reworking the layout is a pain so I'd rather not do it repeatedly
As the youngin's say, "OMFG! Like totally!" I hate the lack of precision in moving images and tables around in word (especially when the document starts getting large) and add to that I'm mildly red-green colorblind so all my color choices just freak the normal people right the f$#! out.
On the the points. I think I still need further clarification on a few things (or maybe I'm thinking of the wrong things/the wrong way and just not realizing it)...
Night Sights (pg 4, A Personal Touch), "A character using Night Sights may use the take aim action to negate the penalty from Partial Light." and you're saying to add "on the attack test" to clarify, so it would be "A character using Night Sights may use the take aim action to negate the penalty from Partial Light on the attack test." And you further clarify, "They don't illuminate the target..."
But it's my understanding that the Partial Light penalty is due to the lighting be so dim that it's hard to make out the target and these sights are not negating the bad lighting.
In other words, there's 3 (maybe more) types of ranged weapon modifiers:
1. Lighting/visibility conditions (only things that negate these conditions apply; flashlights, low light/thermographic vision, wind clears out the fog, it stops raining, etc.)
2. Movement modifiers (where gyroscopes, gas vents, etc help to reduce unwanted movement of the weapon)
3. Aiming modifiers (generally positive modifiers that help the character aim, from normal sights (no bonus), to laser sights, and smartgun systems to the take aim action).
So Night and Neon sights seem to me to be in the Aiming modifiers category. They help the shooter be more accurate, but if the lights are out the shooter is still shooting in the dark (or Partial light, or rain, etc.). They do not light up the target so they are not affecting the partial light modifier.
It seems to me that these sights would just give a bonus to the take aim action, so instead of +1 it becomes +2 but they wouldn't work with laser sights, smartgun systems, etc. Because the highlighted / improved iron sights (and the use of them) is null and void when you can just watch where the little red dot is (whether from a laser sight painting the target or the AR overlay on your glasses, contacts, retinas, etc.).
AR LSS and Smartgun L73: While similar to the standard smatgun, the standard smartgun doesn't actually tell you where the gun is pointed. It shows you where the bullet will hit (it has a ballistics processor that uses the range finder to compute drop across X distance, compensate for perceived windage, etc.). These merely show exactly where the gun is pointed (just like the standard laser sight), just in AR rather than physically. The Smartgun L73 also integrates the gun's physical interface to receive commands across a smartlink system like a normal smartgun.
but..."[The smartlink] interacts with a smartgun system (p 322) to project the weapon's angle of fire into the user's vision, centering red crosshairs where the user is pointing and highighting perceived targets. The smartgun's laser rangefinder also calculates and displays the distance to the target." (SR4A, pg 333) and "The [smartgun system] makes use of advanced calculation software, allowing the user to aim even weapons with a highly ballistic firing arc (like grenades) with tremendous precision over any distance." (SR4A, pg 322).
This says to me that the standard smartgun tells you exactly where the gun is pointed, "advanced calculation software" = "ballistics processor," etc. If there was more "room to play" between the bonuses from Laser Sight to Smartlink, then I think having a midclass smartlink system would be great...but Laser sight is +1, and Smartlink is +2...OKAY...hehe, so you're saying the AR LSS is just an AR laser pointer so there's no risk of the target seeing the infamous "red dot" but otherwise works just the same...got that, so no issue with AR LSS anymore but then why get the Smartgun L73? For ¥100 more one could just shell out for an external smartgun system and +¥475 for the Smartlink (minus the cost for the image link needed for the AR LSS [which should be noted as "still required" under the Smartgun L73 entry]).
So ¥325 for Smartlink L73 + Image Link and you can pop clips, track ammo, just like a standard smart system but only get +1 DP and no camera.
Or ¥900 for Standard Smartgun System + Smartlink.
Got it. Understood.
I would just add some flavor text like "The poor man's answer to the smartgun system suite, the Smartlink L73..." and I would push the AR LSS tech back to 2066 - 2068 somewhere thereby removing "new" from "With the introduction of the new AR Laser Sight System..." as it gave me the impression of cutting edge when it's more of a simplified version of the standard smartlink.
Low Power, High Power, and Match Grade Powders: While its a little odd, I used the subsonic ammo from arsenal as a base guideline for them.
I stand corrected.
I don't agree with how Arsenal did it, but you're keeping with canon on this so I retract my suggestions to you on this matter and elevate them to house rules level
Scan Resistant: Another case of lost text when formatting. There was at one point another paragraph on Grade 3. "Grade 3 round use a liquid propellant system that is contained in two reservoirs within a thin, deteriorating, casing. The rounds cannot be fire unless activated by twisting the casing and allowing the liquids to contact each other. This action may be performed with a Complex action, and a number of rounds equal to the runner's Agility may be activated. When activated, the rounds are treated as Grade 2 for purposes of detection."
Sweet. I'd still probably prefer something like the following to replace the second paragraph on Scan Resistant:
"Grades 1 and 2 each add their level to the threshold for chemical detection systems to detect them. Unactivated Grade 3 adds its rating as well and is akin to "Explosives/ammo contained in plastic" thereby imposing a -1 Dice Pool modifier to the detection system. Activated Grade 3 rounds are treated as Grade 2 for purposes of detection."
This would mean that an unactivated Grade 3 would require 5 hits by the detection system and since a rating 6 is top of the line...it's nearly impossible (only a 0.4% chance since a rating 6 would only be rolling 5 dice).
Dart Rounds: Entry should be
Payload Type | Damage | AP | Availability | Cost |
Darts | As Drug/Toxin | --- | 4R | 60¥ |
They're identical to Injection Darts, and are really not that useful unless you're trying to avoid using DMSO (since the dart rounds don't carry a full dose in each bullet).
Since the darts are "miniature injection dart(s)" (A personal Touch, pg 11), I would suggest giving them a +1 or +2 AP...smaller length needles having a higher chance of not penetrating clothing, armor, etc. But the need to hit with multiple shots for a full dose is a good mitigating factor so maybe not.
As for grenade rifles, it breaks tradition, but I can really see someone use to either skill being able to use them effectively. On top of that, I really thought Longarms could use the love.
Agreed, my initial thought is that it should belong under Longarms first and foremost, for the love and the nature of the beast
Which is why I'd argue just throw them under Longarms and forget Heavy Weapons in this case.
Being a niche weapon already, I didn't really see anything to be done with Assault Cannon ammunition. Given the size and nature of the weapon, normally it would be easier just to use a grenade launcher for any "specialty" needs that a different type of ammo would provide. I may give them a little love in one of the next installments, but I have the first half of the Knight Errant book I'm working to finish and a Melee piece coming ahead of my explosives piece.
Sweeeeet, looking forward to them.
Again, this is great stuff...I'm just narrowing in on the parts that have confused me or left me wondering.