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Run & Gun is Live!

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jim1701

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« Reply #30 on: <04-10-14/1704:00> »
Oh well.   :'(

RHat

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« Reply #31 on: <04-10-14/1718:49> »
No weapon modifications... :'( But at least there's an Interrupt Action against grenades. Also, Terracotta Arms AM-47. :)
Look at the items starting on page 50.

But...  But...  I want my reduced barrel, internally silenced, ceramic construction Government 2066...

I am really curious about this edition's rules for high velocity weapons. Downloading....

Weirdly, there are high velocity weapons and a minigun printed, but no rules for them that I can find.  As a result, the HVAR kinda just sucks, as does the Vindicator.
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CanRay

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« Reply #32 on: <04-10-14/1722:37> »
No weapon modifications... :'( But at least there's an Interrupt Action against grenades. Also, Terracotta Arms AM-47. :)
Look at the items starting on page 50.
But...  But...  I want my reduced barrel, internally silenced, ceramic construction Government 2066...
*Cough*  You can start with the Colt Agent Special from Gun H(e)aven 3.  ;D
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Michael Chandra

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« Reply #33 on: <04-10-14/1727:17> »
No weapon modifications... :'( But at least there's an Interrupt Action against grenades. Also, Terracotta Arms AM-47. :)
Look at the items starting on page 50.
Gimme a sec, getting it as pdf reward now.
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RHat

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« Reply #34 on: <04-10-14/1734:04> »
No weapon modifications... :'( But at least there's an Interrupt Action against grenades. Also, Terracotta Arms AM-47. :)
Look at the items starting on page 50.
But...  But...  I want my reduced barrel, internally silenced, ceramic construction Government 2066...
*Cough*  You can start with the Colt Agent Special from Gun H(e)aven 3.  ;D

Yes, but that doesn't serve as my M1911 stand-in, doesn't have Electronic Firing (which we still lack rules for - and was part of what made that weapon so nice in the first place), and is perfectly simple to detect.

My point, though, is that these don't really feel like mod rules, you know?  It doesn't give you that ability to really customize a weapon that people are looking for with rules for that sort of thing; it just feels like another way to put accessories on a weapon.  There are certain weapon/mod combos in SR4 that, yeah, I'm a little attached to, but having that capability in there really made it possible to make your weapons feel like they were yours, and gave people with the skills and equipment to do the modifying a lot of room to shine.
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jim1701

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« Reply #35 on: <04-10-14/1843:49> »
Agreed.  In Arsenal you could get custom grips, customized appearance, extra long barrels, oversized cylinders for revolvers, etc.  This seems really lacking.  One thing i had been really hoping for was custom grips that could give a +1 to accuracy for melee and/or ranged weapons.  Also, where are the spare drums for all the drum fed weapons? 

firebug

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« Reply #36 on: <04-10-14/1938:12> »
They still haven't addressed the cost of flamethrower ammo, which bothers me.  And they were a little unclear about something else with them, too.  The one in the book has a clip for its ammo type, but specifically takes a whole combat turn to change.  Does that also apply to the one in Gun H(e)aven 3?  Shame, here I was hoping I'd have a stupidly fast reload speed for a flamethrower.
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Sendaz

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« Reply #37 on: <04-10-14/1946:11> »
Well a CT is just 3 seconds, which is pretty good time to pop off a tank and replace and tighten all the appropriate valves/hoses/whatever because I would rather have it working right than say leaking volatile fluids on/around me. ;)

Why not customize one to sport a second tank so you can keep firing while a team member is swapping out the empty?
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Michael Chandra

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« Reply #38 on: <04-10-14/2004:16> »
So if I use an AM-47 with my character against my character as undefended snipe-shot, while wearing Hardened Armor and scoring 6 net hits, I'd take 4P damage average. At 3 net hits, it'd be 1.5S. Noice. :)
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firebug

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« Reply #39 on: <04-10-14/2010:47> »
Well a CT is just 3 seconds, which is pretty good time to pop off a tank and replace and tighten all the appropriate valves/hoses/whatever because I would rather have it working right than say leaking volatile fluids on/around me. ;)

Why not customize one to sport a second tank so you can keep firing while a team member is swapping out the empty?

Oh I'm not saying it's bad.  It's better than the ones in 4th, for sure.  Just a shame that having a lot of passes kind of makes it worse to use, I think...  Since I would assume you need to give up the rest of your passes for it to be the whole combat turn.  But then you could just do it as your last action...  Hmm.

And then of course, how does a drone handle it?  'Cause this is a case where the drone's "250 rounds" would only make sense for it to not need to reload.  Then of course, you've got a -lot- of flammable liquid inside that drone, and they're a walking incendiary explosive.  Anyways this is pretty off-topic.


How do people feel about the ability to make the -5 Initiative Dodge/Block/Parry actions last all round?  And the other changes to defensive interrupts, like the (sometimes comedic) qualities to use other attributes or skills in place of Willpower for Full Defense (+Agility?  And thus still not adding a Limit?  Mother of God...) and the badass new stuff like catching a fragging grenade and throwing it back immediately.

The first thing is neat.  On one hand it makes Full Defense less good, but it still stacks with it, and the other qualities can make Full Defense much, much better.  I like all the new counterattack interrupts.  Very stylish, great for feeling like a martial arts master.
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Jeeze.  It would almost sound stupid until you realize we're talking about an immortal elf clown sword fighting a dragon ghost in a mall.

Kincaid

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« Reply #40 on: <04-10-14/2020:08> »
I like them--I'm really looking forward to yelling, "Not in the face!" with my high-Cha character at some point.  Now that my Shock Glove is terrible, I'm really interested in looking into making ways of getting the most out of Counterstrike--it seems like you can get an extra attack in there with the right initiative. 
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Michael Chandra

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« Reply #41 on: <04-10-14/2026:43> »
Ohmygod. I can Softweave MilSpec? I am SO using my Missions favor for that...

I find page 87 problematic. I really miss a page explaining how armor modifications work, whether you can get extra modifications after initial purchase, and what the idea of armor add-ons is. Can you only get them with Spacesuits, or are they options for other pieces of armor as well, so for example attaching climbing gear to your armor jacket so you got your hands free without carrying a bag with you?
« Last Edit: <04-10-14/2047:29> by Michael Chandra »
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samoth

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« Reply #42 on: <04-10-14/2049:05> »
Am I reading correctly that there is no gun mod section?

If so, why did the guns in GH3 have mods like electronic firing if they aren't statted anywhere else?

firebug

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« Reply #43 on: <04-10-14/2050:57> »
Am I reading correctly that there is no gun mod section?

If so, why did the guns in GH3 have mods like electronic firing if they aren't statted anywhere else?

They're all considered "accessories".  Some internal, some external.  The accessories section is actually pretty indepth, so I feel like the modding system from 4th won't come back, but other books will be adding more accessories.
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Kincaid

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« Reply #44 on: <04-10-14/2052:59> »
Am I reading correctly that there is no gun mod section?

If so, why did the guns in GH3 have mods like electronic firing if they aren't statted anywhere else?

There are what used to be called accessories (underbarrel grenade launchers, range finders, etc.), but the "6 slot" system of Arsenal isn't in there.

Can't really answer question 2.
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