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From: shadowrn@*********.com (Sebastian Wiers)
Subject: Riddle me this.
Date: Thu Sep 6 07:15:01 2001
> I've run across some interesting problems in Cannon Companion, oddly
>enough. ;) Here are some questions for all of you.
>
>1) Armour Modifications: The total ratings of the mods cannot exceed the
>Impact plus Ballistic, I got that. But before that, it says: "The rating
>of a singl modification cannot exceed the highest Ballistic or Impact
>rating of the item." Does this mean that an armour jacket (5/3) can take,
>say, Fire Resistance 4 and Insulation 4, or that it can take one mod with a
>rating up to 5, and the other with a rating up to 3? Now that I read
>"highest" in the sentence, I'm leaning towards the former.

By the text you give (didn't check myself), it could only be that the TOTAL
limit for mods to an armor jacket is 8, and the limit of each is 5. I can't
see why the limit of each would be 4; the limit of each mod is simply the
higest rating the armor has.

>2) Weapon Modifications: "If the modification is made after the gun is
>purchased or if the gun is a stock gun (an Ares Predator, for example)
>multiply the Design Point cost of the modification by 8 to determine its
>nuyen cost."
>
> That's fine for things like Custom Finish or Personalized Grip, but what
>happens when you want to buy something that's in SR3? A silencer is 500 in
>SR3, but if you multiply its design cost (100 DP) by 8, you're paying 300
>more (even if it's removable). Which cost do you use, 500 or 800?

I'd say to use the SR3 items when available- firearms acessories have been
around forever, and there nothing in CC that makes them illegal to use. On
the other hand, there may be some benefit to using the "modification"
instead of the "accessory"; a silencer "modification" might weigh
less, be
more concelaable, or whatever.

>3) Internal Smartgun Systems: "There must be enough FCU available for the
>modification to be added--this may require some back-figuring if the
>firearm has never been modified before. Simply look at the base frame for
>the firearm being modified to find its base FCU, then add together the FCU
>required for all options and modifications already built in. If the
>current FCU total is equal to (or higher than, in some cases) the frame's
>base FCU, the modification cannot be made unless something is removed."
>
> So, when you reverse-engineer the Browning Max-Power, you start out with
>2 FCU for the Heavy Pistol frame, then take away 0.25 for adding a point of
>concealability. No problem, there's plenty of room for a smartlink (0.5
>FCU).
>
> But, when you reverse-engineer the AK-97 carbine: 1.5 FCU to start, then
>add FA firing mode (-1 FCU) and 10 extra rounds (-1.25 FCU) you end up with
>a total FCU cost of 2.25, higher than the 1.5 the SMG starts out with.
>Does this mean the AK-97 SMG can never incorporate an internal smartlink?
>It would seem that way. That's sort of a pain, as it means to see whther
>you can add a smartlink to any weapon, you have to re-build it.

Again, I'd say that only applies to mods not perviously offered in SR3.
Since the base books allows all weapons to have an integral smartlink, I'd
let the AK-97 have one.
On the other hand, if your willing to do the work, it does add a cool bit of
flavor if only certain guns can be internally smart- and it might make
external links more popular! All it would take is figuring out the FCU (if
any) each "stock" gun has available, not a long list. I'm supprised CC
didn't include such a list, and it would be nice to see something like that
on Shadowrunrpg.com (poke poke).

-Mongoose


> I'm anxiously awaiting your responses. :)
>
>====>-Boondocker
>
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