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14:02, 23rd April 2024 (GMT+0)

General Discussion.

Posted by Captain Neck BiteFor group 0
Captain Neck Bite
GM, 370 posts
Vampires suck
Thu 10 Dec 2020
at 03:38
  • msg #1

General Discussion

A new thread because the other one is at its limit.
Symeril
player, 160 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Thu 10 Dec 2020
at 03:38
  • msg #2

General Discussion

ME FIRST!!!
This message was last updated by the player at 03:53, Thu 10 Dec 2020.
Cole
player, 384 posts
PB 12, MA 21
Gunfighter
Thu 10 Dec 2020
at 04:02
  • msg #3

General Discussion

Thanks for the new OOC thread and the additional day to mull over options. You said armor and weapons so I have to ask if the gun accessories I picked are acceptable? The sights?

Beyond that...Cole is pretty set for ordinary gear. He wouldn't turn his nose up at say a PPE battery or maybe a TW Revolver but aside from those things,  he is good.

Now if he had rolled the Epic level...that'd be a different story
Chaplain Wolf
player, 268 posts
I am a minister of death
praying for war.
Thu 10 Dec 2020
at 04:08
  • msg #4

General Discussion

Bear in mind, I'm on the verge of doing some disgusting things with firearm upgrades here. I'm thinking of a Dorkly or CollegeHumor skit where they pulled a pistol out, and added accessories to it until it turned into some ridiculously finicky sniper rifle.
Symeril
player, 161 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Thu 10 Dec 2020
at 23:45
  • msg #5

General Discussion

Got a question... can someone tell me the effects on weapon capacity a Long E-clip has and exactly what sourcebook and page number details that?

I can no longer find it or remember.  For some reason +50% capacity sticks in my mind...
This message was last edited by the player at 23:46, Thu 10 Dec 2020.
Cole
player, 386 posts
PB 12, MA 21
Gunfighter
Fri 11 Dec 2020
at 00:09
  • msg #6

Re: General Discussion

Symeril:
Got a question... can someone tell me the effects on weapon capacity a Long E-clip has and exactly what sourcebook and page number details that?

I can no longer find it or remember.  For some reason +50% capacity sticks in my mind...

There is no set rule for the difference between standard and long e-clips. On average 50% increase from standard seems the norm.

For example, the CP-50 (GM Guide page 122) has 21 shots on a standard e-clip and 30 form a long.

The CV-212 is the same way; 21 shots from the standard and 30 from the long.

However the JA-12 breaks the pattern. It has 10 shots from a standard e-clip and 30 from a long (300% increase!)

Then there is the K-30; 15 shots from a standard e-clip and 30 from the long (100% increase).

The K-E4 goes right back to the 50% increase pattern. It has 20 shots with the standard and 30 from the long.

The L-20 pulse rifle breaks the patter in the opposite direction. It has 40 shots per standard e-clip and 50 from the long, only a 25% increase.

This is going to be a GM call if the weapon doesn't already list what it gets from a long e-clip. If I were the one making the call though, I'd go with the 50%.
Captain Neck Bite
GM, 371 posts
Vampires suck
Fri 11 Dec 2020
at 03:08
  • msg #7

Re: General Discussion

In reply to Cole (msg # 6):

Yeah let's roll with 50%.
Chaplain Wolf
player, 270 posts
I am a minister of death
praying for war.
Fri 11 Dec 2020
at 04:26
  • msg #8

Re: General Discussion

Going for cybernetics:
Radio upgrade for Headjack
Motion Detector
Ultra-Ear
Bionic Lungs
Sound Filtration

Going for weapons: Really only need a few accuracy enhancing accessories, long e-clips to replace my stands, and a good sniper rifle - just in case I need a good sniper rifle. The game mechanics sadly do not enforce coldly offing someone from a distance under which the curvature of the earth and wind speeds would have to be accounted for with ballistics, so I can't think of a good weapon off the top of my head.

I'm otherwise fairly modest, beyond the desire for the microfusion grenade restoring.
Symeril
player, 165 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Fri 11 Dec 2020
at 04:47
  • msg #9

Re: General Discussion

In reply to Chaplain Wolf (msg # 8):

For a sniper weapon.. I might suggest the Juicer JA-12 Laser Rifle.

{Rifts - Game Master's Guide, p145.}
JA-12 Laser Rifle. Released in recent years, the JA-12 is a recreation
of a pre-Rifts German design meant primarily for Juicers. The
JA-12, like the JA-11, has an energy canister in addition to a normal
E-Clip. More importantly, however, the weapon was optimized for both
sniping and assault purposes. Not only can the laser fire accurate single
shots, it can also fire multiple-pulse bursts (losing its targeting capabilities),
and it also has a grenade launcher. Since it went into production,
the JA-12 has been known as "the one-man-army rifle." The main
shortcoming of the JA-12 is that it does not have a variable frequency
setting (the multiple pulse system cannot be reset), making it less effective
against Glitter Boys and similar laser resistant vehicles or robots.
Weight: 13 Ibs (5.85 kg). Mega-Damage: A single shot inflicts 4D6
M.D. A triple-pulse shot does 1D6xlO+10 M.D. (counts as one melee
attack, but does not get the special targeting bonuses). Each grenade inflicts
3D6 M.D. to a 10 foot (3 m) radius. Rate of Fire: Standard.
Range: Laser: 4000 feet (1219 m); Grenade: 2,000 feet (610 m). Bonuses:
+1 to strike on aimed/called shots, cumulative with other bonuses.
No bonus for auto-pulse or grenades. Payload: Standard E-Clip
has 10 shots; long E-Clip 30 shots. Energy canister (cannot be removed
but is rechargeable) holds an additional 30 energy shots. The grenade
launcher has a four-shot pump magazine and can be reloaded by hand.
Black Market Cost: 50,000 credits.

I know.. lasers don't do squat to Vamps.. BUT woodpulp and Silver filing Grenades do.
Plus, I'd expect Wolf would want a weapon that can hurt both Vamps and regular targets.
This message was last edited by the player at 04:50, Fri 11 Dec 2020.
Chaplain Wolf
player, 271 posts
I am a minister of death
praying for war.
Fri 11 Dec 2020
at 04:50
  • msg #10

Re: General Discussion

Nah. Doesn't have that quality I'm looking for. If I could get one of those Shemarrian Boom-Guns, we might be talking more my speed of what I'm looking for. That's probably the closest thing to a "bang, you are dead" weapon that operates at long range.
Symeril
player, 166 posts
Female, Human, MA21, PB14
Cyberknight 6, Palladin 4
Fri 11 Dec 2020
at 04:52
  • msg #11

Re: General Discussion

The Shemmarian Sniper Rifle does the same damage 1d6x10 MD...but this laser does the same damage +10MD at the same range.

There is another issue with long ranged sniper weapons against Vamps.. generally the only thing that will hurt them is silver or wood rounds.. problem is sniper weapons have a VERY high penetration.  The rounds tend to just blow right through vamps.. getting a silver or wooden round to stay lodged int he vamps heart is tricky!

Something Symeril has somewhat forgotten.. on purpose.
This message was last edited by the player at 04:55, Fri 11 Dec 2020.
Chaplain Wolf
player, 272 posts
I am a minister of death
praying for war.
Fri 11 Dec 2020
at 04:56
  • msg #12

Re: General Discussion

No, the Shemarrian Rail Gun cracks out 2d6x10 MDC, but weighs some nonsense like 128-158 lbs and tends to blow up when the machine holding it dies. That is my idea of a sniper weapon.
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