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Street Lethal - New toys, few gems

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Kincaid

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« Reply #15 on: <06-21-18/1511:56> »
I guess that one for the errata team then?

Maaaybe?  I'm not sure if it was changed deliberately after I submitted it or if somehow things got messed up importing my manuscript to the publishing platform.  If it's the latter, then yes.  If it's the former, then it's not actually an error, so no.  I tweak stuff other people write all the time, so I'm not going to cry too much if someone tweaked something of mine.
Killing so many sacred cows, I'm banned from India.

tequila

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« Reply #16 on: <06-21-18/1622:51> »
We'll do the crying for you. ;) #Thistasergoesto11
#thistasergoesto11

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ArmTech MGL-12: Nothing says love like a 3 round burst of HE Grenade to hit something for 32P
Nuff said.  :-X

Marcus

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« Reply #17 on: <06-21-18/2110:03> »
We'll do the crying for you. ;) #Thistasergoesto11

I dig it #Thistasergoesto11
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tequila

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« Reply #18 on: <06-22-18/0721:07> »
I think that's reason enough to errata the damage code to 11. :D
#thistasergoesto11

Quote from: Tarislar
ArmTech MGL-12: Nothing says love like a 3 round burst of HE Grenade to hit something for 32P
Nuff said.  :-X

PiXeL01

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« Reply #19 on: <06-22-18/0756:43> »
I was wondering how much Plasma rounds cost actually. Not listed anywhere.
So only the number you can find in the lab?
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Checkmate

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« Reply #20 on: <06-22-18/0917:30> »
I was wondering how much Plasma rounds cost actually. Not listed anywhere.
So only the number you can find in the lab?

N/A. Or if your GM is super nice, some stupidly high number with a stupidly high availability. Nothing in that chapter is intended to be for sale to runners(In a traditional campaign.) They're supposed to be essentially plot objects, either for individual runs or whole campaign arcs.

Bamce

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« Reply #21 on: <06-24-18/0925:31> »
We'll do the crying for you. ;) #Thistasergoesto11

Given as it is a Krime weapon I support #thistasergoesto11

Jack_Spade

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« Reply #22 on: <06-24-18/1145:58> »
Time for a bit of gear analysis - as always imho and ymmv:

Krime Bill: variable reach and concealability otherwise identical to a normal pole arm (+)
Krime Reaver: Cheap multipurpose weapon. Would have potential if the Knob would do stun damage. As it is, there is no reason to use the Knob. The high AP option is only useful against hardened armor targets, and even there only marginal (0)
Krime Shiv: Shitty multitool with a blade less effective than a combat knife. Reach makes it somewhat competitive (0)
Macuahitl: Brittle sword that has no stats better than a normal sword but is 6 times as expensive (-)
Modern Macuahitl: Even worse (--)
Nodachi: Stats of a Highland Forge Claymore but with better availability and lower cost (++)
Fluid-Motion-Mace: Unrestricted, high damage, low ACC melee weapon (0)
Gunstock War Club: higher ACC and AP then a normal club (+), Thrown option would be nice, except for the exotic ranged skill necessary (-)
Nunchacku: Decent damage and acc, option to use garrote rules with clubs makes this good (+)
Tonfa: Good damage but bad ACC makes custom grip and two-weapon style attack necessary to use the defensive boni (0)
Krime Gloves: Knucks option is worse then real knucks, stun option is adequat, price is competitive but nothing impressive (0)
Krime Stun Lance: High reach, damage, low costs but bad ACC and Exotic Melee Skill makes this a weapon best suited for drones and vehicles with articulated arms, for everyone else the Maul Stun Staff is the better option (0)
Krime Trollbow: Bad ACC and damage as blade, as bow it's far worse in every aspect then the normal bow. Trash! (---)
Winchester Airbow: Gun that shoots arrows as a STR 8 person with many mod slots. The dream of any skinny alchemist (++)
Krime Tingler: Worse then a Defiance EX despite higher base damage (-)
Narcoject One: There is absolutely no reason to buy this instead of a modded Streetline Special with capsule rounds (--)
Raecor Sting: Worse version than a Tiffany Needler at a third of the price and MAD protected. Probably the cheapest hard to detect gun available (+)
Terracotta Arms Pub: Cheaper to by a modded Streeline Special (-)
Browning Ghost: Easy to conceal but no protection against MAD - Modded Streetline Special in a special holster will be the better option. (0)
Colt Coral Snake: Size and damage of a light pistol with the range and AP of a heavy pistol and really bad magazine capacity. Limited applicability in game (0)
Ares Striker: Unhackable throwback gun - good buy (+)
Barrens Special: Cheap gun for mooks - not for players intended unless they are really strapped for cash (0)
Browning Phantom: Heavy version of the Ghost, expensive - better use a modded predator with chameleon coating (0)
Cavalier Champion: High damage and range, low ammo cap can be mitigated by adept powers, making this decent (+)
Cavalier Thuderstruck: Inferior to the Savalette Guardian (-)
Hammerli Gemini: Lower damage must be compensated through the gimmick of two barrels. No SA Burst option. Only redeeming feature is the high AP (0)
HK Urban Fighter: Assassin's weapon of choice - a classic (+)
Morrissey Alta: Nothing special except being forbidden for some reason and still being accepted in polite society - really doesn't make sense (-)
Morrissey Elite: Bad ACC, ammo cap and range does not make up the better concealability (-)
Nemesis Arms Praetorian: A gun with a bayonette - only slightly better then the Barrens Special (0)
Onotario Arms Vagabond: SA makes this slightly better than a Ruger Warhawk despite lower damage (+)
WW Infiltrator: Heavier version of the Puzzler with better stats (+)
Cavalier Flash: Armslide option makes this Machine Pistol a decent choice - even if it is expensive. If you can live without that, stay with the Remmington Suppressor (0)
Esprit Tsunami: A bit less effective than the Ingram Smartgun, but safe targeting makes this an interesting target for hackers (0)
Onotari Arms S-3K: Worse than the Ingram statwise, concealability makes this somewhat up (0)
Ares Stalwart: If you want a carbine it's a good choice (+)
Colt M23A2: Chamberdesign recoil comp makes this just a bit better than a modded Stalwart (+)
Izom Artimis: Single shot grenade launcher makes this a corner case: Better get an AK98 (0)
Cavalier Frontier: Mod an AK 97 and you get a better gun but for slightly higher costs. Reverses if you want an internal smart gun (0)
Krime Happiness: Garbage. Only interesting on fire support drones that can use sensor targeting (-)
Onotari HL-13: Cheaper to get three different guns (-)
PSG Enforcer: Slightly more expensive then a Crockett, but higher AP and more Ammo (from two different slots) make this interesting enough - especially on high flying drones (++)
Beretta Northstar: Modded REMINGTON 990 is cheaper an equally effective (-)
Krime Boom: Cheap FA shotgun, but hard to get. At 12F Ava would be a real gem, but as it is you are better of getting an Auto Assault later on (0)
Krime Whammy: Gimmicky weapon with no redeeming qualities compared to a solid shotgun with melee mods (-)
MINIGUNKRIME TRIPLE SERIES: The Troll version is interesting - after that, even the Krime Happiness is better. (0)
HK 82A1: RC on a SS weapon? The launcher has problems with long range - better buy the Izom and for 300 Nuyen more you get a carbine added and no problems with your launcher. (-)
M79B1 LAW Rocket: Cheap but only fires AV missiles/rockets - those are so hard to get and expensive that you could as well invest into a better rocket launcher (-)
PHALANX SYSTEMS VOGELJÄGER II MISSILE LAUNCHER: Scatter Reroll makes this slightly better than the core Aztech Striker (0)
TERRACOTTA X-6 MGL: Another RC on a SS weapon. Cheaper than the Antioch, but really not better then an underbarrel grenade launcher - just get an AK98
NARCOJECT GAS GUN: Yeah, no. Just use gas grenades: Short range and allowing defense makes this weapon just worse then grenades (-)
NARCOJECT PEP: Exotic ranged weapon that is best suited for drones and vehicles, but has good stats and is entirely energy dependent. (0)
NARCOJECT TRACKSTOPPER: Better use the stuff in grenades: Low ammo and single target attack make this not particularly desirable (-)
STONER-ARES M-22A1: Nice to see this outside the Bumblebee (+)
AZTECHNOLOGY BLOOD DRINKER COMBAT AXE: Apparently no reach, but it's definitely a good weapon for any adept with extremely high accuracy potential (+++)
YAMATETSU NAVAL TECHNOLOGIES RAMPART PORTABLE BALLISTIC EMPLACEMENT: Get them for your car (++)
COMMLINK WEAPONS: No, just no. There are better ways to conceal weapons (-)
REMINGTON 995 “BUZZSAW” SHOTGUN: Nice idea, terrible rules execution. ACC is seldom the problem if you want to destroy barriers (-)
BATES-BROWN TACTICAL COMBAT BOOTS: Amazing high damage and AP for unarmed attacks. Kicking in doors was never easier (+++)
WINCHESTER-HOWE HORNET DIRECT-FIRE MINI-GRENADE: Nice idea if you want to burst fire with a grenade launcher, but honestly, just get an Ares Alpha and use the gun part to do the BF (0)
RENRAKU RED SAMURAI KATANA: Higher AP but lower ACC than a normal Katana? Thanks, but no thanks Mr. Red Samurai. You can keep that PoS (--)
INGRAM SUPERMACH 2000 SMG: Hahahaha. You think higher AP can save this sup par damage? A modded Ingram Smartgun outperforms this thing easily and cheaper (--)
ONOTARI ARMS SILENT CLAW STILETTO: Nice fluff, but a combat knife will outperform this thing easily (0)
SHIAWASE/NEMESIS ARMS MAN-CATCHER: unreliable, expensive and no real problem for the combat pros - you know, the guys you want to immobilize first (-)
WUXING-ARMTECH PTL-02: Great under water weapon (+)


Weapon Mod:
ADDITIONAL CLIP/MAGAZINE: Amazing for the right weapon, doesn't seem to take up a slot and provides extra fun with drum magazines. (++)
Krime Pack: Pink Mohawk games will love these... (+)
KRIME STUN-O-NET: Underbarrel Stunstaff with slightly higher damage then a glove (+)
NARCOJECT DAZZLER: A great tool for vampire hunters and other light UV sensitive critters (+)
Red Dot Sight: Low Tech with a bonus die, great (++)

Armor:
URBAN EXPLORER DAEDALUS: Wing Suite that's cheaper then most normal clothes. Anyone's guess what the top slot of an armor is, but at least we have the cost for one type of parachute.  (+)
ARES ARMS BUG STOMPER CUSTOM ARMOR: Heavy Armor without the movement restrictions. Great if you can get it (++)


Future Tech:
DSP GRENADE: Singularily bad description how this is supposed to work by the rules: Talks about target's threshold and refers to the object resistance table for magic - which doesn't provide thresholds but dice pools. Seems like the sprite inside can affect natural objects easier then computers... Bad writer, no cookie for you (---)
HOT DROP RAPID-EGRESS JETPACK SYSTEM: as vehicles go, you'd be better off modding any other vehicle with the secondary propulsion system rotor. Actually you could rig the Jetpack System with one and get all around better performance from it. (0)
Anti-Grav Technology: This has soooooooo many problems that you'd be better of explaining it as space magic...
Puncher guns: Nice AP and range, can be somewhat replicated and surpassed with a high end Anti-Material Rifle and the Bull's eye burst called shot. (+)
Nerve guns: Incredibly complicated to use and less likely to hit than just using specialized ammo (-)
Nausea ammo: Just use capsule rounds with your drug of choice. (-)
Plasma Weapons: Boom, headshot. (++)
Healing Goop: One of the few ways to heal stun damage quickly (++)
AIMAD: Say hello to the men in black (+)
FAB-ULOUS ARMOR: Bad editing strikes again, but the 500 Nuyen for a 12S(e) AP -5 electric zapper mod sound much more promising then the one shot spell defense. (-)
Smart bullets: Gives new meaning to the phrase: "We don't need gun control, we need bullet control...". Cool plot hook for some Kenedy style shooting (+)
Maker Mags: 100 Nuyen per bullet? GTFO (--)
MPG: A pain gun that takes forever to knock someone out? Only for sadists (-)
MDG: With an external power source this has great potential to take down otherwise hard to control magic critters. (+)
SIDD: Doesn't stopp you from running away (0)
THMPA: Now we are talking: High AP and Stun in one package (++)
SPINRAD-GLOBAL SPINSTORM: Interesting concept (+)
Plasma Forcefield: More space magic (0)
BASES: BATTLEFIELD AUGMENTATION SOLDIER EXO-SYSTEM: At this point you are better off using a walker mod on personal vehicle and wear YNT Softweave FBA (-)
GREY GOO ARMOR EATER AMMO: An old hat if you use Smart Corrosives with capsule rounds (0)
GREY GOO PENETRATOR AMMO: Dito with Cutters (0)
FADER IC: Yeah, obviously technomancers did have it too good for too long... (0)

Vehicles:
MAERSK SHIPYARDS WAVECUTTER MPAC: Great for a pirate campaign and comparatively cheap (+)


Qualities:
Corporate Loyalist: The +2 to resist to any means to make you act against your corp are amazing - provided you work for the right corp... (+)
Location Attunement: +2 to Perception can be gotten with less hassle (0)
Natural Leader: A bit expensive for a +1 to very specific circumstances (0)
Observant: This is what Location Attunement would like to be when it grows up - it's as good as a flat +3 to perception
STAY OUT OF MY WAY: Yeah, that's so toxic that the player taking it shouldn't count on the ink on his char sheet to dry before it's ripped up... (---)
CORPORATE PARIAH: Slight problem with that one: You can't combine it with actually having a corporate SIN negative quality, otherwise this a kind of non-issue when you use fake SINs (0)
THIS IS YOUR LAST CHANCE: Kind of free karma and not really well thought out on the designer's part. Stuff like this should be strictly role played... (-)
BATTLE HARDENED: Great quality for people with low charisma who still want to be badasses in combat  (++)
THOUSAND-YARD STARE: Yet another social dp penalty quality... (0)
NO MAN LEFT BEHIND: Good solid quality that improves team play (+)
EVERY MAN FOR HIMSELF: Selfish asshole play ahoi. A good indicator who to not hire for your team (-)

Combat Maneuvers:
CIRCLE THE WAGONS: Very situational, but a rigger could get quite a bit of milage from a small army of medium sized drones that suddenly increase their armor massively. Reason enough for a rigger to invest in the Mixed Unit Tactics  (++)
DEFENSIVE FIRE: A very juicy bonus for suppressive fire attempts (+)
ENVELOP: Solid, if hard to employ tactic in typical play (+)
FLANK: Much easier then Envelop with nearly the same benefits adn without need for stealth (++)
HAMMER AND ANVIL: Similar to Envelop but with a Piloting Bonus and no need for stealth (++)
MOVE AND SHOOT: GROUP: Solid bonus with low difficulty (++)
NAP OF THE EARTH: Solid boni and another reason for Riggers to learn the skill (++)

COORDINATED EFFORT: Super easy to do with a very solid bonus (+++)
INDIRECT FIRE: Meh. Blind fire penalties aren't that big to begin with (0)
PAINT THE TARGET: Solid bonus, but nothing to write home about (+)
PENETRATING FIRE: Likely less effective for a group due to a lot of wasted potential, but can be a huge force multiplier with drone swarms (+)
SHIELD WALK: This one is huge: Defense and Armor bonus. This seems to be made for use with the Paladin drone: (+++)


talk think matrix

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Hobbes

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« Reply #23 on: <06-24-18/2134:17> »
I thought Penetrating Fire could also have some niche use against high Force Spirits for a group of mundanes.  Once they get big enough that even your APDS isn't doing anything, just pile it on until someone gets through.  I do like that the highest net DV gets the boost, so one person Edges to get their DV up, everyone else just needs one net hit to contribute to the AP. 

The Cavalier Flash scratches a very specific itch for which I am grateful, thank you.

And the Red Dot sight is going on every Gunslinger Adept ever.  And every Samurai with an Internal Router.  Wireless?  Never heard of it, sounds stupid.

I do wish some of the Krime stuff had some slightly better stats, as it stands its pretty much an RP choice.  I hate being penalized for choosing flavor, however minor. 

Kincaid

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« Reply #24 on: <06-24-18/2235:43> »
Two quick notes:

The Alta's Availability should be R, not F.  That will be reflected in errata.
I think you're underestimating having a (cy) grenade launcher with an ammo select system.
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Nephilim

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« Reply #25 on: <06-25-18/0921:16> »
Future Tech:
Anti-Grav Technology: This has soooooooo many problems that you'd be better of explaining it as space magic...
Plasma Forcefield: More space magic (0)

TBF, there's more in this chapter (and in SR in general, if we're being honest) that's space magic than is not space magic... Not to mention the actual magic.

tequila

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« Reply #26 on: <06-25-18/1213:22> »
Two quick notes:

The Alta's Availability should be R, not F.  That will be reflected in errata.
I think you're underestimating having a (cy) grenade launcher with an ammo select system.

Did you ever find out whether the taser's damage should be 11 or not? #thistasergoesto11
#thistasergoesto11

Quote from: Tarislar
ArmTech MGL-12: Nothing says love like a 3 round burst of HE Grenade to hit something for 32P
Nuff said.  :-X

Jack_Spade

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« Reply #27 on: <06-25-18/1402:49> »
Two quick notes:

The Alta's Availability should be R, not F.  That will be reflected in errata.
I think you're underestimating having a (cy) grenade launcher with an ammo select system.

Good to know.

Yeah, maybe. The X-6 MGL can use ammo select, but... Reloading is a simple action, hitting with a grenade requires only 3 successes - aiming usually not necessary, nor any other tricks that would need a complex action. That makes ammo select not really a necessity with SS grenade launchers.
If the thing was SA it would get (+++) immediately from me.
talk think matrix

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Marcus

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« Reply #28 on: <06-25-18/2017:59> »
It's is worth noting that, it's been suggested that, the 10S(e) on the tingler may actually a typo and it should be 11S(e). 
#thistasergoesto11
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PiXeL01

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« Reply #29 on: <06-25-18/2038:06> »
More weapon diversity!
#thistasergoesto11
If Tom Brady’s a Spike Baby, what does that make Brees and Rodgers?