Shadowrun

Shadowrun General => Gear => Topic started by: Devil on (10:36:56/10-13-10)

Title: Creating a New Weapon
Post by: Devil on (10:36:56/10-13-10)
I'm trying to make a new weapon for the character I'm creating. How do I go about this? Are there rules or specific guidelines for it? Where can I find them? Has anyone here done it before? If so then how? I need info on weapon or other gear creation please.
Title: Re: Creating a New Weapon
Post by: FastJack on (10:58:06/10-13-10)
For weapons, you'll need the Armorer skill. I'd break down the difficulties as below:

WeaponDiff/ThresholdInterval
Most melee weaponsSimple/230 min
Basic melee weapons (ext. baton)Basic/41 day
Exotic melee weapons (swords)Complex/81 day
Street Sweeper/Streetline SpecialComplex/81 hour
Most pistols/riflesIntricate/121 week
Automatic weaponsExotic/161 week
Exotic ranged weaponsExotic/20+1 month

Simple weapons can be built without tools. Basic weapons would require a kit to build. Complex and intricate weapons require a shop, while exotic weapons need a facility.

The Build/Repair tables on SR4A, p. 138 should help, as well Weapons Modification section in Arsenal, p. 148.
Title: Re: Creating a New Weapon
Post by: Devil on (12:35:40/10-13-10)
Thanks. I appreciate it. I didn't realize the armorer skill was for that too. Hopefully I'll be able to finally get this figured out. :D
Title: Re: Creating a New Weapon
Post by: Critias on (12:47:59/10-13-10)
What is it you're trying to make?
Title: Re: Creating a New Weapon
Post by: Devil on (13:10:58/10-13-10)
Stiletto gun cane for a magician.
Title: Re: Creating a New Weapon
Post by: FastJack on (13:25:38/10-13-10)
For the stiletto gun cane we were discussing in the other thread (before it got hopelessly derailed--sorry 'bout that ;)); I'd probably put it at an Intricate test (shop required) with a threshold of 16 (+4 for mounting the 'pop-out' blade).
Title: Re: Creating a New Weapon
Post by: inca1980 on (13:36:23/10-13-10)
But joker said it's during character creation.  Wouldn't you have to create the character first and then during your first shadowrun, get together with the GM and make the tests or have someone who does have the skill make the modification like a contact or somebody. 

If I was GM, I would houserule that if you bought the skill with BP, then do a diminishing dicepool armorer extended test, and then add the material costs and I'd let you have it at character creation if you passed the test.  Otherwise you'd have to use up game-time, and that would also incur life-style and other upkeep costs for the time spent doing the mod, but then I wouldn't make it a diminishing dicepool unless I deemed the task way beyond your skill level.  Maybe i'd cap the rolls, but I wouldn't make it a diminishing test. 
Title: Re: Creating a New Weapon
Post by: Devil on (13:45:31/10-13-10)
Couldn't I just have an armorer contact or something? Is there any way I can just pay for this thing instead of personally making it? :-\
Title: Re: Creating a New Weapon
Post by: FastJack on (14:27:26/10-13-10)
You could use an Armorer contact to build it for you. Use the Mechanic (SR4A, p. 291) as a basis for the Armorer type, giving him a skill rating of Armorer 4. Now, with Logic + Armor of 8, he can buy two hits per test, meaning that he could "phone it in" and get you a respectable gun-cane in 8 weeks. It might take more/less time if he rolls for it, and you can get him to rush the job (SR4A, p 65) to get it with an interval of 3.5 days.

Inv Castle Test (http://invisiblecastle.com/roller/view/2723249/)

Using the rolls here, your contact could get you the gun cane in 7 weeks. Or 5 weeks if rushed (since 1-2 glitches, there was a critical glitch on the third interval and he had to restart) AND there was a glitch on the 4th test of the rush job, meaning that it might still be delayed, or their might be something wrong with the function of the cane that could adversely affect you in the future (it only effectively fires 1 out of 6 times, or the pop-out blade gets jammed easily and needs to be repaired to pop-out again).
Title: Re: Creating a New Weapon
Post by: Devil on (14:57:28/10-13-10)
Could you do this kinda thing in character creation? Since I hope to start play with the weapon.

Also, how would I determine cost?
Title: Re: Creating a New Weapon
Post by: FastJack on (15:13:48/10-13-10)
During character creation, I'd just figure out the price. I'd start with an average hold-out pistol (Fichetti Self-Defender - 350¥),  a blade (20¥) then add in the cost of a cane (~10¥) and finally the cost of the work (Intricate/16 * 20¥† = 320¥). About 700¥?



†Total guesswork. There's nothing listed that to base the cost off the skill level involved.
Title: Re: Creating a New Weapon
Post by: Devil on (15:17:13/10-13-10)
Well a gun cane actually already exists in Arsenal. Would it be better to use that and a blade?
Title: Re: Creating a New Weapon
Post by: FastJack on (15:40:21/10-13-10)
To modify that, I'd put it at the base 750¥ + 20¥ (Bayonet Mount) + 130¥ (Spring-load blade & make it concealable) = 900¥

It's generally cheaper to build from scratch than to modify existing since you're not breaking down and 're-working' components that already work.
Title: Re: Creating a New Weapon
Post by: Devil on (15:45:54/10-13-10)
Does that include the cost of the work?

And just to be clear, I would need a contact to do this, right?
Title: Re: Creating a New Weapon
Post by: FastJack on (15:51:51/10-13-10)
I'd say that you'd have to have a contact do this for you, to show the time and effort you put into getting it. Especially since either it's built for scratch, or you've convinced a Gunsmith to convert a Trafalgar Gun Cane (which doesn't accept accessories, so it's tough to make modifications).
Title: Re: Creating a New Weapon
Post by: Mäx on (02:49:24/10-14-10)
Trafalgar Gun Cane (which doesn't accept accessories, so it's tough to make modifications).
Actually it just cant mount accessories, you can mod it just as well as any other weapon.
For this, i would say just get a forearm snap blade(150¥) added as an underbarrel weapon.
And then just talk with your GM about what you want the combination to look like, maybe pay extra 1000¥ for custom look 2 to justify hiding the under barrel blade by making the whole cane a little turdier then normal for example.

As for the cost of modifying stuff at chargen, i have allways gone with "you pay the price listed in the mod table and then your gun/vehicle has the mod in question", becouse i find it just silly to start reguiring the player to pay for someone to do that modding with her abstract starting recources. The book does say that those costs are for parts to do the modding, put to me saying that the player only has a collection parts when the play start is pretty much the same as saying to sammy that he has an aparment full of coolers containing various pieces of ware instead of having that ware in him.
Title: Re: Creating a New Weapon
Post by: Devil on (11:07:17/10-14-10)
Maybe instead of custom look 2 I should take custom look 1 and melee hardening.

I need melee hardening anyways and the thing is supposed to be fairly inconspicuous. It's not covered in golden skulls or anything like that.

It's got a silvery orb at the top for holding and the shaft is black, growing slightly narrower towards the end. Not the most common style, but not that out of the ordinary either. It's style makes it kinda resemble a wizard's wand or scepter, but not so much to mark him as such.
Title: Re: Creating a New Weapon
Post by: Critias on (13:44:29/10-14-10)
Personally, I'd talk to my GM about it instead of an internet forum -- especially since it's a tangle of house rules, modifications, skill rolls, customizations, etc, etc, that you want to get (a) through a contact and (b) before game starts -- because his take on it matters more than Max's, or FastJack's, or mine, or anyone else's, really.
Title: Re: Creating a New Weapon
Post by: FastJack on (13:47:06/10-14-10)
Personally, I'd talk to my GM about it instead of an internet forum -- especially since it's a tangle of house rules, modifications, skill rolls, customizations, etc, etc, that you want to get (a) through a contact and (b) before game starts -- because his take on it matters more than Max's, or FastJack's, or mine, or anyone else's, really.
Too true.
Title: Re: Creating a New Weapon
Post by: Critias on (13:50:28/10-14-10)
I mean, don't get me wrong.  I don't mean to come off as "shut up, stop asking questions!" or anything;  just that it wouldn't be a terribly good idea to get your hopes up based on what some of us here on the forums are telling you, and then present it as what's "right" to your GM.  Shadowrun, like any RPG is so terribly table-driven -- varying wildly from one GM's interpretation to another's, in a very postmodernist sort of way -- that your best bet is to regard forums as vague sort of fact-and-opinion gathering archives, to use us to research and to drum up three or four different ways you'd like to build your gunswordcane, and then to present each version to a GM, see which one he thinks looks the most fair/balanced/whatever, etc, etc.

Don't obsess over the details we give you, because all our opinions about the "best" way to build this thing are just that, opinions.
Title: Re: Creating a New Weapon
Post by: Devil on (14:31:55/10-14-10)
Informed opinions are better than those of someone less informed.

I don't currently have a GM and these forums are my best source for this kind of information. :-[

I think i'll just have to try to do the best I can, making it.
Title: Re: Creating a New Weapon
Post by: voydangel on (17:49:47/10-14-10)
Slightly off topic, but - where are you from Joker?
Title: Re: Creating a New Weapon
Post by: Devil on (19:28:58/10-14-10)
I'm living in Summertown, Tennessee.
I'm from Eugene, Oregon.
Title: Re: Creating a New Weapon
Post by: voydangel on (20:45:45/10-14-10)
Ahh... darn, was gonna say you might be able to join my group if you were closer - since you lack a GM and all that, but alas, I am in Olympia, WA.
Title: Re: Creating a New Weapon
Post by: Devil on (20:51:22/10-14-10)
Hey, thanks anyways. :)
Title: Re: Creating a New Weapon
Post by: Angelone on (17:14:31/10-17-10)
You get something worked out?
Title: Re: Creating a New Weapon
Post by: Sichr on (11:12:53/10-18-10)
YXou can also use a positive quality to buy a state of the art arsenal or equipement, i do not know exact name now. maybe there is one that allows you to get this weapon for the beginning. So I woul advice this way. In fact, your weapon is nothing so special that it cannot be bought for at most 2 BP :)
Title: Re: Creating a New Weapon
Post by: AJBuwalda on (10:56:20/11-10-10)
WeaponDiff/ThresholdInterval
Most melee weaponsSimple/230 min
Basic melee weapons (ext. baton)Basic/41 day
Exotic melee weapons (swords)Complex/81 day
Street Sweeper/Streetline SpecialComplex/81 hour
Most pistols/riflesIntricate/121 week
Automatic weaponsExotic/161 week
Exotic ranged weaponsExotic/20+1 month

Simple weapons can be built without tools. Basic weapons would require a kit to build. Complex and intricate weapons require a shop, while exotic weapons need a facility.
Is this table in any of the source books?
Title: Re: Creating a New Weapon
Post by: FastJack on (11:00:07/11-10-10)
Simple weapons can be built without tools. Basic weapons would require a kit to build. Complex and intricate weapons require a shop, while exotic weapons need a facility.
Is this table in any of the source books?
I was basing it off the Build/Repair table (SR4A, p. 138) and Extended Test Difficulties table (SR4A, p. 64).
Title: Re: Creating a New Weapon
Post by: AJBuwalda on (11:04:52/11-10-10)
Simple weapons can be built without tools. Basic weapons would require a kit to build. Complex and intricate weapons require a shop, while exotic weapons need a facility.
Is this table in any of the source books?
I was basing it off the Build/Repair table (SR4A, p. 138) and Extended Test Difficulties table (SR4A, p. 64).
Ok, thanks! You honor your name, FastJack. (though I read that was also a hacker)
Title: Re: Creating a New Weapon
Post by: FastJack on (11:05:51/11-10-10)
Thanks! :D