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Modding a Morrissey Élan

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Reaver

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« Reply #15 on: <07-09-13/1231:53> »
You mean caseless, Hi-C Plastic rounds in a chem seales clip? Expensive but nearly undetectable.

I carry an Elan with those on every single char.

Capsule rounds in chem seals are just as undetectable.
But if you fill 'em with DMSO'd Slab, Narcoject, Gammascopolamine, Novascorpion Venom or Ringu if you can get your hands on it... They're a LOT more effective than those plastic or ceramic bullets.

Just don't walk by a Chemsniffer :p

At the very least it will pick up the propellant, if not all that nasty stuff...
Thats what the chemically sealed mags are for 8)

:D
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Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

Nal0n

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« Reply #16 on: <07-09-13/1530:05> »
You mean caseless, Hi-C Plastic rounds in a chem seales clip? Expensive but nearly undetectable.

I carry an Elan with those on every single char.

Capsule rounds in chem seals are just as undetectable.
But if you fill 'em with DMSO'd Slab, Narcoject, Gammascopolamine, Novascorpion Venom or Ringu if you can get your hands on it... They're a LOT more effective than those plastic or ceramic bullets.

Problem is: my GM tends to "borrow" such ideas and use them against us some time later, so I'll keep the Hi-C rounds I think ;)

Reaver

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« Reply #17 on: <07-10-13/1151:39> »
You mean caseless, Hi-C Plastic rounds in a chem seales clip? Expensive but nearly undetectable.

I carry an Elan with those on every single char.

Capsule rounds in chem seals are just as undetectable.
But if you fill 'em with DMSO'd Slab, Narcoject, Gammascopolamine, Novascorpion Venom or Ringu if you can get your hands on it... They're a LOT more effective than those plastic or ceramic bullets.

Problem is: my GM tends to "borrow" such ideas and use them against us some time later, so I'll keep the Hi-C rounds I think ;)

Speaking AS a GM: "if it's good for the goose, it's good for the gander"
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

Nal0n

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« Reply #18 on: <07-10-13/1821:08> »
You mean caseless, Hi-C Plastic rounds in a chem seales clip? Expensive but nearly undetectable.

I carry an Elan with those on every single char.

Capsule rounds in chem seals are just as undetectable.
But if you fill 'em with DMSO'd Slab, Narcoject, Gammascopolamine, Novascorpion Venom or Ringu if you can get your hands on it... They're a LOT more effective than those plastic or ceramic bullets.

Problem is: my GM tends to "borrow" such ideas and use them against us some time later, so I'll keep the Hi-C rounds I think ;)

Speaking AS a GM: "if it's good for the goose, it's good for the gander"

And that exactly is the reason not a single one of my characters owns a burst-fire-modded Thunderstruck Gauss rifle.

Even though I REALLY like the idea ... and the design ... and that thing is pure awesomeness :(

Reaver

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« Reply #19 on: <07-10-13/1828:41> »
You mean caseless, Hi-C Plastic rounds in a chem seales clip? Expensive but nearly undetectable.

I carry an Elan with those on every single char.

Capsule rounds in chem seals are just as undetectable.
But if you fill 'em with DMSO'd Slab, Narcoject, Gammascopolamine, Novascorpion Venom or Ringu if you can get your hands on it... They're a LOT more effective than those plastic or ceramic bullets.

Problem is: my GM tends to "borrow" such ideas and use them against us some time later, so I'll keep the Hi-C rounds I think ;)

Speaking AS a GM: "if it's good for the goose, it's good for the gander"

And that exactly is the reason not a single one of my characters owns a burst-fire-modded Thunderstruck Gauss rifle.

Even though I REALLY like the idea ... and the design ... and that thing is pure awesomeness :(

not sure if you could hit anything with a burst fire Thunderstruck... seeing as HMGs and assault cannons double uncompensated recoil... and the only thing you can really use on a magnetic accelerated weapon would be a gyro mount.....

Give you props for the sheer "OMG WTF?!!?!!" factor though :P
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

Nal0n

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« Reply #20 on: <07-10-13/1839:23> »
You mean caseless, Hi-C Plastic rounds in a chem seales clip? Expensive but nearly undetectable.

I carry an Elan with those on every single char.

Capsule rounds in chem seals are just as undetectable.
But if you fill 'em with DMSO'd Slab, Narcoject, Gammascopolamine, Novascorpion Venom or Ringu if you can get your hands on it... They're a LOT more effective than those plastic or ceramic bullets.

Problem is: my GM tends to "borrow" such ideas and use them against us some time later, so I'll keep the Hi-C rounds I think ;)

Speaking AS a GM: "if it's good for the goose, it's good for the gander"

And that exactly is the reason not a single one of my characters owns a burst-fire-modded Thunderstruck Gauss rifle.

Even though I REALLY like the idea ... and the design ... and that thing is pure awesomeness :(

not sure if you could hit anything with a burst fire Thunderstruck... seeing as HMGs and assault cannons double uncompensated recoil... and the only thing you can really use on a magnetic accelerated weapon would be a gyro mount.....

Give you props for the sheer "OMG WTF?!!?!!" factor though :P

I guess tripods would help too, as would Electronic Firing, Heavy Barrel, Underbarrel Weight (at least according to RAW) ... and then there is the 25 dice to roll for the attack plus taking aim (the one character I REALLY want that for is a Longe Range Fire Support Specialist).

I can live with that for 12P with AP/half - 4 ;)

Reaver

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« Reply #21 on: <07-11-13/0140:59> »
You mean caseless, Hi-C Plastic rounds in a chem seales clip? Expensive but nearly undetectable.

I carry an Elan with those on every single char.

Capsule rounds in chem seals are just as undetectable.
But if you fill 'em with DMSO'd Slab, Narcoject, Gammascopolamine, Novascorpion Venom or Ringu if you can get your hands on it... They're a LOT more effective than those plastic or ceramic bullets.

Problem is: my GM tends to "borrow" such ideas and use them against us some time later, so I'll keep the Hi-C rounds I think ;)

Speaking AS a GM: "if it's good for the goose, it's good for the gander"

And that exactly is the reason not a single one of my characters owns a burst-fire-modded Thunderstruck Gauss rifle.

Even though I REALLY like the idea ... and the design ... and that thing is pure awesomeness :(

not sure if you could hit anything with a burst fire Thunderstruck... seeing as HMGs and assault cannons double uncompensated recoil... and the only thing you can really use on a magnetic accelerated weapon would be a gyro mount.....

Give you props for the sheer "OMG WTF?!!?!!" factor though :P

I guess tripods would help too, as would Electronic Firing, Heavy Barrel, Underbarrel Weight (at least according to RAW) ... and then there is the 25 dice to roll for the attack plus taking aim (the one character I REALLY want that for is a Longe Range Fire Support Specialist).

I can live with that for 12P with AP/half - 4 ;)

Not sure you can take aim, then fire bursts.... will have to read that section again when I have the time. Assault cannons can not accept ANY barrel mods if I recall (again, have to re-read the section again and do not have my PDFs or DTF on hand, but you do make an interesting point)
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

Reaver

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« Reply #22 on: <07-11-13/0241:22> »
You mean caseless, Hi-C Plastic rounds in a chem seales clip? Expensive but nearly undetectable.

I carry an Elan with those on every single char.

Capsule rounds in chem seals are just as undetectable.
But if you fill 'em with DMSO'd Slab, Narcoject, Gammascopolamine, Novascorpion Venom or Ringu if you can get your hands on it... They're a LOT more effective than those plastic or ceramic bullets.

Problem is: my GM tends to "borrow" such ideas and use them against us some time later, so I'll keep the Hi-C rounds I think ;)

Speaking AS a GM: "if it's good for the goose, it's good for the gander"

And that exactly is the reason not a single one of my characters owns a burst-fire-modded Thunderstruck Gauss rifle.

Even though I REALLY like the idea ... and the design ... and that thing is pure awesomeness :(

not sure if you could hit anything with a burst fire Thunderstruck... seeing as HMGs and assault cannons double uncompensated recoil... and the only thing you can really use on a magnetic accelerated weapon would be a gyro mount.....

Give you props for the sheer "OMG WTF?!!?!!" factor though :P

I guess tripods would help too, as would Electronic Firing, Heavy Barrel, Underbarrel Weight (at least according to RAW) ... and then there is the 25 dice to roll for the attack plus taking aim (the one character I REALLY want that for is a Longe Range Fire Support Specialist).

I can live with that for 12P with AP/half - 4 ;)

had some time on my hands and I read the take Aim on page 148 SR4a.... says nothing about  the firing mode of the shot (SS, SA, BF, FA) so I imagine you could use "take Aim" and then fire a burst.

However, reading the Assault cannon entry again, they DOUBLE the recoil, not the uncompensated recoil (big difference), then in an other area they say Uncompensated recoil (huh? um, conflict there??) But at least with the Uncompensated recoil entry, they provide an example.

Some things to note and remember about recoil mods to are:

Quote
[Arsenal book page 148 bold facing by me]

Restrictions to Recoil Compensation
Not all methods of recoil compensation are cumulative in
their effect:

• Recoil compensation from an auto-adjusting weight, bipod,
foregrip, gyromount, sling, tripod, or underbarrel
weight are
not cumulative with each other (except that the compensation
from a foregrip and sling can be combined into an overall
recoil compensation of 2).

• Recoil compensation from a folding stock, hip pad, rigid
stock, shock pad, or sling
are not cumulative with each other
.
• Recoil compensation from a gas-vent system is not cumulative
with that from any other gas-vent system.

• Recoil compensation from electronic firing and personalized
grip
are not cumulative with each other.

• Recoil compensation from a heavy barrel is cumulative with
all other recoil compensations


Oh, and I was wrong again about something (imagine THAT!)

Quote
[Arsenal book page 29, bold facing by me]
All machine guns and assault cannons can be equipped with
top-, barrel-, and under barrel mounted accessories, unless otherwise
noted
. They cannot use silencers or sound suppressors and
suffer from double recoil modifiers (see Recoil, p. 142, SR4). Firing
these weapons requires the Heavy Weapons skill.

and the entry for the thunderstuck says nothing about barrel mods...
Where am I going? And why am I in a hand basket ???

Remember: You can't fix Stupid. But you can beat on it with a 2x4 until it smartens up! Or dies.

Mantis

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« Reply #23 on: <07-11-13/0924:40> »
Guess you have an old PDF of Arsenal? The correct page reference for recoil is 152, not 142 as your quote shows. As for any confusion about how they intend recoil to work, that reference should sort it out. The doubled recoil penalty as shown on pg 152 of SR4A is for uncompensated recoil.
Good catch on the gasventing though, not that I've ever had a player suggest you could do this anyway. Just in case others think gas vents would work on such a weapon.

Michael Chandra

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« Reply #24 on: <07-11-13/1535:29> »
Take Aim requires a Simple Action firing after it. So Short Burst and single-rounds only.
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FuelDrop

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« Reply #25 on: <07-11-13/1832:11> »
I believe that it does specify that 'Called Shots' can only be taken with semi-automatic or short bursts.
Take aim has no such restriction, thus if you find a way to take aim as a free action (EG with a martial art) then you can start 'sniping' with full auto at extreme range.

That, my friends, is Shock and Awe. for extra points, use tracers.
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