammo
Date: Mon, 19 Oct 92 10:29:00 EDT
question and proposal session here chummers. i'd like some input.

SR2 discusses stun rounds in two places. it never actually talks about how
much damage they do. if they were "converted" from SR1 they would do 8M
damage (not very exciting). the "gear" table in SR2 says "see
damage".
perhaps a better damage code for stun rounds would be to use the same
damage code as the weapon used with the modifiers that the damage is stun
damage (i.e. Mental) rather than Physical, and that Impact armor applies
rather than Balistic armor.

Firepower ammo. it's disappearance really bugs me becuase i spent a fortune
buying 200 rds of the stuff. how about we assume it does in SR2 exactly
what it did in SR1 (i.e. increase the Power Level of Heavy Pistols +2).


"So there I was, back in my days with 'Raku, facing four members of the famed
BloodyGrizlyGuts Go-Gang. But I wasn't worried. I Quick Drew my two Ingram
Smartguns with Integral MTC/Thomas SmartLink smartgun link and as I saw the
twin crosshairs come up in my Timex/Zeist PolyChrome Cybervision I
kicked in my Fuchi/Chroma Encephalon-2 and had a split view - one from each
gun. Now, these weren't just Ingram Smartguns. They were Ingram Smartguns
with Ares Improved MaxiVent Gas Vent-3's and Ares NeverMove Gyro-2's. I
rattled off a quick 3 round burst into each guard, and because of my gear I
suffered no penalties - which means that I slipped away from four very *quiet*
corpses..."
--A trid advertisement at the Seattle Armaments Convention

(just think about it, smartgun link, firearms 6, no recoil and two guns at
the same time w/out penalty. now add boosted reflexes-3, bio/cyber to
reflex 9 and *watch out* Lone Star, cuz you could be next!)
Message no. 2
From: Doctor Doom <JCH8169@********.BITNET>
Subject: Guns & Ammo...
Date: Wed, 21 Oct 92 12:35:00 CST
>question and proposal session here chummers. i'd like some input.

>Firepower ammo. it's disappearance really bugs me becuase i spent a fortune
>buying 200 rds of the stuff. how about we assume it does in SR2 exactly
>what it did in SR1 (i.e. increase the Power Level of Heavy Pistols +2).

>>>>>[ As you may notice, the back of SHADOWRUN II does mention the
deletion of
Firepower (tm) ammo. The reason they cite is that it was an attempt to balance
out the power of pistols. They go on to say that the new rules have factored in
the difference of Firepower ammunition, and thus it has been removed as an
option.
As far as the funds you sank into purchasing ammuntion, I would suggest
you put your case to your GM. Any fairly reasonable GM would conpensate you in
some form or fashion for your loss, considering it was due to a change in the
game system, and not caused by any action of your own.]<<<<<
-- Doctor Doom <*:*:*/*-*-*>

>"So there I was, back in my days with 'Raku, facing four members of the famed
>BloodyGrizlyGuts Go-Gang. But I wasn't worried. I Quick Drew my two Ingram
>Smartguns with Integral MTC/Thomas SmartLink smartgun link and as I saw the
>twin crosshairs come up in my Timex/Zeist PolyChrome Cybervision I
>kicked in my Fuchi/Chroma Encephalon-2 and had a split view - one from each
>gun. Now, these weren't just Ingram Smartguns. They were Ingram Smartguns
>with Ares Improved MaxiVent Gas Vent-3's and Ares NeverMove Gyro-2's. I
>rattled off a quick 3 round burst into each guard, and because of my gear I
>suffered no penalties - which means that I slipped away from four very *quiet*
>corpses..."
>--A trid advertisement at the Seattle Armaments Convention

>(just think about it, smartgun link, firearms 6, no recoil and two guns at
>the same time w/out penalty. now add boosted reflexes-3, bio/cyber to
>reflex 9 and *watch out* Lone Star, cuz you could be next!)

>>>>>[ Now THIS brings up a question I've wondered about for quite a
while...

In my old group, one of the characters had two, count them, two
smartgun links, complete with dual Ingram Smartguns. Now, a later player
complained about it, saying that it was completely unworkable...citing an
example where he played the game _Terminator 2, Judgement Day_ (If you're
unfamiliar with it, it's a game with two machine guns that the basic purpose it
to shoot just about everything in sight...) while controlling both machine guns.
He deduced it was unworkable.
The argument could be made that the guns were 'fixed', so to speak, it
wasn't a good test, but I'm fishing for comments/feedback here, not splitting
hairs about what is an accurate demonstration of this example.

Input/responses, anyone, bitte? ]<<<<<
-- Doctor Doom <*:*:*/*-*-*>
Message no. 3
From: Dave The Shade <IZZYUX2@*******.BITNET>
Subject: Guns & Ammo
Date: Tue, 29 Jun 1993 17:00:00 PDT
Fragg! I love being on this board. I have long been involved with Dark Future
(Cyberpunk, ShadowRun, etc . . ), and am also knowledgeable in guns. It is ther
efore with great delight that I see a sizable contingent of people on this
that know Real Stuff about ammo and guns (as well as cars, biogenetics, and
electronics -- my other hobbies). After reading a well reasoned post on differe
nt ammo, I was greatly pleased to find gaming conversion done of said ammo.
Keep it up chummers -- its very cool to see this stuff. I'm just sorry I'm too
busy to take a greater hand (an 8 week intensive Russian class can do that to
you).



KHANx

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