alt.War: Turning Anger into productiveness

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Username17
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Joined: Fri Mar 07, 2008 7:54 pm

Post by Username17 »

And... here we go:
Holdout Pistols
Weapon NameDamageAPModeAmmoSkillStrengthAvailabilityCost
Cavalier Scout3-SA7 (c)Pistol (Holdout)4¥
Fichetti Tiffani Needler5 (f)x2SA4 (c)Pistol (Holdout)35R500¥
Raecor Sting5(f)x2SS5 (c)Pistol (Holdout)36R350¥
Streetline Special3-SS6 (c)Pistol (Holdout)44R100¥
Morrissey Elan3-SA5 (c)Pistol (Holdout)37R450¥
Walther Palm Pistol3-SS/BF2(b)Pistol (Holdout)44R175¥
Light Pistols
Weapon NameDamageAPModeAmmoSkillStrengthAvailabilityCost
Ares Light Fire 703-SA16 (c)Pistol (Automatic)23R350¥
Beretta 101T3-SA12 (C)Pistol (Automatic)24R200¥
Beretta 200ST3-SA/BF20 (c)Pistol (Automatic)27R550¥
Ceska vz/ 1203-SA18 (c)Pistol (Automatic)24R350¥
Colt America L363-SA11 (c)Pistol (Automatic)24R150¥
Colt Asp3-SA6 (cy)Pistol (Revolver)23R175¥
Fichetti Executive Action3-SA/BF18 (c)Pistol (Automatic)212R700¥
Fichetti Security 6003-SA30 (c)Pistol (Automatic)26R450¥
Hammerli 620S3-SA6 (c)Pistol (Automatic)18R650¥
SA Puzzler3-SA12 (c)Pistol (Automatic)315F900¥
Seco LD-1203-SA12 (c)Pistol (Automatic)23R250¥
Taurus Multi-63/4/5-SA6 (cy)Pistol (Revolver)2/3/47R200¥
Walther PB-1203-SA10 (c)/15 (c)Pistol (Automatic)29R400¥
Sakura Fubuki3-SA/BF/FA10 (ml) x4Pistol (Automatic)210R2000¥
Machine Pistols
Ares Crusader3-SA/BF/FA40 (c)Pistol (Automatic)37R700¥
Ceska Black Scorpion3-SA/BF/FA35 (c)Pistol (Automatic)38R550¥
FN 5-7C3-SA/BF/FA20 (c)Pistol (Automatic)28R600¥
PPSK-4 Collapsible
Machine Pistol
3-SA/BF/FA30 (c)Pistol (Automatic)320F2800¥
Steyr TMP3-SA/BF/FA30 (c)Pistol (Automatic)38R600¥
Ares Predator
Full Auto Mod
4-FA15 (c)Pistol (Automatic)44F700¥
Fichtti Securty
Full Auto Mod
3-FA30 (c)Pistol (Automatic)36F900¥
Heavy Pistols
Weapon NameDamageAPModeAmmoSkillStrengthAvailabilityCost
Ares Predator IV4-1SA15 (c)Pistol (Automatic)34R350¥
Ares Viper Slivergun6(f)x2SA/BF30 (c)Pistol (Automatic)25R500¥
Browning Ultra-Power4-1SA10 (c)Pistol (Automatic)34R300¥
Cavalry Deputy4-1SA7 (cy)Pistol (Revolver)34R225¥
Colt Government 20664-1SA14 (c)Pistol (Automatic)36R500¥
Colt Manhunter4-1SA16 (c)Pistol (Automatic)34R300¥
Eichiro Hatamoto II6-1SS1 (m)Pistol (Holdout)510R800¥
HK Urban Fighter4-1SA10 (c)Pistol (Automatic)314F1400¥
Morrissey Alta4-1SA12 (c)Pistol (Automatic)37R850¥
Morrissey Elite4-1SA5 (c)Pistol (Automatic)46R450¥
Nitama NeMax4-1SA10 (c)Pistol (Automatic)316R1700¥
PSK Collapsible Pistol4-1SA8 (c)Pistol (Automatic)318F2300¥
Remington Roomsweeper4-1SA8 (m)Pistol (Revolver)36R250¥
Ruger Super Warhawk5-2SS6 (cy)Pistol (Revolver)44R250¥
Ruger Thunderbolt4-1BF12 (c)Pistol (Automatic)312R750¥
Savalette Guardian4-1SA/BF15 (c)Pistol (Automatic)37R800¥
Walther Secura4-1SA12 (c)Pistol (Automatic)35R300¥
Walther Secura Kompakt4-1SA9 (c)Pistol (Automatic)47R400¥
WW Infiltrator4-1SA15 (c)Pistol (Automatic)416F1100¥
Submachine Guns
Weapon NameDamageAPModeAmmoSkillStrengthAvailabilityCost
AK-97 Carbine4-1SA/BF/FA30 (c)Automatics (Submachine Guns)34R400¥
Ares Executive Protector3-1SA/BF/FA30 (c)Automatics (Submachine Guns)3/29F1000¥
Beretta Model 703-2BF/FA35 (c)Automatics (Submachine Guns)25R650¥
Colt Cobra TZ-1103-2SA/BF/FA32 (c)Automatics (Submachine Guns)25R550¥
Colt Cobra TZ-1153-2SA/BF/FA32 (c)Automatics (Submachine Guns)25R475¥
Colt Cobra TZ-1183-2SA/BF/FA32 (c)Automatics (Submachine Guns)25R650¥
Colt M24A3 Water Carbine4-SA/BF30 (c)Automatics (Submachine Guns)210F1200¥
FN P93 Praetor3-2SA/BF/FA50 (c)Automatics (Submachine Guns)111F650¥
HK-227X3-2SA/BF/FA28 (c)Automatics (Submachine Guns)28R800¥
HK MP-5 TX3-2SA/BF/FA20 (c)Automatics (Submachine Guns)14R550¥
HK Urban Combat3-2SA/BF/FA36 (c)Automatics (Submachine Guns)116F2400¥
Ingram Smartgun X3-2BF/FA32 (c)Automatics (Submachine Guns)26R650¥
Ingram SuperMach 1003-2SA/FA/HV40 or 60 (c)Automatics (Submachine Guns)29F975¥
Ingram Warrior-103-2SA/BF30 (c)Automatics (Submachine Guns)24R400¥
Sandler TMP3-2BF/FA20 (c)Automatics (Submachine Guns)24R350¥
SCK Model 1003-2SA/BF30 (c)Automatics (Submachine Guns)26R750¥
Uzi IV3-2BF24 (c)Automatics (Submachine Guns)24R500¥
Assault Rifles
Weapon NameDamageAPModeAmmoSkillStrengthAvailabilityCost
AK-974-2SA/BF/FA38 (c)Automatics (Assault Rifles)24R500¥
AK-984-2SA/BF/FA38 (c)Automatics (Assault Rifles)28F1000¥
Grenade LauncherGrenadeGrenadeSS6 (M)Heavy Weapons (Grenade Launchers)
AK-2974-2SA/BF/FA60 (c)Automatics (Assault Rifles)110R3500¥
Ares Alpha4-2SA/BF/FA42 (c)Automatics (Assault Rifles)312F1700¥
Grenade LauncherGrenadeGrenadeSS6 (M)Heavy Weapons (Grenade Launchers)
Ares HVAR4-2SA/BF/HV50 (c)Automatics (Assault Rifles)211F2400¥
Colt M224-2SA/BF/FA40 (c)Automatics (Assault Rifles)26R1100¥
Colt M22A34-2SA/BF/FA40 (c)Automatics (Assault Rifles)29F1600¥
Grenade LauncherGrenadeGrenadeSS6 (M)Heavy Weapons (Grenade Launchers)
Colt M234-2SA/BF/FA40 (c)Automatics (Assault Rifles)25R750¥
HK G12A3Z4-2SA/BF/FA32 (c)Automatics (Assault Rifles)29F1750¥
Nitama Optimum II4-2SA/BF/FA30 (c)Automatics (Assault Rifles)210F2200¥
Shotgun6-SA5 (M)Heavy Weapons (Grenade Launchers)
Longarms (Shotguns)
4
Sernopal vz/88V4-2SA/BF/FA35 (c)Automatics (Assault Rifles)18F1650¥
Battle Rifles
Weapon NameDamageAPModeAmmoSkillStrengthAvailabilityCost
Combine XBR555-2SA/BF/FA36 (c)Automatics (Assault Rifles)
Longarms (Rifles)
412F4500¥
FN SFCBR5-2SA/BF/FA20 (c)Automatics (Assault Rifles)
Longarms (Rifles)
48F2400¥
HK G13B5-2SA/BF/FA20 (c)
50 (cy)
Automatics (Assault Rifles)
Longarms (Rifles)
416F2200¥
Ares MR-625-3SA/BF/FA15 (c)Automatics (Assault Rifles)
Longarms (Rifles)
410R1800¥
AZT Poctli5-2SA/BF/FA30 (c)Automatics (Assault Rifles)
Longarms (Rifles)
414F3600¥
Sport Rifles
Weapon NameDamageAPModeAmmoSkillStrengthAvailabilityCost
Mannlicher Wildhunter6-3SS6 (c)Longarms (Rifles)57R1200¥
Winchester Model 643-2SS20 (m)Longarms (Rifles)12R400¥
Remington 7505-3SS5 (m)Longarms (Rifles)34R500¥
Remington 9506-3SS5 (m)Longarms (Rifles)44R675¥
AZT 577 T-Rex7-2SS4 (m)Longarms (Rifles)
Heavy Weapons (Assault Cannon)
612R2400¥
Sniper Rifles
Weapon NameDamageAPModeAmmoSkillStrengthAvailabilityCost
Ares Desert Strike5-3SA14 (c)Longarms (Rifles)510F3350¥
Barrett Model 1216-4SA14 (c)Longarms (Rifles)618F9000¥
CZW Ostřelovač6-3SA12 (c)Longarms (Rifles)616F6500¥
HK PSG Enforcer4-3SA2 x 12 (c)Longarms (Rifles)412F4800¥
Ranger Arms SM45-4SA15 (c)Longarms (Rifles)416F6200¥
Walther MA-21004-3SA10 (m)Longarms (Rifles)510F5000¥
Shotguns
Weapon NameDamageAPModeAmmoSkillStrengthAvailabilityCost
Auto-Assault 165-1SA/BF/FA32 (d)Longarms (Shotguns)418R8000¥
Boyd & Richards Desperado5-1SS5 (m)Longarms (Shotguns)410R1700¥
Defiance T-2505-1SA5 (m)Longarms (Shotguns)43R475¥
Enfield AS-75-1SA/BF10 (c)
24 (d)
Longarms (Shotguns)412R1100¥
Franchi SPAS-225-1SA/BF10 (m)Longarms (Shotguns)410R1250¥
Mossberg AM-CMDT5-1SA/BF/FA10 (c)Longarms (Shotguns)412R1000¥
PJSS Model 55 Shotgun5-1SS2 (b)Longarms (Shotguns)47R1200¥
Remington 9905-1SA8 (m)Longarms (Shotguns)44R550¥
Street Sweeper4-1SS1 (b)Longarms (Shotguns)35R175¥
Light Machine Guns
Weapon NameDamageAPModeAmmoSkillStrengthAvailabilityCost
Ares MP-LMG4-3BF/FA50 (c)
Belt
Heavy Weapons (Machine Guns)412F1500¥
Ingram White Knight4-3BF/FA/HV50 (c)
Belt
Heavy Weapons (Machine Guns)412F2000¥
Ingram Valiant4-3BF/FA40 (c)
Belt
Heavy Weapons (Machine Guns)410F1200¥
EMERK-V4-3FABeltHeavy Weapons (Machine Guns)414F900¥
GE Vindicator Minigun4-3FA/HVBeltHeavy Weapons (Machine Guns)316F5500¥
SA Nemesis4-3BF/FA60 (c)Heavy Weapons (Machine Guns)417F3500¥
Medium Machine Guns
FN MAG-55-3FA/HV50 (box)
Belt
Heavy Weapons (Machine Guns)514F5500¥
Stoner Ares M2025-3FA50 (c)
Belt
Heavy Weapons (Machine Guns)512F4500¥
Ultimax MMG5-3FA40 (c)
Belt
Heavy Weapons (Machine Guns)513F4500¥
Heavy Machine Guns
Ruhrmetal SF206-3FA40 (c)
Belt
Heavy Weapons (Machine Guns)615F6500¥
RPK HMG6-3FA40 (c)
Belt
Heavy Weapons (Machine Guns)616F6000¥
Stoner Ares M1076-3FA40 (c)
Belt
Heavy Weapons (Machine Guns)615F7500¥
Ultimax HMG-26-3FA50 (c)
Belt
Heavy Weapons (Machine Guns)615F7500¥
Assault Cannons
Weapon NameDamageAPModeAmmoSkillStrengthAvailabilityCost
Ares Thunderstruck Gauss Rifle8-8SA10 (c)
+10 (battery)
Heavy Weapons (Assault Cannon)424F13000¥
Ares Vigorous Assault Cannon8-7SS12 (c)Heavy Weapons (Assault Cannon)918F4000¥
AZT Tlatlatzin Gauss Rifle8-8SA20 (c)
+external power source
Heavy Weapons (Assault Cannon)524F12000¥
Norsutykki L-477-7SS10 (c)Heavy Weapons (Assault Cannon)
Longarms (Rifles)
715F4800¥
Panther XXL8-7SS15 (c)Heavy Weapons (Assault Cannon)820F5500¥
Laser Weapons
Weapon NameDamageAPModeAmmoSkillStrengthAvailabilityCost
Ares Redline3-halfHV200 (battery)
External Power Source
Automatics (Submachine Guns)214F7500¥
Ares 3rd Dawn4-halfHV200 (battery)
External Power Source
Automatics (Assault Rifles)318F12000¥
Ares Apollo6-halfHV200 (battery)
External Power Source
Automatics (Assault Rifles)
Heavy Weapons (Machine Guns)
624F30000¥
Winter Systems Falling Star3-halfHV100 (battery)
External Power Source
Automatics (Submachine Guns)116F8000¥
Winter Systems Evil Eye5-halfHV150 (battery)
External Power Source
Automatics (Assault Rifles)
Heavy Weapons (Machine Guns)
524F24000¥
Renraku Taiyou5-halfHVExternal Power SourceAutomatics (Assault Rifles)520F24000¥
Fichetti Pain InducerSpecial-halfFA/HV100 (battery)Automatics (Assault Rifle)18R2000¥
Flame Weapons
Weapon NameDamageAPModeAmmoSkillStrengthAvailabilityCost
AZT F3a4-halfFA100 (tank)Automatics (Assault Rifle)314F1800¥
Shiawase Blazer3-halfFA80 (tank)Automatics (Submachine Guns)216F1200¥
Special Weapons
Weapon NameDamageAPModeAmmoSkillStrengthAvailabilityCost
Ares S-III Super SquirtChemical-SA20 (c)Pistols (Revolver)14¥500
Grenade Launchers & Mortars
Weapon NameDamageAPModeAmmoSkillStrengthAvailabilityCost
Ares Antioch-2GrenadeGrenadeSS8 (m)Heavy Weapons (Grenade Launcher)38F600¥
ArmTech MGL-6GrenadeGrenadeSA6 (c)Heavy Weapons (Grenade Launcher)510F1500¥
ArmTech MGL-12GrenadeGrenadeSA6 (c)Heavy Weapons (Grenade Launcher)410F2000¥
Enfield GL-67GrenadeGrenadeSS20 (d)Heavy Weapons (Grenade Launcher)314F4000¥
M-12 Portable MortarMortarMortarSS1Heavy Weapons (Grenade Launcher)-16F2250¥
IRA Remote MortarMortarMortarSA/BF10 (m)Gunnery (Artillery)-20F5000¥
Vehicular Weaponry
Weapon NameDamageAPModeAmmoSkillStrengthAvailabilityCost
Ares Firelance (laser)8-halfHV500 (battery)
External power source
Heavy Weapons (Machine Guns)
Gunnery (Energy Weapons)
-25F400000¥
Ares Fogger Glop Cannonspecial-SA50 (belt)Heavy Weapons (Assault Cannon)
Gunnery (Artillery)
-15R10000¥
AZT Itzcoatl Gauss Cannon12-8SS50 (belt)
+external power source
Heavy Weapons (Assault Cannon)
Gunnery (Ballistic)
-30F600000¥
Fleche Barrage Rocket LauncherRocketRocketSpecial20Heavy Weapons (Rocket)
Gunnery (Rocket)
-25F20000¥
GE Vigilant Light Autocannon7-3FA/HV200 (belt)Heavy Weapons (Machine Gun)
Gunnery (Ballistic)
-15F10000¥
GE Vanquisher Heavy Autocanon8-4FA/HV200 (belt)Heavy Weapons (Machine Gun)
Gunnery (Ballistic)
-20F20000¥
GM Light Cannon9-6SS50 (belt)Heavy Weapons (Assault Cannon)
Gunnery (Ballistic)
-18F50000¥
GM Heavy Cannon11-7SS50 (belt)Heavy Weapons (Assault Cannon)
Gunnery (Ballistic)
-22F100000¥
Lone Star FlashFlood Water Cannon3N-halfFA200 (tank)
external water source
Heavy Weapons (Machine Gun)
Gunnery (Artillery)
-10R5000¥
Shiawase Microwave CannonSpecial-halfHV200 (battery)
external power source
Heavy Weapons (Machine Gun)
Gunnery (Energy Weapons)
-20R25000¥
SK Taurus Gauss Cannon10-8SS50 (belt)
+external power source
Heavy Weapons (Assault Cannon)
Gunnery (Ballistic)
-25F200000¥
Winter Systems Mercury Laser10-halfHVexternal power sourceHeavy Weapons (Machine Guns)
Gunnery (Energy Weapons)
-30F1000000¥
KC-Arms 155 HowitzerMortarMortarSS10 (m)Heavy Weapons (Grenade Launchers)
Gunnery (Artillery)
-20F120000¥

Plus, here's a vehicle preview:

Vehicle Stats
This is a tree. It will take you from 60 to 0 in zero seconds.

Vehicles need attributes too. They don't have Agility or Willpower, but there are things about them that make them distinct.

Speed
People rarely push vehicles to their actual maximum speed. And traveling at maximum speed isn't good for vehicles anyway. So the “speed” is simply the highest speed before things start to rattle. Skilled or insane drivers can push vehicles to higher speed by flooring the accelerator or flipping on the afterburners, or whatever it is that their vehicle does to go faster, but for simplicity's sake this absolute maximum is considered to be proportional to the normal speed at which the vehicle can travel. Speeds are given in Kilometers per hour, as vehicles moving at maximum speed are not usually usefully measured in meters per combat round. In 3 seconds, a vehicle will move 5/6 as many meters as its KPH speed, for what that is worth.

Acceleration
Acceleration is usually a purely academic concern. It takes you 1 second instead of 2 to have to slow down because the guy in front of you has engaged hands-free GridGuide, so what? In a chase across the desert or the ocean, it won't much matter who has the faster acceleration rate, because max speed is pretty much the whole of the answer as to who catches or does not catch whom. But drag racing does exist, and more importantly people chase each other in traffic and confined spaces all the time. In those instances it usually doesn't matter how fast your vehicle could go, it only matters how quickly your vehicle can change speeds.

In heavy traffic or other “tight” terrain, whichever vehicle has the higher Acceleration is considered “faster” during a Chase. Acceleration values are given in meters per second per second. This makes it easy to plug into physics equations. In combat, assume that the vehicle can accelerate by its Acceleration value on Initiative Pass 2, 3, and 4. For constant acceleration problems, the distance it actually travels will be its previous speed plus half its acceleration in meters per second.

Handling
Different vehicles handle better or worse than others. It's a complex measurement of turning radius, responsiveness, breaking, and gear shifting for land vehicles and even more complex measurements of an airborne vehicle's ability to stay aloft with sudden shifts in direction and speed. Practically however, it's a number that modifies the driver/pilot's dicepools when they are making complex maneuvers or engaged in Chase tests in tight terrain. Handling has no effect at all on how fast your vehicle goes in a straightaway, and does not modify chases in open terrain.

Body
Vehicles roll damage resistance tests too. A vehicle's Body attribute is the number of dice it rolls for that purpose.

Mass
Things which are very big relative to humans are more difficult to destroy with human sized weapons. A vehicle's Mass is subtracted from the damage inflicted upon it in a similar manner that damage is reduced by Hardened Armor.

Mass also affects how much damage the other party receives in a crash.

Armor
Vehicular Armor is hardened by default. If you want to give a vehicle more damage resistance dice, it is usually a good idea to just give it a higher body.

Seating
Seating is simply a measure of how many people can sit in a vehicle and still get seatbelts. Obviously if the passengers are very good friends they can sit on each other's laps. And in large vehicles there may be room to stand if things get desperate. Also seats may become overcrowded if the people involved are 3 meters tall or whatever.

Pilot
Pilot is the measure of the vehicle's ability to operate itself. In the 2070s, most vehicles can drive themselves from point A to point B. These systems aren't actually intelligent and are designed for a vehicle operating under normal circumstances. When a vehicle is damaged, subtract its injury modifier from its Pilot rating. So for example: a vehicle that had suffered Moderate Damage (3 boxes) would have its Pilot reduced by 2, while a vehicle that had suffered Serious Damage (6 boxes) would have its Pilot reduced by 3. A vehicle whose Pilot has been reduced to 0 may still try to drive itself, but will likely as not drive into a wall instead of getting anywhere useful.

It is important to note that the Pilot is not merely a program that tells the vehicle what to do, it is the actual hardware that allows the electronic commands of the software to translate into the vehicle doing real things in real space. The Pilot rating acts as an attribute if the vehicle performs autonomous tasks (using software such as Clearsight and targeting programs as a skill), but the rating itself caps what the vehicle is capable of doing autonomously or under the direction of a rigger.
PilotCapabilities
0Cruise Control
1Point to point travel with explicit map path or GridGuide support
Trigger basic functions such as locks and windshield wipers
2Sensor assisted navigation in uncontrolled environments
Perform strength-requiring functions such as opening doors or targeting weaponry
3Adjust for the motion of the vehicle in order to utilize devices
For example: targeting a weapon while moving
4Perform functions given symbolically such as going to a place where
someone is rather than to a specific coordinate.
5Perform multiple body problems.
For example: firing different weapons at different targets while moving.
6Classified.

Sensor
The sensory feed at a vehicle's disposal is represented by its Sensor attribute. More than simply duct taping a video camera to the top, the Sensor is a set of hardware that integrates a series of cameras, motion detectors, and whatever other sensory feeds into a coherent picture of how the vehicle is operating and what is around it. Of course, a vehicle can be outfitted with specific sensors that do specific things without adjusting its Sensor Rating. And these additional sensors may or may not be integrated into the vehicle's sensor array and control system. You still totally can duct tape a video recorder to the top of a car if that's what you want to do. However, when a vehicle comes with a sensor rating,you can assume that certain sensory capabilities have already been included based on its rating:
SensorUsually Has...
0Speedometer
Fuel Gauge
1Camera
GPS
2Microphone
Motion Detector
3Sonar System
Thermosensor
4Radar
Laser Range Finder
5Magnetic Analyzer
Density Scanner
6Classified.

Cost
Vehicles below are listed with a cost, but not an availability. The cost is how much a vehicle costs to buy it new from whoever the dealer is. Buying a used or stolen vehicle will obviously cost very much less. In its first year, a vehicle loses 15-20% of its value, and continues to lose value forever, albeit at a slower rate, from that point on (assuming that it is still running at all). If a vehicle continues to be serviceable and kept in very good condition for 40 to 50 years, it becomes a “classic” and suddenly becomes valuable again, but that is not something that is worth thinking about over the course of a Shadowrun game. A vehicle's value to a chop shop is usually about 7% of its purchase price (which is by the way, what a chop shop in 2011 in Prague will pay for a new stolen car).

Due to the nature of vehicles and how they go on roads and get checked regularly by GridGuide and all that, there really isn't the kind of shadow market that there is for other equipment that Shadowrunners use. There is no “availability” rating for vehicles. You either find a seller for whatever it is you're looking for or you don't.

The Vehicle List
You! Out of the motor pool!
2-Wheeled
VehicleSpeedAccelerationHandlingBodyMassArmorSeatingPilotSensorCost
Dodge Scoot (scooter)80442011004000¥
Yamaha Rapier (street bike)2208430110011000¥
Harley Scorpion (chopper)1906341220112000¥
Mitsuzuki Aurora (racing bike)34010530111215000¥
BMW Blitzen (Kaneda's bike)38011551413226300¥

User avatar
Lokathor
Duke
Posts: 2185
Joined: Sun Nov 01, 2009 2:10 am
Location: ID
Contact:

Post by Lokathor »

"Special Weapons" should also include an entry for an RAS Taser.
[*]The Ends Of The Matrix: Github and Rendered
[*]After Sundown: Github and Rendered
User avatar
CatharzGodfoot
King
Posts: 5668
Joined: Fri Mar 07, 2008 7:54 pm
Location: North Carolina

Post by CatharzGodfoot »

You have "shotgun" listed under "assault rifles".
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France

Mount Flamethrower on rear
Drive in reverse
Win Game.

-Josh Kablack

Username17
Serious Badass
Posts: 29894
Joined: Fri Mar 07, 2008 7:54 pm

Post by Username17 »

CatharzGodfoot wrote:You have "shotgun" listed under "assault rifles".
That is entirely intentional. The Optimum has an underbarrel Shotgun.

-Username17
User avatar
CatharzGodfoot
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Posts: 5668
Joined: Fri Mar 07, 2008 7:54 pm
Location: North Carolina

Post by CatharzGodfoot »

FrankTrollman wrote:
CatharzGodfoot wrote:You have "shotgun" listed under "assault rifles".
That is entirely intentional. The Optimum has an underbarrel Shotgun.

-Username17
Maybe this is a dumb question, but why does the underbarrel shotgun do more damage than any pure shotgun?
The law in its majestic equality forbids the rich as well as the poor from stealing bread, begging and sleeping under bridges.
-Anatole France

Mount Flamethrower on rear
Drive in reverse
Win Game.

-Josh Kablack

Quantumboost
Knight-Baron
Posts: 968
Joined: Fri Mar 07, 2008 7:54 pm

Post by Quantumboost »

FrankTrollman wrote:
CatharzGodfoot wrote:You have "shotgun" listed under "assault rifles".
That is entirely intentional. The Optimum has an underbarrel Shotgun.

-Username17
Indenting the additional parts of composite/configurable weapons with spaces could help with clarity there. It seems to work in the basic book at least.
Username17
Serious Badass
Posts: 29894
Joined: Fri Mar 07, 2008 7:54 pm

Post by Username17 »

My family visit is over, and that means more writing. Here's the Vietnamese timeline:

Vietnamese History Timeline
1946: Nationalist Chinese troops withdraw from Vietnamese territory, leaving the region under French rule. First Indochina War begins.
1950: United States begins supporting anti-communist forces in Indochina.
1954: French depart from Indochina, Vietnam partitioned into North and South. Reuinification elections scheduled for 1956.
1955: Southern Vietnamese President Ngo Diem begins executing political rivals, cancels election. War of Unification begins.
1963: Ngo Diem is assassinated by his generals. United States takes over much of the heavy lifting for South Vietnam.
1975: War of Unification complete. North Vietnam becomes Vietnam.
1979: Vietnamese forces conquer Cambodia, force the Khmer Rouge out of power. Vietnamese occupation of Cambodia begins.
1979: People's Republic of China invades Vietnam. China is quickly defeated and withdraws.
1989: Vietnam voluntarily leaves Cambodia.
1992: Vietnam adopts a new constitution.
2013: Vietnam is forced to accept hundreds of thousands of refugees from Cambodia after the devastation of Cyclone Tanaguk
2014: First Plig attacks in Western Vietnam.
2022: Vietnam conquers Cambodia and ousts the Chen syndicates from power. Second occupation of Cambodia begins.
2028: Mnong uprising begins in the Southwest. Vietnam withdraws from Cambodia to concentrate on affairs at home. Mnong rebellion is crushed and most Mnong people are driven out of the country.
2034: Thailand and Plig-aligned forces independently invade along the Laotian border. A four way fight breaks out, and Vietnamese forces hold all three other groups to Vietnam's border.
2037: Vietnamese forces invade Cambodia and begin the third Cambodian occupation.
2039: Japanese Imperial State clashes with Vietnamese forces over mineral rights in South China Sea. Vietnamese claims upheld.
2043: Cambodian sovereignty turned over to the king, Vietnamese troops return home victorious. With the drug lords defeated in Cambodia, Vietnamese forces set up bases in Laos.
2046: Imperialist revolt rallies around a pretender to the throne of Vietnam. The rebellion is quashed, and the sword shown to be a fake.
2048: Chamic people begin revolution, which is brought down by the army. Chamic and Rhade people are forcibly relocated to cities, many move to Cambodia rather than comply.
2059: Dega Alliance begins operations in Vietnam.
2061: Year of the Comet. Hue is attacked by a titanic Plig. Vietnamese Army triumphs, but current whereabouts of the beast are unknown.
2064: The Dega Alliance performs an all-out invasion of Vietnam at Dak Seang. Dak Seang holds and the Alliance collapses.
2065: Crash 2.0 occurs. The new government in Laos kicks Vietnamese troops out of the country. Vietnamese intelligence agencies blamed for poor response, resulting in a massive shakeup of intelligence agencies. The CCC is created to cover the jobs of agencies downsized or eliminated.
2066: Montagnard Confederation declared, an attempt to annex Dak Seang into the new country is made, but Vietnamese defenses hold.
2067: Vietnamese merchants are expelled from Laos, Vietnam ceases all economic support of Laos.
2071: New Five Year Plan issued by Vietnamese legislature. Pledges to make Vietnam a “world power” in five years.
Last edited by Username17 on Wed Apr 27, 2011 5:16 pm, edited 1 time in total.
Username17
Serious Badass
Posts: 29894
Joined: Fri Mar 07, 2008 7:54 pm

Post by Username17 »

So some tables need to be done differently:
Special Weapons
Weapon NameDamageAPModeAmmoSkillStrengthAvailabilityCost
Aquadyne Harpoon Gun5-SS6 (cy)Archery (Crossbow)
Longarms (Shotgun)
36R600¥
Ares S-III Super SquirtChemical-SA20 (c)Pistols (Revolver)14¥500
Ares Screech Sonic Rifle4NspecialSS10 (battery)
external power source
Longarms (Shotgun)3168000¥
Bow(¾ Str)-SS1 (ml)Archery (Bow)X2100¥/R
Cavalier SafeGuard2N (e)-halfSA6 (m)Pistols (Taser)1-275¥
Crossbow, Light2-SS1 (ml)Archery (Crossbow)
Longarms (Shotgun)
12300¥
Crossbow, Medium4-SS1 (ml)Archery (Crossbow)
Longarms (Shotgun)
34R500¥
Crossbow, Heavy6-SA6 (cy)Archery (Crossbow)
Longarms (Shotgun)
78R750¥
Crossbow, Pistol2-SS1 (ml)Archery (Crossbow)
Pistols (Revolver)
34R250¥
Defiance EX Shocker4N (e)-halfSS4 (m)Pistols (Taser)2-150¥
Defiance Protector3N (e)-halfSA3 (m)Pistols (Taser)14150¥
FN-AAL Gyrojet Pistol5-SA10 (c)Pistols (Revolver)112F1000¥
Jupiter Taser Club3N (e)-halfSS1 (m)Pistols (Taser)
Clubs (Batons)
281200¥
Slinghot(Str/2)N-SS1 (ml)Archery (Slingshot)
Throwing (Lobbed)
special-5¥/R
Yamaha Pulsar3N (e)-halfSA4 (m)Pistols (Taser)1-150¥

Blades
NameReachDamageAPSkillStrengthAvailabilityCost
Ceramic Knife-(Str/2)-2Blades (Knives)-475¥
Claymore2(Str/2)+2-1Blades (Sword)48R900¥
Combat Ax2(Str/2)+2-2Blades (Ax)58R600¥
Centurion Laser Axe2(Str/2)+2-4Blades (Ax)412F3000¥
Cougar Fineblade Knife-(Str/2)+1-2Blades (Knives)-5R550¥
Cougar Fineblade Sword1(Str/2)+1-2Blades (Sword)27R900¥
Halberd3(Str/2)+3-Blades (Ax)58R1200¥
Katana1(Str/2)+1-1Blades (Sword)34R1000¥
Katar-(Str/2)-2Blades (Knives)29R750¥
Knife-(Str/2)-Blades (Knives)--20¥
Kris-(Str/2)+1-Blades (Knives)
Blades (Sword)
110R1000¥
Macahuitl1(Str/2)+1-Blades (Sword)
Clubs (Batons)
314R3000¥
Monofilament Sword1(Str/2)+2-2Blades (Sword)37R750¥
Nodachi2(Str/2)+2-1Blades (Sword)412R2500¥
Rapier1(Str/2)+1-Blades (Sword)24R550¥
Sai-(Str/2)
(Str/2)N
-Blades (Knives)-475¥
Spear3(Str/2)-1Blades (Ax)
Clubs (Staff)
34R150¥
Survival Knife-(Str/2)+1-Blades (Knives)1-50¥
Sword1(Str/2)+1-Blades (Sword)24R350¥
Tomahawk1(Str/2)+1-Blades (Ax)34150¥
Vibro Knife-(Str/2)+1-3Blades (Knives)16R1000¥
Vibro Sword1(Str/2)+2-4Blades (Sword)28F2000¥
Victorinox Memory Blade1(Str/2)+1-1Blades (Sword)214F1250¥
Clubs & Chains
NameReachDamageAPSkillStrengthAvailabilityCost
AZ-150 Stun Baton14N (e)-halfClubs (Baton)24R800¥
Claw Hammer-(Str/2)+1-1Clubs (Hammer)1-15¥
Club1(Str/2)-Clubs (Baton)1-30¥
Extendable Baton1(Str/2)-Clubs (Baton)1-50¥
Heavy Chain1(Str/2)+1-Clubs (Sap)4-20¥
Jack Hammer26-4Clubs (Hammer)767500¥
Jupiter Taser Club13N (e)-halfClubs (Baton)
Pistols (Taser)
28R1200¥
Kusari Gama2(Str/2)+1-Clubs (Sap)
Blades (Ax)
38F150¥
Mace1(Str/2)+1-2Clubs (Baton)
Clubs (Hammer)
34120¥
Monofilament Whip26x2Clubs (Sap)
Blades (Ax)
-12F3000¥
Nunchaku-(Str/2)+1-Clubs (Sap)16R75¥
Sap-(Str/2)+1N-Clubs (Sap)1-30¥
Sledge Hammer1(Str/2)+2-Clubs (Hammer)4350¥
Staff2(Str/2)+1-Clubs (Staff)3-50¥
Stun Baton13N (e)-halfClubs (Baton)24R400¥
Stun Staff23N (e)-halfClubs (Staff)36R650¥
Telescopic Staff2(Str/2)+1-Clubs (Staff)3-100¥
Tonfa1(Str/2)-Clubs (Baton)1450¥
Warhammer1(Str/2)+2-2Clubs (Hammer)
Blades (Ax)
410R1500¥
Body Weaponry
NameReachDamageAPSkillStrengthAvailabilityCost
Bone Density/Lacing-(Str/2)+1-Unarmed Combat---
Fangs/Horns-(Str/2)-Unarmed Combat---
Hardliner Gloves-(Str/2)-Unarmed Combat-4100¥
Hand Blade-(Str/2)+1-Unarmed Combat
Blades (Cyber Implant)
---
Hand Razors-(Str/2)-1Unarmed Combat
Blades (Cyber Implant)
---
Spurs1(Str/2)+1-2Unarmed Combat
Blades (Cyber Implant)
---
Oral Slasher-4-Unarmed Combat---
Shock Hand-3N (e)-halfUnarmed Combat---

Grenades
NameDamageAPUnitAvailabilityCost
Flash--Grenade6R30¥
Flash-Bang4N-Grenade6R30¥
Flash-Pak--Grenade4200¥
Fragmentation5-Grenade10F35¥
GasChemical-Grenade4+Chemical20¥+Chemical
High Explosive4-4Grenade7F45¥
IncendiarySpecial-1Grenade8R50¥
Ink--Grenade635¥
Smoke--Grenade4R30¥
SplashChemical-Grenade4+Chemical20¥+Chemical
Thermal Smoke--Grenade6R35¥
White Phosphorous4-halfGrenade20F360¥
Missiles & Rockets
NameDamageAPUnitAvailabilityCost
LAW Rocket9/4-6/-2Small Rocket16F1000¥
Frag Rocket6-1Small Rocket16F500¥
High Explosive Rocket5-4Small Rocket20F650¥
Inferno Rocket6-halfSmall Rocket24F1500¥
Jabberwocky Jammer Rocket2-4Small Rocket12F1600¥
Designator SeekerAs RocketAs RocketAs Rocket+2R+500¥
SAMAs RocketAs RocketSmall Rocket+8F+1500¥
Zapper Rocket2/ 6N (e)-4/-halfSmall Rocket12F1600¥
Mortars
NameDamageAPUnitAvailabilityCost
Anti-Bunker8/4-6/-2Shell18F210¥
Fragmentation6-1Shell15F105¥
Gas/SlashChemical-Shell6F+Chemical60¥+Chemical
High Explosive5-4Shell12F135¥
IncendiarySpecial-Shell12F150¥
SeekerMortarMortarShell+2F+500¥
Smoke--Shell8R90¥
Solar--Shell8R120¥
Thermal Smoke--Shell10R105¥
White Phosphorous5halfShell20F360¥

RiotGearEpsilon
Knight
Posts: 469
Joined: Sun Jun 08, 2008 3:39 am
Location: Cambridge, Massachusetts

Post by RiotGearEpsilon »

Oh god, jackhammers. You can totally play a troll construction worker who kills people with a jackhammer. <3
Username17
Serious Badass
Posts: 29894
Joined: Fri Mar 07, 2008 7:54 pm

Post by Username17 »

The long awaited DOT rules are in.

Special Weapon Systems and Damage Rules

Lasers
While photopressure exists, from a practical standpoint a laser weapon is recoilless. The Strength requirement of a laser weapon does not increase when it is fired on automatic firing modes. These are beam weapons, so there aren't literally dozens of little pellets of light. The firing modes of FA and HV actually refer to your ability to move the beam into and across targets. Laser weapons are not considered “normal weapons” and creatures with Immunity to Normal Weapons have no special resistance. Laser beams travel from the weapon to the target at the speed of light, and their “time of flight” is essentially zero at any distance combat takes place in that is not in space. Lasers use sniper rifle range, but extreme range is line of sight. Laser weapons are at a disadvantage in areas of fog, smoke, or other light-obscuring medium. In light fog/rain/mist/smoke, reduce the damage of the laser by 1 for each range increment beyond short. In heavy fog/rain/mist/smoke, reduce the damage of the laser by 2 for each range increment beyond short. If the base damage is reduced to zero in this way, the laser is ineffective.

Flame Weapons
Flame throwers project and ignite fuel (usually in liquid or powdered form). This generally comes out of an adjustable nozzle, and can come out as a cone or a stream. This is treated as Full Auto, but the adjustment of the nozzle determines which Full Auto option is used. So a user must use a change firing mode action to use a wide burst if their last attack was a walking fire action. Flame thrower streams expand to fill available space, and essentially ignore cover entirely. Literally seeing the target is not especially necessary, and the penalties for obscured visibility are halved when using a flame weapon. Flamethrower fuel used in the 2070s is pretty sticky, and anyone hit by it will catch on fire. The scenery around the flame thrower operator and target can be expected to catch fire too.

Electrical Weapons
Tasers and other shock weaponry have the ability to temporarily scramble things which require organized electrical impulses to function properly. That includes most machines and living creatures with a functional nervous system. Which means it includes metahumans and their drones, but not spirits or trees. Electrical weapons do Normal damage (which is not very effective against non-living targets), but a susceptible target must resist damage a second time, with the second soak causing no actual damage but paralyzing the target for a number of rounds equal to the amount of wound boxes that would have been filled in. The second soak test has a base damage 2 more than the base damage of the electrical weapon, but is not increased by net hits from the attack roll. The target also gets to add their Willpower to the soak test's dicepool. Note that drones don't have any Willpower and are often reset for several rounds by heavy shocks.

Explosives
Explosions from things like grenades and plastique are different from bullets in ways that make them difficult to model as instantaneous attacks of fixed strength. An explosion is not dependent upon an attack roll by any specific person. A highly agile demolitionist does not inflict any more damage than a clumsy one once the explosion goes off. Explosions also do not “miss” characters in their blast radius, and there are no defense rolls permitted. Each explosion rolls 4 dice as an “attack roll” against everything within their blast radius, with each hit raising the damage before soak. However, 0 hits is not a miss, it is simply adding 0 to the base damage. Explosions attenuate with distance, with every doubling of the distance from the target to the explosion reducing the base damage by 1.5 (round reduction down), with the initial damage being good out to 2 meters. If the base damage is reduced to 0 or less, the explosion does nothing at all and does not stage itself up. Explosives can also be stacked virtually limitlessly. If you use three times as many explosives (such as using a burst of grenades or mortar shells), the base damage is increased by 1 (and the blast radius expanded appropriately).
DistanceDamage
0-2mBase
2-4m-1
4-8m-3
8-16m-4
16-32m-6
32-64m-7
64-128m-9
......

Cover is very effective against explosives. The cover modifier is subtracted from the dice the explosion rolls to stage itself up, and an equal number of dice is added to the target's soak roll. If characters are aware of the danger and in heavy cover, they may make a Defense Roll, with the hits being added directly to their soak roll (the explosion still does not “miss”). Modern armor is also very effective at dealing with blasts, and the Coverage of the armor is added to armor rating of the armor (up to a maximum of doubling the armor's protective value). If the armor is Hardened, the increase from the armor's Coverage is also Hardened.
  • Example: Simba is caught with his figurative (but not literal) pants down as a frag grenade lands 10 meters away from his position. The fragmentation grenade has a base damage of 5, but at 10 meters out the base damage is reduced to 1. The grenade rolls 4 dice and scores 2 hits, so Simba must soak 3 damage. Fortunately Simba is wearing armor clothing. That has an armor of 3 and a coverage of 2 so it provides a total of 5 soak dice. Combined with his own 5 soak dice from his own strength, he rolls 10 dice, and gets 3 hits. The unsoaked damage is 0 and Simba is not wounded. The guard dog closer to the center was less lucky – being within 2 meters of the blast, the dog was confronted with 7 damage, and with no pants to save it, the dog is chunky salsa.
Explosives against vehicles and fixed positions are more effective unless those vehicles or fixed positions are coated in reactive armor. Explosions ignore Mass values of 2 or less, and can make called shots that ignore the Mass of a vehicle or object while targeting parts of the vehicle that are the size of a large motorcycle (or, for example, most doors). Armor values of vehicles and buildings and such are not increased for “coverage” against explosions.

Shaped Charges
Some explosives have a special shaping that channels the blast in a certain direction. This causes a tremendous amount of force to be focused in a small area next to the explosion. What this means in game terms is that these explosives do a lot more damage if they “hit” than if they “miss”. Shaped Charges are written with two damage numbers (and sometimes two AP numbers). The number before the slash is used for anything the charge was set against (generally whatever was actually hit with a missile, but for demolition charges it's whatever it was taped to), and the number after the slash used to determine the explosive radius and damage to everything around that immediate target. The explosive attack roll of shaped charges does not apply to the direct target damage, but shaped charges do get to increase their damage with the net hits from the attack roll (or Demolitions skill test) used to place them.

Damage Over Time (Fire, Acid, Etc.)
When a character is soaked in acid, freezing to death, on fire, or otherwise subjected to a damaging situation that is ongoing, we call this DOT or Damage Over Time. While it could be modeled as a series of tiny attacks that had a remote chance of doing damage each second, that is far fiddlier than the people actually playing the game need to deal with. DOT damage is added one wound box at a time. A DOT effect has a “delay” number, and that number determines how much time passes between filling in one wound box and the next. When a character is afflicted with a DOT, they are allowed to resist it, which is usually the same kind of resistance roll they might make against immediate damage (so a damage soak roll against “being on fire” or a poison resistance roll against “having swallowed poison”), save that the character's hits are added to the DOT's delay number rather than subtracted from the damage done. Being on fire is still a problem if you are wearing turnout gear, it's just a problem that you can respond to in the near future. DOT's will continue filling in a wound box on schedule until they end. For external sources of damage, that generally means removing the noxious stimulus, while something like an injected poison usually has an amount of time it will persist based on how much was injected (this time could be cut shorter with things like antidotes or diuretics).
Delay NumberTime Between Damage Boxes
01 second (IPs 2, 3, and 4)
11 Round
22 Rounds
35 Rounds
41 Minute
52 Minutes
65 Minutes
715 Minutes
830 Minutes
91 Hour
102 Hours
11+Double Time Each Additional Delay Number
(4 Hours, 8 hours, 16 Hours, etc...)

JesterZero
Journeyman
Posts: 111
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Location: San Diego

Post by JesterZero »

I realize it's been almost a year since anyone posted to this thread, but I actually only stumbled upon it recently. Couple of things:
  • Frank, this is really great stuff. I know it didn't end well from your perspective (or at least so I gather from your comments), but this was a huge help to some of my own efforts to refine the Shadowrun rules.
  • I made a .pdf version of the sections of this thread that pertain to game mechanics. It's not a perfect document, (the TOC got slightly odd in the .docx to .pdf conversion) but it made it easier for me to present and distribute your rules to our group. If anyone is interested, I've thrown it up on a bunch of mirrors here: http://mir.cr/0P2CFKGL
Thanks again.
JesterZero
Journeyman
Posts: 111
Joined: Wed Oct 29, 2008 9:50 pm
Location: San Diego

Post by JesterZero »

Apparently 2012 me didn't have Dropbox or something. I don't even.

It's a bit ugly in places, and I'll try to clean it up someday if I have time, but if you're looking for a collection of the mechanics of alt.War, here's a PDF.
User avatar
OgreBattle
King
Posts: 6820
Joined: Sat Sep 03, 2011 9:33 am

Post by OgreBattle »

Alt.War's [special weapons] section covers the effects of flamethrowers, tasers, and lasers. Are those weapon effects also meant to cover magic elemental effects?

With Street Magic the elements are:
-Fire
-Lightning
-Acid
-Water
-Ice
-Smoke
-Blast (wind, sorta)
-Metal (flechettes)
-Sound
-Light (lasers)
-Sand
Korwin
Duke
Posts: 2055
Joined: Fri Feb 13, 2009 6:49 am
Location: Linz / Austria

Post by Korwin »

Should cyber- and bioware be changed for alt.WAR?

To my mind comes:
  • Blood Circuit Control System
  • Platelet Factories
  • Trauma Damper
Red_Rob wrote: I mean, I'm pretty sure the Mayans had a prophecy about what would happen if Frank and PL ever agreed on something. PL will argue with Frank that the sky is blue or grass is green, so when they both separately piss on your idea that is definitely something to think about.
Username17
Serious Badass
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Joined: Fri Mar 07, 2008 7:54 pm

Post by Username17 »

The box modifying devices have always been extremely problematic. They don't actually fit with the system. They could be converted to an automatic hit on soak tests, which would be powerful but not the end of the world.

-Username17
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