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[SR5] Battering Ram

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Belker

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« on: <01-24-14/1355:29> »
One of my players has taken a shine to playing trolls and has found himself frequently in the role of door-opener. We were joking about him needing a battering ram, and it hit me that I've never seen one statted up for any version of Shadowrun. (It's entirely possible I've missed it somewhere along the way.)

In any case, here's my first take at one.

"Master Key" Dynamic Entry Tool
When you absolutely, positively need that door open RIGHT NOW, put this into the hands of your burliest teammate and stand clear. Fashioned with slip-resistant foam grips, the handles swing on heavy-duty bearings, permitting the maximum force to be transmitted through the reinforced column to the impact head, resulting in a quick entry.

Exotic Melee Weapon (Battering Ram), Accuracy 7, DV STR+4, AP -4. When used versus Barriers, double the damage value.  When used against a door, rather than creating a 1-meter hole in the barrier by doing damage equal to the structure rating, the battering ram forces the door open. When used against other types of barriers, normal rules apply. While not intended as a melee weapon, the Battering Ram may be used as one (use the Exotic Melee Weapon skill).
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Namikaze

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« Reply #1 on: <01-24-14/1401:35> »
Seems reasonable to me, though I'd suggest doubling the armor penetration rather than doubling the damage against structures.  There is definitely a skill to using a ram effectively, so I think it makes sense to put it under Exotic Melee Weapon.  This makes me wonder about shock lock shotgun rounds.
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ImaginalDisc

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« Reply #2 on: <01-24-14/1430:49> »
Accuracy 7?

According to the rules my epee isn't so precise!

DeathEatsCurry

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« Reply #3 on: <01-24-14/1451:19> »
Might wanna cut the accuracy to something like 3-4, in line with the Monofilament Chainsaw. After all, rams aren't meant for use in combat, being far too unwieldy.

Belker

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« Reply #4 on: <01-24-14/1627:54> »
Thanks for the feedback folks. I do see dropping the accuracy to be on par with the Monofilament Chainsaw, which is where I got the "double damage vs. barrier" from - not sure why I thought 7 was a good idea.

That said, I like Namikaze's idea of doubling the AP versus a barrier instead of the damage. I'll run the numbers on it this weekend and see how it works out. My intent is for something that lets a beefy troll, or augmented other metatype, reasonably expect one-shot a normal door in normal circumstances, and to have a decent chance to take out a reinforced door in a few swings.
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Sendaz

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« Reply #5 on: <01-24-14/1659:35> »
Knock Knock indeed
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ImaginalDisc

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« Reply #6 on: <01-24-14/1712:10> »
I would also suggest you spell out what happens when two or more people try to use it as a team, and what the maximum team size would be.

Kanly

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« Reply #7 on: <01-24-14/1727:47> »
Also you should probably specify it more for doors... with the double AP and a buff troll you might start punching thru walls etc. Of course if that's intended... :)

Agonar

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« Reply #8 on: <01-25-14/0039:15> »
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