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Message no. 1
From: NightRain <nightrain@***.BRISNET.ORG.AU>
Subject: Magic Guns and other whizzer ideas
Date: Thu, 16 Jul 1998 14:09:42 +1000
I was talking to a friend on the phone the other night, discussing
weapon foci and stuff, when I had a really cool idea for a legitimate
(and not even too unbalancing) firearm weapon focus (or at least
weapon focus like).

My idea is simply this (though I have no prices or bonding costs
worked out yet), basically the mage gets his enchanted gun, bonds it,
and then instead of the gun trying to help him aim to hit (which
causes all sorts of problems with bullets leaving the gun etc), it
simply holds itself still and thus reduces the mages recoil. So you
could end up using the rating of the focus as automatic recoil
reduction. Hows that?

And if you are feeling adventurous, and you're the GM, then you could
also use a spell instead, that simulates the above effect.

Anti Recoil
Minor Physical Change - Base of M
Physical Spell - +1TN
Sustained Spell - +1 TN
Variable General Target Number Modifier (1 per success) - +2DL

So you end up with an LOS spell, TN4 and drain of (F/2+2)D spell
(Ouch) that reduces recoil for a gun by the number of successes
rolled.

NightRain.

----------------------------------------------------------------------
| The universe is a big place, |
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EMAIL : nightrain@***.brisnet.org.au
: macey@***.brisnet.org.au
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Message no. 2
From: Robert Watkins <robert.watkins@******.COM>
Subject: Re: Magic Guns and other whizzer ideas
Date: Thu, 16 Jul 1998 15:03:13 +1000
NightRain writes:
> My idea is simply this (though I have no prices or bonding costs
> worked out yet), basically the mage gets his enchanted gun, bonds it,
> and then instead of the gun trying to help him aim to hit (which
> causes all sorts of problems with bullets leaving the gun etc), it
> simply holds itself still and thus reduces the mages recoil. So you
> could end up using the rating of the focus as automatic recoil
> reduction. Hows that?
>
> And if you are feeling adventurous, and you're the GM, then you could
> also use a spell instead, that simulates the above effect.

Solution:

Use optional recoil reduction for high strength rules, and Increase
Attribute (Strength) + 4.

--
Duct tape is like the Force: There's a Light side, a Dark side, and it binds
the Universe together.
Robert Watkins -- robert.watkins@******.com
Message no. 3
From: K is the Symbol <Ereskanti@***.COM>
Subject: Re: Magic Guns and other whizzer ideas
Date: Thu, 16 Jul 1998 03:13:16 EDT
In a message dated 7/15/98 11:10:12 PM US Eastern Standard Time,
nightrain@***.BRISNET.ORG.AU writes:

> I was talking to a friend on the phone the other night, discussing
> weapon foci and stuff, when I had a really cool idea for a legitimate
> (and not even too unbalancing) firearm weapon focus (or at least
> weapon focus like).
>
> My idea is simply this (though I have no prices or bonding costs
> worked out yet), basically the mage gets his enchanted gun, bonds it,
> and then instead of the gun trying to help him aim to hit (which
> causes all sorts of problems with bullets leaving the gun etc), it
> simply holds itself still and thus reduces the mages recoil. So you
> could end up using the rating of the focus as automatic recoil
> reduction. Hows that?

See below.

> And if you are feeling adventurous, and you're the GM, then you could
> also use a spell instead, that simulates the above effect.
> Anti Recoil
> Minor Physical Change - Base of M
> Physical Spell - +1TN
> Sustained Spell - +1 TN
> Variable General Target Number Modifier (1 per success) - +2DL
> So you end up with an LOS spell, TN4 and drain of (F/2+2)D spell
> (Ouch) that reduces recoil for a gun by the number of successes
> rolled.

and you wind up with a spell formula design either way. IN SR's mechanics as
they stand (unless Steve has fixed/improved enchanting of course ;/) you
would have to go the way of the Anchoring or Quickening in order to pull off
the "Enchanted Gun" variation you mention at the first.

As for the spell formula you suggestion. Might I suggest creating a spell in
a slightly different manner? I am just concerned that many players would take
that formula and literally "crank up the power" and go for the Panther Cannon
with no recoil option when and where ever possible.

-K
Message no. 4
From: Gurth <gurth@******.NL>
Subject: Re: Magic Guns and other whizzer ideas
Date: Thu, 16 Jul 1998 11:15:59 +0100
NightRain said on 14:09/16 Jul 98,...

> My idea is simply this (though I have no prices or bonding costs
> worked out yet), basically the mage gets his enchanted gun, bonds it,
> and then instead of the gun trying to help him aim to hit (which
> causes all sorts of problems with bullets leaving the gun etc), it
> simply holds itself still and thus reduces the mages recoil. So you
> could end up using the rating of the focus as automatic recoil
> reduction. Hows that?

Sounds like it might be possible, though rather useless at the
same time... Unless you're so obsessed with Concealability that
you're willing to spend tens or hundreds of thousands of nuyen
and a bunch of Karma to do something you can do with a few
hundred nuyen as well, that is.

> And if you are feeling adventurous, and you're the GM, then you could
> also use a spell instead, that simulates the above effect.
>
> Anti Recoil
> Minor Physical Change - Base of M
> Physical Spell - +1TN
> Sustained Spell - +1 TN
> Variable General Target Number Modifier (1 per success) - +2DL
>
> So you end up with an LOS spell, TN4 and drain of (F/2+2)D spell
> (Ouch) that reduces recoil for a gun by the number of successes
> rolled.

This sounds like a nice one, though. Perhaps you could tack on
some or another limited target modifier, to bring down the Drain
a bit; +2D is a bit much for recoil compensation, IMHO.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
"That's IT, lunchbox!!! We'll go to Shermer, Illinois!"
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 5
From: KzDruid <quicksilver82@*********.COM>
Subject: Re: Magic Guns and other whizzer ideas
Date: Thu, 16 Jul 1998 07:44:52 -0400
At 11:15 AM 7/16/98 +0100, you wrote:
>NightRain said on 14:09/16 Jul 98,...
<snip>
>> And if you are feeling adventurous, and you're the GM, then you could
>> also use a spell instead, that simulates the above effect.
>>
>> Anti Recoil
>> Minor Physical Change - Base of M
>> Physical Spell - +1TN
>> Sustained Spell - +1 TN
>> Variable General Target Number Modifier (1 per success) - +2DL
>>
>> So you end up with an LOS spell, TN4 and drain of (F/2+2)D spell
>> (Ouch) that reduces recoil for a gun by the number of successes
>> rolled.
>
>This sounds like a nice one, though. Perhaps you could tack on
>some or another limited target modifier, to bring down the Drain
>a bit; +2D is a bit much for recoil compensation, IMHO.
>
>--
>Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Following that suggestion if you make it a personal version of the spell
and use touch as the range drain's going to be reduced dramaticly if i'm
remembering spell creation modifiers correctly.


------------
KzDruid
------------
Message no. 6
From: MC23 <mc23@**********.COM>
Subject: Re: Magic Guns and other whizzer ideas
Date: Thu, 16 Jul 1998 12:11:16 -0400
Once upon a time, NightRain wrote;

>I was talking to a friend on the phone the other night, discussing
>weapon foci and stuff, when I had a really cool idea for a legitimate
>(and not even too unbalancing) firearm weapon focus (or at least
>weapon focus like).
>
>My idea is simply this (though I have no prices or bonding costs
>worked out yet), basically the mage gets his enchanted gun, bonds it,
>and then instead of the gun trying to help him aim to hit (which
>causes all sorts of problems with bullets leaving the gun etc), it
>simply holds itself still and thus reduces the mages recoil. So you
>could end up using the rating of the focus as automatic recoil
>reduction. Hows that?

A limited version of Magic Fingers to hold the game in place (High
Strength rules from FoF).
I'd rather have a spell which creates an image of a gun being fired
when the spell is cast. I saw Poltergeist Report (Anime) the other night
and the main character had a "Spirit Gun" which was nothing more than how
he manifested his power.

<><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><><>

Ancient cultures believed that names held great power, personal names
more so and they were guarded very closely. To protect themselves, they
answered to another name, because if another discovered their real name,
it could be used against them.
History repeats itself.
Welcome to the Digital Age.
I am MC23
Message no. 7
From: K is the Symbol <Ereskanti@***.COM>
Subject: Re: Magic Guns and other whizzer ideas
Date: Thu, 16 Jul 1998 15:24:52 EDT
In a message dated 7/16/98 6:49:53 AM US Eastern Standard Time,
quicksilver82@*********.COM writes:

> >> And if you are feeling adventurous, and you're the GM, then you could
> >> also use a spell instead, that simulates the above effect.
> >>
> >> Anti Recoil
> >> Minor Physical Change - Base of M
> >> Physical Spell - +1TN
> >> Sustained Spell - +1 TN
> >> Variable General Target Number Modifier (1 per success) - +2DL
> >>
> >> So you end up with an LOS spell, TN4 and drain of (F/2+2)D spell
> >> (Ouch) that reduces recoil for a gun by the number of successes
> >> rolled.
> >
> >This sounds like a nice one, though. Perhaps you could tack on
> >some or another limited target modifier, to bring down the Drain
> >a bit; +2D is a bit much for recoil compensation, IMHO.
> >
> >--
> >Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
> Following that suggestion if you make it a personal version of the spell
> and use touch as the range drain's going to be reduced dramaticly if i'm
>
The only problem IMO, is that if you make this spell a -Personal- one, then
you are attempting to modify the individual holding the gun, and not the gun
itself. At that point, we are talking about something similar to an
attributive modifier (like the Strength +4 spell for instance). I know,
"Armor" is a transformational manipulation, and it could be done that way,
yes. I know it's possible, I'm just pointing it out.

-K
Message no. 8
From: wafflemiester <evamarie@**********.NET>
Subject: Re: Magic Guns and other whizzer ideas
Date: Fri, 17 Jul 1998 15:29:25 -0500
>
> Re: Magic Guns and other whizzer ideas (K is the Symbol , Thu 2:13)

> I am just concerned that many players would take
> that formula and literally "crank up the power" and go for the Panther
Cannon
> with no recoil option when and where ever possible.
>
> -K

Yah know, why is the PC alwaysused asthe ultimateexampleof nasty
recoil? A single point of recoil comp will cancel it all (get a stock
pad or gas vent or strength over 4), and, being single shot, its recoil
has no effect on its use ANYHOW. If you want to munch out with recoil
comp, you find a weapon witha good base power that can spew 10+ rounds
in one FA group. It won't go though as many barries, but you can get an
adjusted power over 18.

I'm NOT saying its silly to use it as a dramatic example, but the rules
just don't fit the dramma atributed to its kick.

-mongoose-
Message no. 9
From: K is the Symbol <Ereskanti@***.COM>
Subject: Re: Magic Guns and other whizzer ideas
Date: Fri, 17 Jul 1998 18:15:08 EDT
In a message dated 7/17/1998 3:17:27 PM US Eastern Standard Time,
evamarie@**********.net writes:

> I'm NOT saying its silly to use it as a dramatic example, but the
> rules
> just don't fit the dramma atributed to its kick.
>
Okay, sorry, geesh, one comment and they get all bent out of shape over it..
:P

Okay, I'm afraid of the twit coming along and using the Anti-Recoil spell to
really get away with the <Insert Favorite Size> Machine Gun on full auto...or
worse yet for the noise, an automatic shotgun with barrel drum or larger...

-K
Message no. 10
From: Alfredo B Alves <dghost@****.COM>
Subject: Re: Magic Guns and other whizzer ideas
Date: Fri, 17 Jul 1998 17:41:26 -0500
On Fri, 17 Jul 1998 18:15:08 EDT K is the Symbol <Ereskanti@***.COM>
writes:
>In a message dated 7/17/1998 3:17:27 PM US Eastern Standard Time,
>evamarie@**********.net writes:

>> I'm NOT saying its silly to use it as a dramatic example, but the
rules
>> just don't fit the dramma atributed to its kick.

>Okay, sorry, geesh, one comment and they get all bent out of shape over
it..
>:P
>
>Okay, I'm afraid of the twit coming along and using the Anti-Recoil
spell to
>really get away with the <Insert Favorite Size> Machine Gun on full
auto...or
>worse yet for the noise, an automatic shotgun with barrel drum or
larger...
>
>-K

Oh, it's the machine guns I'm worried about ... it's the twit with
Vindicator Mini-gun and a gyro-mount (unless the spell wasn't cumulative
with normal recoil suppression) or ... Ick ... I can just see someone
asking "Hey, with this spell, can I use a vehicle weapon???" *SHUDDER*
...

D.Ghost
(aka Pixel, Tantrum, and RuPixel)
"Let he who is without SIN cast the first stone"

_____________________________________________________________________
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Message no. 11
From: "Ubiratan P. Alberton" <ubiratan@**.HOMESHOPPING.COM.BR>
Subject: Re: Magic Guns and other whizzer ideas
Date: Fri, 17 Jul 1998 23:08:47 -0300
At 07:44 16/07/98 -0400, you wrote:

>At 11:15 AM 7/16/98 +0100, you wrote:

>>NightRain said on 14:09/16 Jul 98,...

><snip>
>>Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
>Following that suggestion if you make it a personal version of the spell
>and use touch as the range drain's going to be reduced dramaticly if i'm
>remembering spell creation modifiers correctly.
>

I think the spell is to be cast at the gun, so personal is out of
question..
Limited Target (Guns), or Very Limited Target (YOUR gun :) ) might work tough.

Bira
Message no. 12
From: wafflemiester <evamarie@**********.NET>
Subject: Re: Magic Guns and other whizzer ideas
Date: Sat, 18 Jul 1998 16:41:16 -0500
>
> Re: Magic Guns and other whizzer ideas (K is the Symbol , Fri 17:15)

> Okay, I'm afraid of the twit coming along and using the Anti-Recoil spell to
> really get away with the <Insert Favorite Size> Machine Gun on full auto...or
> worse yet for the noise, an automatic shotgun with barrel drum or larger...
>
> -K

Keith, your not the one I was saying was being silly- FASA isto fault,
because THEY usethe exampleof the Panters heinous recoil rather
frequently, and yet write thier rules so that it is a trivial matter.

I like Gurth idea for adjustiong recoil BEFORE compensation; it makes
sense that heavy wepons nead heavier compensation, although that might
hose MG's. (But thier could be heavy wepon only compensators, also)

I supose we can assume every man-portable assult cannon (published by
FASA) is SS because the recoil won't allow a second aimed shot.

I wish FASA had asked about these "general" issues before SR3 cameout,
instead only play-testing smaller portions of the rules.

Mongoose
Message no. 13
From: Gurth <gurth@******.NL>
Subject: Re: Magic Guns and other whizzer ideas
Date: Sun, 19 Jul 1998 12:34:26 +0100
wafflemiester said on 16:41/18 Jul 98,...

> Keith, your not the one I was saying was being silly- FASA isto fault,
> because THEY usethe exampleof the Panters heinous recoil rather
> frequently, and yet write thier rules so that it is a trivial matter.

Double recoil (it's a heavy weapon), but only one shot per combat
phase means it'll never trouble you... OTOH I believe a weapon's
recoil is generally felt after the round has left the muzzle, so even
if it has such a kick it jumps out of your hand, it won't affect your
chances of a hit.

> I like Gurth idea for adjustiong recoil BEFORE compensation; it makes
> sense that heavy wepons nead heavier compensation, although that might
> hose MG's. (But thier could be heavy wepon only compensators, also)

Just use suppression fire, it's what machineguns are most
commonly used for today anyway. You don't even need recoil
compensation for it.

> I supose we can assume every man-portable assult cannon (published by
> FASA) is SS because the recoil won't allow a second aimed shot.

Except that you still have a Simple Action to do something else
with... I've often wondered why SS weapons don't require a
Complex Action to fire.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
"That's IT, lunchbox!!! We'll go to Shermer, Illinois!"
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 14
From: Bruce Lynch <evamarie@**********.NET>
Subject: Re: Magic Guns and other whizzer ideas
Date: Mon, 20 Jul 1998 16:38:51 -0500
> Re: Magic Guns and other whizzer ideas (Gurth , Sun 6:34)

> > FASA isto fault,
> > because THEY usethe exampleof the Panters heinous recoil rather
> > frequently, and yet write thier rules so that it is a trivial matter.
>
> Double recoil (it's a heavy weapon), but only one shot per combat
> phase means it'll never trouble you... OTOH I believe a weapon's
> recoil is generally felt after the round has left the muzzle, so even
> if it has such a kick it jumps out of your hand, it won't affect your
> chances of a hit.

Not entirely. As the round accelrates down the barrel, the gun
accelerates the other way (equal / opposite reaction). Ignoring muzzle
gas, the round exiting the barrel has little to do with recoil. Of
course, the gasses effect is not negligable- the full mass of the
propelant is exiting the barrel at a high velocity, after the bullet...
so you may be right about the net effect (hence the point of muzzle
brakes/ gas vents).

> > I supose we can assume every man-portable assult cannon (published by
> > FASA) is SS because the recoil won't allow a second aimed shot.
>
> Except that you still have a Simple Action to do something else
> with... I've often wondered why SS weapons don't require a
> Complex Action to fire.
>

It is odd- you would thinkifyoue could (simple) draw and (simple) fire
a revolver (SS ruger warhawk), you could also fire it twice.Perhaps they
figure the cylender / whatever cycling mechanism is slower than you
could pull the trigger- unlikely, AFAIK, except on guns that require
some action to cycle (pump shotguns, single action revolvers, bolt
action rifles, etc).
Maybe SS weapons should require a simple action to "cycle"- you could
then perform two simples on your first use (draw and fire, likely, or
two quickdraws for true "gunslingers"), and then cycle and fire on
subsequent actions.

-Mongoose, who never wastes time on SS weapons. Break action weapons,
yes...
Message no. 15
From: "Ubiratan P. Alberton" <ubiratan@**.HOMESHOPPING.COM.BR>
Subject: Re: Magic Guns and other whizzer ideas
Date: Mon, 20 Jul 1998 13:32:56 -0300
At 12:34 19/07/98 +0100, you wrote:
>wafflemiester said on 16:41/18 Jul 98,...
>
>> I supose we can assume every man-portable assult cannon
(published by
>> FASA) is SS because the recoil won't allow a second aimed shot.
>
>Except that you still have a Simple Action to do something else
>with... I've often wondered why SS weapons don't require a
>Complex Action to fire.

You could fire and then duck for cover if the target isn't down...
You'll need the cover if an
assault cannon couldn't off him in one shot : ) .

Bira
Message no. 16
From: Gurth <gurth@******.NL>
Subject: Re: Magic Guns and other whizzer ideas
Date: Tue, 21 Jul 1998 14:00:44 +0100
Bruce Lynch said on 16:38/20 Jul 98,...

> It is odd- you would thinkifyoue could (simple) draw and (simple) fire
> a revolver (SS ruger warhawk), you could also fire it twice.Perhaps they
> figure the cylender / whatever cycling mechanism is slower than you
> could pull the trigger- unlikely, AFAIK, except on guns that require
> some action to cycle (pump shotguns, single action revolvers, bolt
> action rifles, etc).
> Maybe SS weapons should require a simple action to "cycle"- you
could
> then perform two simples on your first use (draw and fire, likely, or
> two quickdraws for true "gunslingers"), and then cycle and fire on
> subsequent actions.

That's what I figured too; perhaps it's time for another house
rule? How about this: pump-action weapons, lever-action
weapons, and single-action pistols take a Simple Action to fire,
and a Simple Action to chamber the next round and/or cock the
hammer. Double action pistols take a Simple Action to fire and no
time to ready for the next shot, but take a +1 TN modifier to
reflect the heavier trigger pull.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Sarcasm -- it's a great way to deal.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 17
From: Alfredo B Alves <dghost@****.COM>
Subject: Re: Magic Guns and other whizzer ideas
Date: Tue, 21 Jul 1998 09:24:33 -0500
On Tue, 21 Jul 1998 14:00:44 +0100 Gurth <gurth@******.NL> writes:
>Bruce Lynch said on 16:38/20 Jul 98,...
>> It is odd- you would thinkifyoue could (simple) draw and
(simple) fire
>>a revolver (SS ruger warhawk), you could also fire it twice.Perhaps
they
>>figure the cylender / whatever cycling mechanism is slower than you
>>could pull the trigger- unlikely, AFAIK, except on guns that require
>>some action to cycle (pump shotguns, single action revolvers, bolt
>>action rifles, etc).
>> Maybe SS weapons should require a simple action to "cycle"- you
could
>>then perform two simples on your first use (draw and fire, likely, >or
>>two quickdraws for true "gunslingers"), and then cycle and fire on
>>subsequent actions.

>That's what I figured too; perhaps it's time for another house
>rule? How about this: pump-action weapons, lever-action
>weapons, and single-action pistols take a Simple Action to fire,
>and a Simple Action to chamber the next round and/or cock the
>hammer. Double action pistols take a Simple Action to fire and no
>time to ready for the next shot, but take a +1 TN modifier to
>reflect the heavier trigger pull.
>
>--
>Gurth@******.nl -
<SNIP>

I like that ... I may say however, that a player can make a quick draw
test to
1) chamber the next round and fire a SS weapon at +1 (or maybe +2) T# (to
the shot not the QD test); or
2) negate the penalty the second shot of a Double action ...

D.Ghost
(aka Pixel, Tantrum, RuPixel)
o/` Trideo killed the Video Star ... o/`

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Message no. 18
From: Gurth <gurth@******.NL>
Subject: Re: Magic Guns and other whizzer ideas
Date: Tue, 21 Jul 1998 20:45:53 +0100
Alfredo B Alves said on 9:24/21 Jul 98,...

> >That's what I figured too; perhaps it's time for another house
> >rule? How about this: pump-action weapons, lever-action
> >weapons, and single-action pistols take a Simple Action to fire,
> >and a Simple Action to chamber the next round and/or cock the
> >hammer. Double action pistols take a Simple Action to fire and no
> >time to ready for the next shot, but take a +1 TN modifier to
> >reflect the heavier trigger pull.
>
> I like that ... I may say however, that a player can make a quick draw
> test to
> 1) chamber the next round and fire a SS weapon at +1 (or maybe +2) T# (to
> the shot not the QD test); or

I don't see a problem with that; the meaning of "quickdraw"
could be extended to mean "draw the weapon and perform one
function with it that can be done in a Simple Action" instead of
"draw and fire in a Simple Action."

> 2) negate the penalty the second shot of a Double action ...

Do you mean fire it single-action? That would be possible, yes.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Sarcasm -- it's a great way to deal.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 19
From: Michael vanHulst <Schizi@***.COM>
Subject: Re: Magic Guns and other whizzer ideas
Date: Tue, 21 Jul 1998 20:11:26 EDT
In a message dated 98-07-21 11:15:04 EDT, you write:

> > It is odd- you would thinkifyoue could (simple) draw and
> (simple) fire
> >>a revolver (SS ruger warhawk), you could also fire it twice.Perhaps
> they
> >>figure the cylender / whatever cycling mechanism is slower than you
> >>could pull the trigger- unlikely, AFAIK, except on guns that require
> >>some action to cycle (pump shotguns, single action revolvers, bolt
> >>action rifles, etc).
> >> Maybe SS weapons should require a simple action to "cycle"-
you
> could
> >>then perform two simples on your first use (draw and fire, likely, >or
> >>two quickdraws for true "gunslingers"), and then cycle and fire on
> >>subsequent actions.
>
> >That's what I figured too; perhaps it's time for another house
> >rule? How about this: pump-action weapons, lever-action
> >weapons, and single-action pistols take a Simple Action to fire,
> >and a Simple Action to chamber the next round and/or cock the
> >hammer. Double action pistols take a Simple Action to fire and no
> >time to ready for the next shot, but take a +1 TN modifier to
> >reflect the heavier trigger pull.
> >
> >--
> >Gurth@******.nl -
> <SNIP>
>
> I like that ... I may say however, that a player can make a quick draw
> test to
> 1) chamber the next round and fire a SS weapon at +1 (or maybe +2) T# (to
> the shot not the QD test); or
> 2) negate the penalty the second shot of a Double action ...
>
> D.Ghost
> (aka Pixel, Tantrum, RuPixel)
> o/` Trideo killed the Video Star ... o/`
Actually I would say that the guns involved would be either Double-action
only or maybe even single action only revolvers or derringers. This makes it a
longer second shot, though maybe you could have the local gunsmith lighten the
trigger so much that you do not suffer such a penalty on DAO. Though I would
say adding a slight malfunction number for such a lightened gun.

Further Reading

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