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Firearms Questions.

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Shadowstep

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« on: <01-30-11/2157:02> »
Some firearms have accessories included that state they are top mounted, underbarrel or barrel mounts. Can these accessories be removed or replaced?

Other firearms state they come with internal mods - ie: gas-vent, laser sights, etc. In this case can the standard under/over/barrel mounts be installed in addition to these internal accessories? If so, what happens to a a gun with a gas-vent 2 (internal) when I add a gas vent 3 external barrel accessory? Does it's RC go to 3, 5 or stay the same?

Lastly, sniper rifles are subject to the following rule:

"At the end of every Turn in which the rifle is used in a running firefight (as opposed to a sniping situation), roll an Edge Test. For every Edge Test failed, the weapon incurs a –1 dice pool modifier until it is recalibrated with an Armorer + Logic (8, 1Minute) Extended Test."

What is a running firefight exactly? Does it only count if I take the "run action", or if I move? What if get out of my car with my rifle, and shoot w/o moving?
What is an edge test exactly? I assume you roll your Edge Dice, but what exactly is the threshold? Or is it just 1?


Thanks in advance for any help.
« Last Edit: <01-30-11/2200:45> by Shadowstep »

Bradd

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« Reply #1 on: <01-31-11/0312:47> »
I was just talking to our group's other GM about the sniper rule. It's helpful to look up snipers in Wikipedia for some background on just what a "sniping situation" is. While snipers are marksmen, the "sniper's primary function in warfare is to provide detailed reconnaissance from a concealed position and, if necessary, to reduce the enemy's fighting ability by striking at high value targets."

By the way, running is used in its "ongoing" sense (e.g., a long-running television show) and not its "footrace" sense. A running firefight is just an ongoing exchange of fire. While targets may shoot back (or preemptively) at a sniper, normal practice is to fire unseen, and then take cover or move before the target spots you. As a rough rule, I'd say that a sniper is caught up in a firefight as soon as he defends against an attack. (By WAR! rules, that includes suppressive fire even if you have cover.) Getting caught by a grenade would be bad too.

savaze

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« Reply #2 on: <01-31-11/0448:09> »
Some firearms have accessories included that state they are top mounted, underbarrel or barrel mounts. Can these accessories be removed or replaced?

Other firearms state they come with internal mods - ie: gas-vent, laser sights, etc. In this case can the standard under/over/barrel mounts be installed in addition to these internal accessories? If so, what happens to a a gun with a gas-vent 2 (internal) when I add a gas vent 3 external barrel accessory? Does it's RC go to 3, 5 or stay the same?
I'll answer with a quote...
Quote from: Arsenal Pg 148
Some of the weapon modifications presented in this list are also available as firearm accessories. The difference between the two of them is that accessories can be installed without requiring
extensive mechanical knowledge, while modifications require an application of the modification rules mentioned at the beginning of this chapter. Please note that a firearm can only hold one upgrade of a type, either from a modification or from an accessory. Once a firearm holds a modification of a particular type, it cannot be further equipped with an accessory of that type. On the other hand, if a weapon has an accessory attached to it, this accessory must be removed before a modification of the same type can be installed. If an off -the-rack weapon comes with certain upgrades like smartgun, gas-vent system, etc., it is assumed that those upgrades are modifications instead of accessories. However, those modifications do not count toward the slot limit and the weapons themselves still count as unmodified.
So everything can be gutted and switched out.

Lastly, sniper rifles are subject to the following rule:

"At the end of every Turn in which the rifle is used in a running firefight (as opposed to a sniping situation), roll an Edge Test. For every Edge Test failed, the weapon incurs a –1 dice pool modifier until it is recalibrated with an Armorer + Logic (8, 1Minute) Extended Test."

What is a running firefight exactly? Does it only count if I take the "run action", or if I move? What if get out of my car with my rifle, and shoot w/o moving?
A "running firefight" refers to normal combat conditions with things getting jostled, bumped, and shook.  SR sniper rifles are fragile and are meant to be used from a snipers perch.  I largely ignore this rule unless the rifles is of the break-down variety.  3rd ed illustrated the point better...
Quote from: 3rd e Core book, Ranger Arms SM-3 entry, Pgs 278-9
...the Ranger does not stand up well to combat use. The number of turns that this rifle is carried and used as a combat weapon (outsid its intended sniper role) equals the chance on a roll of 2D6 that the weapon will suffer a +2 target number modifier from loss of alignment of its precision and calibrated parts. For example, John uses his SM-3 to discourage his pursuers while making a strategic retreat through a garbage-cluttered alley. His rifle gets bumped around for 3 turns. If his player gets a 3 on a 2D6 roll, John must add +2 to all target numbers for tests using the weapon.
The rules don't carry over the same point the idea does.

What is an edge test exactly? I assume you roll your Edge Dice, but what exactly is the threshold? Or is it just 1?
I think that largely depends on how far from the intended situations you're in, but I'd start with 1.

Bradd

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« Reply #3 on: <01-31-11/0534:25> »
"If no threshold is listed, then the threshold for the test is 1," (p. 63, SR4A).