Shadowrun

Shadowrun General => Gear => Topic started by: JackVII on <09-06-13/1548:40>

Title: Ares S-III Super Squirt
Post by: JackVII on <09-06-13/1548:40>
Q1: How much is ammo? Is it just the cost of a dose of toxin that you want to use?
Q2: Are there any restrictions on the type of toxin you can use? Based on the way I am reading it, it seems like you can use any toxin as the DMSO changes the vector to Contact.
Title: Re: Ares S-III Super Squirt
Post by: Dracain on <09-06-13/1959:16>
Q1: How much is ammo? Is it just the cost of a dose of toxin that you want to use?
Q2: Are there any restrictions on the type of toxin you can use? Based on the way I am reading it, it seems like you can use any toxin as the DMSO changes the vector to Contact.
A1: Not 100% sure about this, but that sounds right. 
A2: No restrictions, you can load that baby up with any nasty crap you can get your hands on.  Be careful though, lethal force tends to irritate the corps into being more active about looking for you, so I would suggest loading it up with something that can knock them out good. 
Title: Re: Ares S-III Super Squirt
Post by: JackVII on <09-06-13/2137:54>
I was going to go with Narcoject with something nastier in a spare clip. Not even sure someone could tell the difference from one to the next without a chem sniffer or shooting themselves with it.

Thanks for the response!
Title: Re: Ares S-III Super Squirt
Post by: Dracain on <09-06-13/2141:50>
I was going to go with Narcoject with something nastier in a spare clip. Not even sure someone could tell the difference from one to the neat without a chem sniffer or shooting themselves with it.

Thanks for the response!
The corps know shadowrunners are tools that don't know who their working for, and wont bother to hunt them down unless you give them a reason to.  Killing a ton of their employees is a reason to.  They only need to look and go "All our staff is dead, find the drekheads who did this and make them pay" versus "They stole our stuff, we need to find the corp who did this and retrieve it". 
Title: Re: Ares S-III Super Squirt
Post by: CanRay on <09-06-13/2144:54>
Instant Riot:  Firehose + DMSO + Kamikaze!  ;D  (Or, you know, belt-fed grenade launcher with gas grenades full of Kamikaze.).
Title: Re: Ares S-III Super Squirt
Post by: Dracain on <09-06-13/2259:19>
Instant Riot:  Firehose + DMSO + Kamikaze!  ;D  (Or, you know, belt-fed grenade launcher with gas grenades full of Kamikaze.).
Someday I am going to do this.  You've put it in my brain and now it must be done.  WHY WOULD YOU DO THAT?!?
Title: Re: Ares S-III Super Squirt
Post by: CanRay on <09-07-13/0056:43>
WHY WOULD YOU DO THAT?!?
Never read any of my other posts, have you?  Or any of my books?  :P
Title: Re: Ares S-III Super Squirt
Post by: Emil_Barr on <09-07-13/0809:30>
Instant Riot:  Firehose + DMSO + Kamikaze!  ;D  (Or, you know, belt-fed grenade launcher with gas grenades full of Kamikaze.).

I could see that working as security too, if you loaded it into say, a sprinkler system or even a gaseous Halon-type system.
Title: Re: Ares S-III Super Squirt
Post by: Bioborg on <12-20-17/0032:29>
CanRay - Even worse, add PCP to the Kamikaze and then they go even more psychotic while being utterly unable to feel any amount of pain...

Their Stun track will effectively become infinite and they won't stop until their Physical track is full (then they drop dead)...

Think Psychotic Terminators on Steroids and you'll start to get the idea of what kind of Chaos, Death & Destruction the mob will cause...

And Yes, I AM an Eeeeeeeeeevil Ba$tard  ;D
Title: Re: Ares S-III Super Squirt
Post by: CanRay on <12-20-17/0956:20>
Something from the vaults!

No idea what the drug interaction between Kamikaze and PCP would be, but that's an experiment that I'm willing to let others die to find out!   ;D
Title: Re: Ares S-III Super Squirt
Post by: Mirikon on <12-20-17/1647:36>
Hmm. Mix K10 and PCP with some DMSO in a splash grenade, and toss it into a pack of feral ghouls, before opening the gate towards whatever poor group of people you want to unleash them on...
Title: Re: Ares S-III Super Squirt
Post by: kyoto kid on <03-24-18/0404:58>
...in 3e this was indeed a wicked little weapon.  Fill it with a DMSO/Jazz or Cram cocktail and shoot a mage or adept with it. When they came down, it was time to make that magic loss roll.  Of course back then it literally was  high power squirt gun.  One of my GMs got so tired of my Decker Violet knocking people out with it, he ended up putting all his NPCs in chem treated armour.    That's when she improved her skill and began making called shots.
Title: Re: Ares S-III Super Squirt
Post by: Marcus on <03-24-18/0527:33>
The character went down this track used Capsule rounds b/c using the military squirt gun was an exotic weapons choice.
But yeah that's how we did it with capsule round, doses size was assumed to be negligible as far the rules went. 
We were messing around with the drug cooking rules back then.
Title: Re: Ares S-III Super Squirt
Post by: kyoto kid on <04-05-18/2334:02>
Instant Riot:  Firehose + DMSO + Kamikaze!  ;D  (Or, you know, belt-fed grenade launcher with gas grenades full of Kamikaze.).
...better DMSO and K-10.  Totally berserk insane riot.

My little trouble maker Leela  would love one of those GLs.
Title: Re: Ares S-III Super Squirt
Post by: kyoto kid on <04-05-18/2338:42>
Instant Riot:  Firehose + DMSO + Kamikaze!  ;D  (Or, you know, belt-fed grenade launcher with gas grenades full of Kamikaze.).

I could see that working as security too, if you loaded it into say, a sprinkler system or even a gaseous Halon-type system.
...you're giving my little Leela some very bad ideas as she has the Industrial Engineer and Armourer, skills along with the Juryrigging quality.

"Hi, could I get a 50 L drum of DMSO and one of Kamikaze please"?
Title: Re: Ares S-III Super Squirt
Post by: Marcus on <04-05-18/2339:51>



Instant Riot:  Firehose + DMSO + Kamikaze!  ;D  (Or, you know, belt-fed grenade launcher with gas grenades full of Kamikaze.).
...better DMSO and K-10.  Totally berserk insane riot.

My little trouble maker Leela  would love one of those GLs.

oh god no. That's just massacre in a spray can form. 

You will never leave that Battlefield. You might walk away from it, but it will haunt your dreams forever.
Title: Re: Ares S-III Super Squirt
Post by: kyoto kid on <04-15-18/2258:10>
...OK here's the scenario for a great diversion:  Fly a Sundowner drone loaded with the DMSO/K10 cocktail over a crowd.  Instant insane riot which will probably draw major attention of law enforcement along with the media away from what you and your chummers are doing.
Title: Re: Ares S-III Super Squirt
Post by: Marcus on <04-16-18/1106:42>
...OK here's the scenario for a great diversion:  Fly a Sundowner drone loaded with the DMSO/K10 cocktail over a crowd.  Instant insane riot which will probably draw major attention of law enforcement along with the media away from what you and your chummers are doing.

If you don't mind have a LOT of collateral damage and even more innocent blood on your hands. For my new yen, Magical illusions are a lot more distracting and a LOT less lethal
Title: Re: Ares S-III Super Squirt
Post by: kyoto kid on <04-16-18/2127:54>
...true much "cleaner" as long as the spells are high enough force to overcome everyone in the area's WIL + LOG.  Even better, not only illusions but a couple area manipulation spells like Foreboding or Mob Mind to make the illusion seem even more convincing.  That is something my Wednesday and her spirit of man would do. She casts and sustains the Trid Phantasm, while the spirit casts and sustains a Mob Mind convincing them the illusion is real.   

Yeah the DMSO/K10 drone scenario is a total over the top pink mohawk approach.  I've been in a few campaigns where several of the characters would actually consider such a plan.
Title: Re: Ares S-III Super Squirt
Post by: Marcus on <04-16-18/2238:42>
You do know that, if someone is lucky enough not simply to stay permanently berserk (A common problem with K10) they will suffer 18S unsoakable when it wears off, which given, that they almost certainly will have take at-least some damage while berserk. Means the death of almost everyone who it takes effect on. Never mind the fact that K10 is only the drug in the game where addiction from the first is actually reasonably likely. So should some tragic soul live through such horrifying experience they will have to deal with that problem, for the rest of their lives. Never mind the terrible deaths of all first responders, facing a mob berserk street sam level fighters.

It's not a Pink Mohawk solution in anyway, I love Pink Mohawk game play and solutions, that plan is mass murder. Really it's several degrees worse, b/c before those poor people die, they will tear each other apart, mother kill their children, lovers killing their partners.  It's simply horrific. By any modern term  it would be a mass terror attack.
Title: Re: Ares S-III Super Squirt
Post by: kyoto kid on <04-17-18/2221:09>
...true, it is more something I could see some terror extremist group perpetrating rather than a runner team, would make for a very challenging job to take them down.

Again, I've played with some really serious hard core people in the past who would turn "good cop bad cop" into "bad cop worse cop" and not worry about collateral damage (in one scenario, Portland City Hall was blown up as a distraction [2nd ed]).

Anyway like I mentioned in my previous post, I do agree the use of magic as a distraction (or paying a gang to go about robbing Stuffer Shacks) is a much more viable and "sane" option.  The caveat is you need to cast at a reasonably high force level to affect a decent number of people, and that usually means taking physical drain (spirits can only cast spells up to their force rating) or your mages having power foci, several initiate grades and the spell shaping metamagic.

Title: Re: Ares S-III Super Squirt
Post by: kyoto kid on <04-17-18/2251:12>
...getting back to the topic at hand again the current version of the Super Squirt III  is described more that of a capsule/gel round than the original squirt gun it was in 3rd ed.  So yes, why bother with the exotic skill when capsule rounds can do just as well (an Ares Crusader loaded with Pepper Punch can be very effective in suppression mode).

One of our Missions FAQ committee members has the advance release of Street Lethal for Missions evaluation and in there is a carbine styled weapon that is a true squirt/spray gun that can be used in full auto mode to "hose down" an area with DMSO/Narco. It does take Exotic Weapons skill, but when you can knock out several people in one action that would make it worth taking.  Granted not good against armour with chemseal, but for annoying gangers or average facility guards it can be quite effective and not leave a body count. 

To deal with guards in chemseal, nothing better than an Ares Sonic Rifle set at moderate choke.  My namesake has used it effectively on several occasions.
Title: Re: Ares S-III Super Squirt
Post by: welldressedgent on <04-23-18/2058:10>
Quote
...OK here's the scenario for a great diversion:  Fly a Sundowner drone loaded with the DMSO/K10 cocktail over a crowd.

I think somebody did that already. Neuromancer?
Title: Re: Ares S-III Super Squirt
Post by: ShadowMaster on <05-12-18/2347:29>
Really why are dart guns using exotic weapon skills. Dart guns are made today to work exactly like a standard firearm. They are made in such a way that if you know how to fire a rifle or pistol you will know how to use them to. The only thing you won't know is what is needed to make the ammo, ie dosage for a particular target, and that is more of a knowledge skill.
Title: Re: Ares S-III Super Squirt
Post by: kyoto kid on <05-16-18/2332:08>
...back in older editions, didn't they use pistols/rifle skill?  Would make sense as the projectile is fired by an "expanding" force (be it via air or combustion) inside the weapon's firing chamber. 

Now I could understand a Gyro Jet being considered "exotic" even though technically it is a heavy pistol since it fires a small rocket propelled projectile.