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21
In previous years, when I've played Shadowrun Specials at Gen Con (I certainly haven't played the specials every year), the organizers provided pregenerated characters.  Since Gen Con's special this year takes place in Neo-Tokyo, I thought I'd ask, just to make sure...

Are y'all providing pregens for the event?  Or do we get to use Shadowrun missions character from Neo-Tokyo?  In the unlikely event we can use Missions characters, will we get logs for playing the special event?
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What the facility is for will help determine where it should be. And, don't forget the logistical side of things either! While it sounds really cool to have a facility in space to keep it safe, the logistics of that say "Hell NO!" Especially if what happens in the facility has nothing to do with space.

Generally speaking, the things you have to worry about are:  Power, Water, Food, and housing.

Building a facility somewhere there is no electrical grid is a huge problem as you now have to figure out how to power that facility. Do you build your own power generating station? What type is it?

People need Water to survive, and a lot of it! On average you need around 2 liters a day per person... which weighs about 1kilo per liter.
People also need to eat! on average, a person eats 2 to 4 kg of food a day.
And, people need to sleep, shower, and all the rest of it which means housing... a cramped jail cell is still 3 meters by 2 meters.... which people can live it.. unhappily.


All said, this is a HUGE expenditure for a Corp to set up, and we haven't even talked about maintenance and upkeep, or staffing or the equipment in the facility or to build the facility!


So, know what the facility is going to do, THAT will tell you where it is located, and from there, you can turn that environment to your advantage.   
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Or (at least for a pure research type facility), borrow a page from the Deathlands series, and put it under something like Lake Mead, with underground access through the Dam itself. Just a thought.
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Rules and such / Re: Bull's Eye Double-Tap / Burst
« Last post by Spooky on Today at 15:17:01 »
Or for when you need to take down that assault troll, use the Barrett......
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Alright guys, if you have any characters you wanna discuss, just send them to me, I'll have a look.
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Living Campaign Discussion / CMP 2017-09 thru CMP 2017-12
« Last post by mbisber on Today at 14:46:43 »
I note that there are four CMPs that I've never played. Will they be available: where/when?

Pepka  Series:
CMP  2017
09  Winter’s  Mirror

CMP  2017
10  Seelie  Rivalry

CMP  2017
11  Treasured  Possessions

CMP  2017
12  Fae  Safari
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Rules and such / Re: Bull's Eye Double-Tap / Burst
« Last post by Tecumseh on Today at 14:08:10 »
That's a good use too, especially since high-Force spirits can be dodgy little fraggers that can be hard to drill with a -4 modifier. So much the better if they don't get to dodge at all.
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Rules and such / Re: Bull's Eye Double-Tap / Burst
« Last post by Jack_Spade on Today at 13:54:36 »
Actually, the best use for this trick are Semi Auto sniper rifles. A SA burst with an Ares Desert Strike is exactly what mundanes need to stop mage types and their spirits.
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Rules and such / Re: Bull's Eye Double-Tap / Burst
« Last post by Tecumseh on Today at 13:17:46 »
FYI, this one was errata'd. Here's the errata text:

Quote
The last sentence under the Effects sub-header should be changed from “The attack results in an AP increase equal to the base AP multiplied by the number of bullets in the burst with a maximum modifier of x3” to “The attack results in an AP increase equal to the base weapon AP multiplied by the number of bullets in the burst with a
maximum modifier of x3.”

If your weapon's AP (before ammo) was -1 it is now -2 (double tap) or -3 (burst). If it was -2 then it is now -4 or -6.

Having played with both versions of the rule - pre- and post-errata - the new one is much better. The old version was stupidly powerful, to the point where you would rarely use anything else.

Some would argue that the new version is only worthwhile for assault rifles using burst, since you want the benefit (extra -4 AP) to offset the cost (-4 dice to hit). That's true, but even when using a non -2 AP weapon the called shot still has some value for high-armor targets, including spirits where you're trying to overcome Immunity to Normal Weapons.
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First, figure out what the facility does. Then decide whether any particular environment offers unique advantages that benefit the facility ... e.g., zero gravity, high pressure, extreme heat or cold, accessibility vs. isolation, etc. Your solution may present itself.

Additional questions to resolve: How many people live and work there, and how frequent are the personnel changes? How important is regular communication with Mother Corp? (In space, there's a time lag; underwater, you'd need a hardline to a buoy on the surface.) How are they resupplied, and how often? If they make something, how are outgoing shipments handled, and how often? What internal risks is the facility designed to handle (hazardous materials, dangerous critters, hostile environment), and what emergency response or evacuation measures would they have in place?
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