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Mailing List Logs for ShadowRN

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!)

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