Shadowrun

Shadowrun General => Gear => Topic started by: Devil on <09-15-10/1916:10>

Title: Scariest Gun Contest!
Post by: Devil on <09-15-10/1916:10>
Alright, I've been kicking this idea around for a couple days, so I'm gonna try it and see if anyone is interested.

This is a weapon modification contest! The person who makes the scariest gun is the winner and gets bragging rights for building the most terrifying, devastating gun imaginable! Weeee!

All factors about the weapons will be taken into account.

Six modification slots (standard) and you may also have all the accessory slots available for a weapon of it's type. Specific ammo selections are also allowed. Basicly this means that you have to follow the rules when creating the weapon. Please make sure to post all the information about the weapon you build. More than one entry per person is permitted. Only personal weapons please. No vehicle mounted heavy machine guns. Sorry.

Edit: If a weapon cannot be carried it will not be counted. This is what I meant by personal weapon.
Title: Re: Scariest Gun Contest!
Post by: Andinel on <09-15-10/2211:00>
Start with an Ares Thunderstruck Gauss Rifle
Add a major firing selection change and make it high velocity
Equip a Gas Vent 3 accessory and a gyromount.
You now have an assault cannon that deals a base damage of 9P with AP -half-4 that can go HV Full-auto for a base damage of 20. It's expensive as hell, though, and you'd never be able to actually get it, but it can kill anything
Title: Re: Scariest Gun Contest!
Post by: Devil on <09-15-10/2217:35>
That thing is pretty damn scary. I figured the Gauss would be popular in this thread.
Title: Re: Scariest Gun Contest!
Post by: FastJack on <09-15-10/2243:24>
2 Panther XXL's duct taped together with the triggers wired together.

(Redneck Troll Modification #45) ;)
Title: Re: Scariest Gun Contest!
Post by: Devil on <09-15-10/2249:28>
I don't know about that one, chummer. :D
Title: Re: Scariest Gun Contest!
Post by: FastJack on <09-15-10/2340:40>
Trust me, I nearly drekked my pants when a 10' tall troll with two teeth (both the biggest, ugliest tusks you ever saw) stepped out of the bayou dressed in dirty denim and alligator boots (I know they were real because he didn't bother to remove the legs, eyes or teeth) carrying this puppy. Fortunately, he was our contact on a smuggling run from the CAS to parts in the CL.

Of course, when he fired the damned thing, everyone did drek their pants. But, it sank the patrol boat that had been chasing us and that's all that mattered. Well, okay, so he DID loose his trigger finger in the recoil, but he just smiled those yellow tusks and gums at us and mumbled something about how he hated when that happened, since it Doc was always bitchin' about growing him a new one.
Title: Re: Scariest Gun Contest!
Post by: voydangel on <09-16-10/0110:33>
Start with an Ares Thunderstruck Gauss Rifle
Add a major firing selection change and make it high velocity
Equip a Gas Vent 3 accessory and a gyromount.
You now have an assault cannon that deals a base damage of 9P with AP -half-4 that can go HV Full-auto for a base damage of 20. It's expensive as hell, though, and you'd never be able to actually get it, but it can kill anything.
I'm pretty sure that would take 8 modification slots, thereby breaking Jokers rule about it needing to be possible according to RAW. =P Other than that... sounds awesome.


My entry:

Start with an Stoner-Ares M107 HMG [7P dmg, -3 AP]
Gas Vent 3 (included)
Smartgun System (1 slot)
Electronic Firing (2 slots)
High Velocity (2 slots)
Improved Range Finder (1 slot)
Shockpad (0 slots)
Gyro Stabilization (0 slots)
Trigger Removal (0 slots)

In the end, you get a gun that fires 12 round long bursts, (+12 DV or -12 Defense pool), has 11 RC (AKA no recoil under normal circumstances), all range categories are reduced by 1, all perception checks to find where the gun is being fired from are reduced by 1 die, and you get the +2 dice from smartgun.

If combined with hawk eye (Positive Quality), you can shoot a target at 1200m with a full burst (dealing 19P base damage, -3 AP) and still be rolling (Agility + Automatics + 1) dice. And that's assuming standard ammo. Add AV rounds or hollow points to the mix, and it just goes downhill from there.
Title: Re: Scariest Gun Contest!
Post by: Andinel on <09-16-10/0128:39>
Well, the modifications are:
• Large firing selection change - 4 slots
• High velocity - 2 slots
• Gas Vent 3 (accessory) - 0 slots
• Gyro Stabilization (accessory) - 0 slots

In fact, since the gauss rifle only has 10 shots, we can get rid of the high velocity mod, and instead include more fun stuff, like a personalized grip and a powered folding stock for 2 slots. This gives us a total of 11 points of recoil compensation, providing plenty for full-auto fire for base damage of 18P.

The one flaw in this plan is that you expend the entire resources of the gun in one round.
Title: Re: Scariest Gun Contest!
Post by: voydangel on <09-16-10/0134:49>
ahh, didnt think of the gas vent as accessory, that makes more sense now. my bad. =)
Title: Re: Scariest Gun Contest!
Post by: Doc Chaos on <09-16-10/0135:45>
Ah, but what a glorious round it will be ;D
Title: Re: Scariest Gun Contest!
Post by: Mäx on <09-16-10/0242:28>
Ill number this so its easier to answer
Start with an Ares Thunderstruck Gauss Rifle
1:Add a major firing selection change and 2:make it high velocity
3:Equip a Gas Vent 3 accessory and a 4:gyromount.
You now have an assault cannon that deals a base damage of 9P with AP -half-4 that can go HV Full-auto for a base damage of 20. It's expensive as hell, though, and you'd never be able to actually get it, but it can kill anything
1:Gauss rifle qualifies as a weapons using unusual loading mechanisms or exotic ammunition(IMHO), so not allowed
2:See 1 for why this isn't allowed
3:can only be built into machine pistols, SMGs, assault rifles, and  machine guns
4:Allowed, but not exactly needed anymore
Title: Re: Scariest Gun Contest!
Post by: Andinel on <09-16-10/0340:26>
Actually, the gauss rifle has a standard clip and uses assault cannon rounds. If assault cannon rounds disqualify it from a firing selection change, then you're right, but that ammo isn't exactly "exotic". So I think it still qualifies.
Title: Re: Scariest Gun Contest!
Post by: Mäx on <09-16-10/0353:13>
Actually, the gauss rifle has a standard clip and uses assault cannon rounds. If assault cannon rounds disqualify it from a firing selection change, then you're right, but that ammo isn't exactly "exotic". So I think it still qualifies.
Actually it uses Gauss rifle rounds and a powerclip to power the shots.
Title: Re: Scariest Gun Contest!
Post by: Devil on <09-16-10/0636:05>
It's not the ammo, it's the loading mechanism. Powered clips do not count as unusual loading mechanisms in my opinion. Just like energy clips for a laser pistol. For an example of a strange loading mechanism please check out the sakura fubuki or the pain inducer.

The reason behind the rule is simply that some weapons only have the capability of being so fast due to their nature. The pain inducer already fires a steady beam. The Fubuki is already capable of firing as quickly as it's components, such as loading mechanism, are able to. At least this is how I think of it. I'm open to other interpretations.
Title: Re: Scariest Gun Contest!
Post by: Mäx on <09-16-10/0712:57>
The reason behind the rule is simply that some weapons only have the capability of being so fast due to their nature. The pain inducer already fires a steady beam. The Fubuki is already capable of firing as quickly as it's components, such as loading mechanism, are able to
I would say that that applies just as well to the Gauss Rifle, you can only raw so much power at a time and only charge up the magnetic field so quicly, before it becomes technically imposible to do that any faster.
It's all ready a SA gaus weapon, as opposed to its bigger brethens that are only SS.

Also i would say that the fact it's the only weapon requiring two types of ammo to shoot qualifies it for "unusual loading mechanic".
Title: Re: Scariest Gun Contest!
Post by: Devil on <09-16-10/0721:10>
I would say that that applies just as well to the Gauss Rifle, you can only raw so much power at a time and only charge up the magnetic field so quickly, before it becomes technically impossible to do that any faster.
It's all ready a SA gaus weapon, as opposed to its bigger brothers that are only SS.

Also i would say that the fact it's the only weapon requiring two types of ammo to shoot qualifies it for "unusual loading mechanic".

You're probably right. I just wish we had an official way to determine this.
Title: Re: Scariest Gun Contest!
Post by: Captain Chaos on <09-16-10/1943:34>
I would say that that applies just as well to the Gauss Rifle, you can only raw so much power at a time and only charge up the magnetic field so quickly, before it becomes technically impossible to do that any faster.
It's all ready a SA gaus weapon, as opposed to its bigger brothers that are only SS.

Also i would say that the fact it's the only weapon requiring two types of ammo to shoot qualifies it for "unusual loading mechanic".

You're probably right. I just wish we had an official way to determine this.

Does it have its own special ammo listed?
Then it's unusual.
Title: Re: Scariest Gun Contest!
Post by: DarkLloyd on <09-17-10/0458:35>
Ill number this so its easier to answer
Start with an Ares Thunderstruck Gauss Rifle
1:Add a major firing selection change and 2:make it high velocity
3:Equip a Gas Vent 3 accessory and a 4:gyromount.
You now have an assault cannon that deals a base damage of 9P with AP -half-4 that can go HV Full-auto for a base damage of 20. It's expensive as hell, though, and you'd never be able to actually get it, but it can kill anything
1:Gauss rifle qualifies as a weapons using unusual loading mechanisms or exotic ammunition(IMHO), so not allowed
2:See 1 for why this isn't allowed
3:can only be built into machine pistols, SMGs, assault rifles, and  machine guns
4:Allowed, but not exactly needed anymore
But Max you forgot the one reason, even over all those really good ones you gave, that the Guass rifle can't Be.
Arsenal pg. 26 the HVAR sidebar; "Only Submachine guns and assault rifles may be constructed as Hi velocity weapons."

EDIT : (Curses my slow typing) Yes you were, but Max's intent was to point out the RAW flaws. I just showed one he missed.
Title: Re: Scariest Gun Contest!
Post by: Devil on <09-17-10/0513:57>
I thought we were talking about a firing selection change.
Title: Re: Scariest Gun Contest!
Post by: DarkLloyd on <09-17-10/0514:37>
Now as for My entry, start with a Cavalier Deputy. I nick named mine “The Reaper”.
1. Smartgun : Accesory (no slot)
2. Personal Grip : for the recoil (1 slot)
3. Increased Cylinder : gives +2 rnds (1 slot)
4. Firing Selection Change : Burst (4 slots)
5. Add either ExEx ammo (for more punch), or my Fav AV ammo (Now you can punch holes in people AND
    cars!) your choice and go to town!

Not the most BEAST of weapons but still Fun as hell to take in the reactions of those who see you use it for the first time.  ;D
Title: Re: Scariest Gun Contest!
Post by: Mäx on <09-17-10/0755:41>
But Max you forgot the one reason, even over all those really good ones you gave, that the Guass rifle can't Be.
Arsenal pg. 26 the HVAR sidebar; "Only Submachine guns and assault rifles may be constructed as Hi velocity weapons."

EDIT : (Curses my slow typing) Yes you were, but Max's intent was to point out the RAW flaws. I just showed one he missed.
The reason i missed that is, becouse the actual modification to do that just says "full auto-capable weapons only" and then refers you to p.26 and i didn't bother to check p.26 as point 1 already stopped it from being full auto-capable.
Title: Re: Scariest Gun Contest!
Post by: Devil on <09-17-10/1003:17>
Andinel, I've been looking over your entry and it is illegal. Sorry. Some of the modifications you are using have requirements that you must have missed.

"Only Submachine Guns and Assault Rifles can be constructed as high-velocity weapons."~Arsenal, Pg. 26

That's a mighty fine gun, Darkloyd. I'm more of a Warhawk man, myself, but the Deputies are pretty wiz too. I notice something wrong with your entry. I would have mssed it, but I know the Deputy pretty well. You dont get +2 rounds with the Increased Cylinder, chummer. You get 8 total. Since the Deputy comes with a 7 round cylinder you are only getting one extra round. In order to ever get a revolver to fire more than 8 shots you have to get it as an Underbarrel Weapon too.

For example, here is one of my babies.
Modification 6 Ruger Super Warhawk
→ Simple Firing Selection Change
→ Melee Hardening
→ Increased Cylinder
→ Underbarrel Weapon: Ruger Super Warhawk
→ Shock Pad

6P –2AP SA 1RC 11cy
Title: Re: Scariest Gun Contest!
Post by: The_Gun_Nut on <09-17-10/1125:19>
As a real quick aside, gauss weapons use magnetic acceleration to fire their projectiles and not chemical rounds.  That's the reason for the powerclip and the ammunition listed separately.  The ammunition is simply a solid slug accelerated down the barrel.  This makes the ammunition "exotic."  Simple physics also creates problems when trying to make this thing fire more rapidly (magnetic saturation).

As for the weapon, I had a pair of ideas that I posted on the Trigger Talk thread.  I'll repeat and bold them here for ease of perusal.

Quote
I had an idea while at work (I get bored, and need to think of something) regarding grenade launchers.  Take a few of the 6 shot pistol grenade launchers, and give them the crawling upgrade.  This makes them micro-drones (essentially) with a Pilot of 1.  Upgrade the Pilot program a little bit, stick in a Gunnery program, some Encryption, maybe some IC, a commlink, and a smartlink.  Put in grenades of whatever flavor you wish.

Now, when you assault some stronghold, keep those drone 'links on hidden, and set them around the perimeter of the location.  When you need a distraction or just a little extra firepower, call up your launchers and send target coordinates.  If you need to, use a laser designator.  BAM, instant mortar fire.

Another idea I had, a little more odd mind you, was to take the grenade launcher rifle, give it a drum magazine and convert it to full auto-fire.  Just the thing when you need to suppress an area.

And before anyone pipes up, automatic grenade launchers already exist IRL.  Grenades do not count as "exotic ammunition."
Title: Re: Scariest Gun Contest!
Post by: Devil on <09-17-10/1138:45>
Thanks for clearing that up, chummer.
Title: Re: Scariest Gun Contest!
Post by: Mäx on <09-17-10/1158:14>
And before anyone pipes up, automatic grenade launchers already exist IRL.  Grenades do not count as "exotic ammunition."
Yes there are, but the game kinda breaks if you give a grenade launcher a higher fire rate then SA, as there are absolutely no rules to cover automatic grenade fire.
Title: Re: Scariest Gun Contest!
Post by: Devil on <09-17-10/1201:52>
A drum makes the weapon no longer mobile, if I'm not mistaken. By this I mean that you can no longer carry it around, correct?
Title: Re: Scariest Gun Contest!
Post by: The_Gun_Nut on <09-17-10/1314:29>
True, the automatic grenade launchers IRL are not moble, they are "man portable" which means that people can carry it, then set it up and fire it.

And how is automatic grenade fire hard to adjucate?  Roll once for the burst, then deviate each grenade based upon that single roll.  Recoil modifiers apply, since you can't stick gas vent on the thing.  And since it is a heavy weapon, uncompensated recoil counts double.  The best you can hope for is a gyromount. a tripod, or a vehicle mount (which is where you find them most often, anyway).  You wanna spray those around, anyway, for overlapping explosive arcs.

One could always say the overlapping explosive radii on a target simply add +1 to the base DV of the attack (the same as a normal burst) or you could boost the base DV of a single grenade like a burst and increase the explosive radius that one (to simplify things).  So a short burst creates a single grenade attack with an increased DV of 2 for a narrow burst, or a reduced defense of -2 for a wide burst (you are catching them in the explosion).  That's if you want simplicity.  I'd resolve grenade damage separately, personally. 
Title: Re: Scariest Gun Contest!
Post by: Mäx on <09-17-10/1342:17>
And how is automatic grenade fire hard to adjucate?  Roll once for the burst, then deviate each grenade based upon that single roll.  Recoil modifiers apply, since you can't stick gas vent on the thing.  And since it is a heavy weapon, uncompensated recoil counts double.  The best you can hope for is a gyromount. a tripod, or a vehicle mount (which is where you find them most often, anyway).  You wanna spray those around, anyway, for overlapping explosive arcs.

One could always say the overlapping explosive radii on a target simply add +1 to the base DV of the attack (the same as a normal burst) or you could boost the base DV of a single grenade like a burst and increase the explosive radius that one (to simplify things).  So a short burst creates a single grenade attack with an increased DV of 2 for a narrow burst, or a reduced defense of -2 for a wide burst (you are catching them in the explosion).  That's if you want simplicity.  I'd resolve grenade damage separately, personally. 
Your long post about what you could do pretty much just made my point, the fact is there are no rules in the books on how to handle an automatic fire from a grenade launcher.

Normal burst rules dont make much sense and resolving all of those grenades seperatly kinda makes that OP.
Title: Re: Scariest Gun Contest!
Post by: Devil on <09-17-10/1403:50>
I can appreciate that you have a difference of opinion, but lets not be rude please.
Title: Re: Scariest Gun Contest!
Post by: The_Gun_Nut on <09-17-10/1457:42>
Just because there are no rules for something which actually exists doesn't mean it cannot exist in game.  Nor is it restricted by RAW, as the grenade launcher does not qualify for "exotic ammunition" based upon the entry for fire modes in the Arsenal book.  The burst firing grenade launcher is not OP.  The rules I suggested make it devastating, but it is devastating IRL.  There is nothing "fair" about combat.  Either you live or you die, and the difference between is finer and less forgiving than a monowire necktie.

I don't believe I was rude, merely incredulous.  But I am a bit tired, as I work the night shift and I still have stuff to do before I sleep, so I may be a bit short.
Title: Re: Scariest Gun Contest!
Post by: Devil on <09-17-10/1503:49>
I wasn't speaking about you, but it doesn't matter. As long as this is game legal it doesn't matter how well the rules cover it.
Title: Re: Scariest Gun Contest!
Post by: Mäx on <09-17-10/1610:44>
I wasn't speaking about you, but it doesn't matter. As long as this is game legal it doesn't matter how well the rules cover it.
Well i certainly wasn't trying to be rude, just pointing out that, yes by the rules you can have an automatic grenade launcer, but there aren't any kind of rules for using one.
Well i quess technically you just use the normal burst/auto fire rules like everything else, but thats just a little bit silly.

And ofcource it matters how well the rules cover it, i mean being hit by 10 grenades is a whole lot scarier then just being hit with one that has +9 to damage(going by the two possible ways to handle that gun nut provided)
Title: Re: Scariest Gun Contest!
Post by: Devil on <09-17-10/1640:22>
And of course it matters how well the rules cover it, i mean being hit by 10 grenades is a whole lot scarier then just being hit with one that has +9 to damage(going by the two possible ways to handle that gun nut provided)

You are right. It does matter, however, is there really any way to resolve whether it's one way or the other?
Title: Re: Scariest Gun Contest!
Post by: Mäx on <09-17-10/1646:25>
You are right. It does matter, however, is there really any way to resolve whether it's one way or the other?
Trictly by the rules it the last one, as there are only one set of rules for burst/auto fire, but thats extremly silly set of rules to use for a burst of grenades. ;D
Title: Re: Scariest Gun Contest!
Post by: The_Gun_Nut on <09-18-10/1245:13>
It's the simplest set, to be sure.  Like I said earlier, I'd prefer to have a single attack roll and roll deviation from center for each grenade.  Of course, I'm looking for maximum saturation, here.  It is, however, the slowest method.

Now that I've thought about it a bit more, just using the burst fire rules as-is would be the quickest solution (not necessarily the best).  That way the burst fire can increase the damage and thus the explosive radius, or decrease their defense since you are spraying the area with high explosives.  You can also move on more quickly to someone else.
Title: Re: Scariest Gun Contest!
Post by: Devil on <09-21-10/0104:37>
Three guns isn't enough to name a winner. We need more entries.
Title: Re: Scariest Gun Contest!
Post by: FastJack on <09-21-10/0138:02>
Three guns isn't enough to name a winner. We need more entries.
What? Mine don't count? ???

;D
Title: Re: Scariest Gun Contest!
Post by: Devil on <09-21-10/0146:41>
It counts. It just counts as two guns.  :D
Title: Re: Scariest Gun Contest!
Post by: The_Gun_Nut on <09-21-10/0526:37>
MOAR GUNZ!!
Title: Re: Scariest Gun Contest!
Post by: Lycus on <09-21-10/1520:33>
Vindicator minigun loaded with flechette ammunition. The Flayer
Title: Re: Scariest Gun Contest!
Post by: Dead Monky on <09-21-10/1540:06>
Not bad.

How about a full-auto rocket launcher?  I'm sure it can be done.
Title: Re: Scariest Gun Contest!
Post by: FastJack on <09-21-10/1548:10>
Not bad.

How about a full-auto rocket launcher?  I'm sure it can be done.
I think you're thinking of a Catapult now... Those forums are over here... (http://www.classicbattletech.com/forums/index.php)
Title: Re: Scariest Gun Contest!
Post by: Dead Monky on <09-21-10/1551:53>
Hah!  I loved the Catapult.  Of course, I always modded it until it was unrecognizable, but hey.  What fun is keeping things stock?

But let's see.  How about a full-auto grenade launcher, with attached net launcher (modded to fire my monowire nets), and oh I don't know a flamthrower for good measure?
Title: Re: Scariest Gun Contest!
Post by: Mach on <09-24-10/1112:13>
How about an ARES Pred. 4 with an under-barrel laser designator (not a laser pointer).
Title: Re: Scariest Gun Contest!
Post by: Doc Chaos on <09-25-10/0435:00>
Thats not really a scary gun. Its just the gun to tell the scary gun where to aim at ;D
Title: Re: Scariest Gun Contest!
Post by: The_Gun_Nut on <09-25-10/1012:58>
I had a weird idea.  A smartgun, Pilot upgraded, Taurus Light Guass Cannon with the flying upgrade.  Just a weird one.
Title: Re: Scariest Gun Contest!
Post by: Mäx on <09-25-10/1829:24>
I had a weird idea.  A smartgun, Pilot upgraded, Taurus Light Guass Cannon with the flying upgrade.  Just a weird one.
Can you mod vehicle weapons and if you can wouldn't still need to be attached to a vehicle to work?
Title: Re: Scariest Gun Contest!
Post by: The_Gun_Nut on <09-26-10/0925:06>
Like I said, weird idea.

Nothing says a vehicle weapon can't be modded.  And the Pilot Upgrade and Flying mod makes it a drone...with an insanely large gun.
Title: Re: Scariest Gun Contest!
Post by: Mach on <09-26-10/2105:01>
well if you got it to fly, I'm not certain it would be functional past one shot (no weight to counter recoil). It would fire and end up smashing against any nearby wall. I would however simply put the gun on a four legged walker with gecko pods, but I think that's against the rules of this competition.
Title: Re: Scariest Gun Contest!
Post by: Mäx on <09-27-10/0538:02>
Nothing says a vehicle weapon can't be modded.  And the Pilot Upgrade and Flying mod makes it a drone...with an insanely large gun.
That might make it an drone itself, but i dont' see how that gets you around the fact that vehicle weapons need to be installed into a vehicle.
Title: Re: Scariest Gun Contest!
Post by: The_Gun_Nut on <09-27-10/0814:49>
And assault rifles need to be held to be fired.  We've already gotten around that with smartlink+Pilot upgrade+mobility.  Just build a sheet metal casing around it if it bothers you so much.
Title: Re: Scariest Gun Contest!
Post by: Raventrickster on <10-11-10/2203:20>
Where the heck would it get enough power to fire?  Even the Taurus needs a ton of power, the vehicle mounting it usually provides it, on it's own there's just no way it would have the power requirements.
Title: Re: Scariest Gun Contest!
Post by: The_Gun_Nut on <10-12-10/0722:08>
They have their own power supply provided if they are not hooked up to a power plant for continuous charging.  The number of power points is listed with the weapons for just such an occurance.
Title: Re: Scariest Gun Contest!
Post by: CanRay on <02-23-11/0056:06>
A stock Ares Predator I, first production run.  Serial number in the early hundreds (Before it was lasered off).  Held in the hands of someone who bought it the first day it was released to the public, and has used it as a Shadowrunner ever since.

OK, it might not be the pistol that's scary, more the person holding it, but still...
Title: Re: Scariest Gun Contest!
Post by: aimlessfreak on <02-23-11/0059:52>
A stock Ares Predator I, first production run.  Serial number in the early hundreds (Before it was lasered off).  Held in the hands of someone who bought it the first day it was released to the public, and has used it as a Shadowrunner ever since.

OK, it might not be the pistol that's scary, more the person holding it, but still...

Nice
Title: Re: Scariest Gun Contest!
Post by: CanRay on <02-23-11/0106:57>
The rule I've always gone by:  It's never the equipment, it's the heart behind it that matters.
Title: Re: Scariest Gun Contest!
Post by: savaze on <02-23-11/0344:08>
2 Panther XXL's duct taped together with the triggers wired together.

(Redneck Troll Modification #45) ;)
That sounds very similar to the Remington 1740 (http://www.youtube.com/watch?v=wV6WJxaJfRg)...
Title: Re: Scariest Gun Contest!
Post by: Morg on <02-23-11/0803:35>
Ares S-III Super Squirt with Smartlink a chemical cocktail of Nova Scorpion Venom Inside of Carcerand-plus , Shrikes 6 cutter nanites, Surtr 6 nanites, Gremlin 6 Nanites, Taggant RFID Markers 6 & Armor Debonder 12
and because it is all nanos you can set the order of effect with your comlink
I used it on my PCs once...
Title: Re: Scariest Gun Contest!
Post by: Henker on <02-23-11/1033:40>
IMO the ITS Gonryu full automatic grenade launcher, with smartlink and  mounted on gyrstobilisator, and loaded with gecko grenade is really scary if you make a Hit with the burst....

I imagine you poor target, with 6 to 10 grenades stick on him.... the fun is that changing the kind of grenade you use allow you to discover new fatality on each adventures. :)
Title: Re: Scariest Gun Contest!
Post by: Charybdis on <02-23-11/1832:28>
IMO the ITS Gonryu full automatic grenade launcher, with smartlink and  mounted on gyrstobilisator, and loaded with gecko grenade is really scary if you make a Hit with the burst....

I imagine you poor target, with 6 to 10 grenades stick on him.... the fun is that changing the kind of grenade you use allow you to discover new fatality on each adventures. :)
Add in the MRSI system and stack two short bursts in a single Combat phase :)
Title: Re: Scariest Gun Contest!
Post by: CanRay on <02-23-11/1843:51>
Vera.
Title: Re: Scariest Gun Contest!
Post by: Rockopolis on <02-23-11/2038:27>
Take an Enfield AS-7, give it a Smartlink and an Underbarrel Shiwase Blazer Flamethrower.  Strip out the Laser Sight and add a Sling (if that's allowed for this one).  Personalize the Grip and add a Foregrip.  Small Firing Selection Change to add FA, Extended Drum 50 or 100 rd, and Melee Hardening.
Good close quarters clearance.  MSRP 5355¥

7P, -1, SA/BF/FA, 100rd Drum
6P(fire), -, SS, 4 shot tank

A large amount of money goes into the extended Drum; it might be better to drop that idea, perhaps with the full auto, and invest it elsewhere, or just save money.  Might want to consider the use the Aztechnology A3, back tank model for extra...firepower.

A Mortimer Trafalgar Gun Cane, with Custom Look II.  The only gun a Face needs.  They just brandish it, and...Respect.
Title: Re: Scariest Gun Contest!
Post by: Charybdis on <02-23-11/2044:13>
Take an Enfield AS-7, give it a Smartlink and an Underbarrel Shiwase Blazer Flamethrower.  Strip out the Laser Sight and add a Sling (if that's allowed for this one).  Personalize the Grip and add a Foregrip.  Small Firing Selection Change to add FA, Extended Drum 50 or 100 rd, and Melee Hardening.
Good close quarters clearance.  MSRP 5355¥
Teflon Flechette will negate the need for that Flamethrower...
Why not throw in an Underbarrel GL instead?
Title: Re: Scariest Gun Contest!
Post by: Rockopolis on <02-23-11/2049:57>
Is Teflon Flechette something from War?  I don't have that one.  I just happen to like flamethrowers.  How about a grenade launcher with an underbarrel flamethrower...or an underbarrel grenade launcher?  Hmm...I'll have to work on that in a sec...my original goal was to not go with something outrageously over the top...so much for keeping it affordable.
Title: Re: Scariest Gun Contest!
Post by: Loki on <02-23-11/2054:09>
Ruger Thunderbolt with integral smartlink
Accessories: gas vent 3 (barrel slot), device mount (top slot)
Mods: high power chambering, fire mode selection FA, skinlink, personalized grip, extended clip, trigger removal

 You can drop 2 bursts of 9p -2 with 1 recoil or go balls out for 16p -2 and 5 recoil.

The device mount I'd put a hand held sensor with ultrawide radar and a laser range finder on, in most cases.
Title: Re: Scariest Gun Contest!
Post by: Charybdis on <02-23-11/2055:46>
Is Teflon Flechette something from War?  I don't have that one.  I just happen to like flamethrowers.  How about a grenade launcher with an underbarrel flamethrower...or an underbarrel grenade launcher?  Hmm...I'll have to work on that in a sec...my original goal was to not go with something outrageously over the top...so much for keeping it affordable.
Teflon Flechette is indeed from War....and is Flechette that DOESN'T double the armour rating of the target....so is very nasty stuff, especially in a FA weapon.

I'm a big fan of Flamthrowers, but the range is a bit dinky....

Having the Flechette gives you a nice close-Mid-range damage spread (pretty much an AoE attack), with the GL giving you AoE from 10m onwards :)

Not bad for a shotgun :)
Title: Re: Scariest Gun Contest!
Post by: CanRay on <02-23-11/2229:54>
A Mortimer Trafalgar Gun Cane, with Custom Look II.  The only gun a Face needs.  They just brandish it, and...Respect.
Slitch better have his nuyen!
Title: Re: Scariest Gun Contest!
Post by: Henker on <02-25-11/1638:06>
On the opposite side, the colt manhunter is the bane of one of my character since 3rd edition... My character has never achieved a  hit with this gun. that is my "worst gun ever" ;)
Title: Re: Scariest Gun Contest!
Post by: Octopus on <02-28-11/1019:17>
Hi I was wondering about the Warhawk mounted as the underbarrel weapon to another warhawk. Since it's a pistol, isn't there no underbarrel mount on a warhawk, making this impossible?
Title: Re: Scariest Gun Contest!
Post by: Chrona on <02-28-11/1132:27>
Hi I was wondering about the Warhawk mounted as the underbarrel weapon to another warhawk. Since it's a pistol, isn't there no underbarrel mount on a warhawk, making this impossible?

I have run with his gun, built from scratch, it's GM Discretion.
Title: Re: Scariest Gun Contest!
Post by: Octopus on <02-28-11/1146:57>
Hmm, okay. I was trying to figure out what you would mount the warhawk to if there is no underbarrel mount on pistols:

Core Rulebook, p. 311:

Pistols (including machine pistols) have a top mount and a barrel mount. SMGs, all rifles, and heavy weapons have a top mount, barrel mount, and underbarrel mount.
Title: Re: Scariest Gun Contest!
Post by: Chrona on <02-28-11/1236:47>
The thing is we have under barrel laser sights on pistols nowadays and in arsenal it only specifies a larger weapon cant be fitted as an under barrel weapon.
Title: Re: Scariest Gun Contest!
Post by: Inarai on <03-01-11/0504:37>
Hmm, okay. I was trying to figure out what you would mount the warhawk to if there is no underbarrel mount on pistols:

Core Rulebook, p. 311:

Pistols (including machine pistols) have a top mount and a barrel mount. SMGs, all rifles, and heavy weapons have a top mount, barrel mount, and underbarrel mount.

Technically, Underbarrel Weapon is a mod and as far as I can tell doesn't use accessory slots in the first place, making this a non-issue.  See Arsenal for mod rules, but what this basically means is that you're not attaching the underbarrel weapon to the bottom of the firearm, but rather building it into the firearm.  It is not an attachment, but an actual piece of the weapon.  Modifications are restricted based on a number of slots - every weapon being assumed to have 6, and different modifications using a different number thereof - which have absolutely no descriptor of location.  The underbarrel weapons does not use the underbarrel accessory mount, it actually uses 3 modification slots.
Title: Re: Scariest Gun Contest!
Post by: CanRay on <03-01-11/0513:52>
Here you go:
(http://www.gunslot.com/files/gunslot/images/58594.jpg)
That's a 20-Round 7mm Pinfire Revolver from the Mid-19th Century.

The French made some really weird firearms.
Title: Re: Scariest Gun Contest!
Post by: raggedhalo on <03-01-11/0524:59>
Flechette that DOESN'T double the armour rating of the target....

Flechette doesn't double armour.  It adds +5 to their armour, which is very rarely double.
Title: Re: Scariest Gun Contest!
Post by: Ten-Hex on <03-08-11/1655:42>
Paired PJSS Elephant Rifles with stock troll-customization:
mods
-- barrel reduction (just because sawing off barrels is cool :P)
-- high-power chambering (11P DV, AP -2 is all the ammo versatility you need)
-- underbarrel weapon: Remington 990 set on medium spread
   -- barrel reduction (as I said earlier...)
   -- loaded with AP flechette
accessories
-- top-mount neon green laser sight that projects a death's head skull on targets
-- armored back holster with built-in speaker and personality software that starts playing speed metal theme song whenever the weapon is drawn
-- akimbo Troll (he counts as an accessory)
Title: Re: Scariest Gun Contest!
Post by: Henker on <03-08-11/1656:31>
The French made some really weird firearms.
That's so true
;)
Title: Re: Scariest Gun Contest!
Post by: CanRay on <03-08-11/2307:07>
The French made some really weird firearms.
That's so true
;)
Although, to be fair, once you start looking at "Experimental Weapons", everyone has made weird firearms.

The weirdest one I saw was from WWI, which was a rifle with an S-Shaped Barrel, and sights designed to be used with a series of mirrors to work like a para-scope.  It was meant so that soldiers wouldn't have to stick their heads out of the trenches.

Another weird item (Not a firearm, but still) was a Canadian Entrenching Tool that was supposed to pair up with the Ross Rifle.  It had a hole in the center so that it could be used as a rifle stand.  Yes, a shovel with a hole in the middle.  Let's just say that the Ross Rifle was about as well designed a piece of military equipment.
Title: Re: Scariest Gun Contest!
Post by: Angelone on <03-13-11/0759:24>
The French made some really weird firearms.
That's so true
;)
Although, to be fair, once you start looking at "Experimental Weapons", everyone has made weird firearms.

The weirdest one I saw was from WWI, which was a rifle with an S-Shaped Barrel, and sights designed to be used with a series of mirrors to work like a para-scope.  It was meant so that soldiers wouldn't have to stick their heads out of the trenches.

Another weird item (Not a firearm, but still) was a Canadian Entrenching Tool that was supposed to pair up with the Ross Rifle.  It had a hole in the center so that it could be used as a rifle stand.  Yes, a shovel with a hole in the middle.  Let's just say that the Ross Rifle was about as well designed a piece of military equipment.

Ouch, my fragile mind :o Now I can taste green.