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Old 09-27-2012, 11:49 AM   #111
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Default Re: [MH] Why no Heavy Weapons?

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Originally Posted by HANS View Post
Yes. In fact, the best configuration of this gun for play is the R80 Monitor (High-Tech: Pulp Guns 2, p. 11), which has a shortened barrel, pistol grip, and compensator. It's still very heavy, and very rare, to boot.
Damage is 6d+2. What reduced the damage from 7d to 6d+2? Is the shortened barrel? Where can I find rules for shortening barrels and its effect on damage?

This gun has short barrel and pistol grip for bulk -5 (while the standard version has -6). Is there anything that could reduce its bulkiness even further?
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Old 09-27-2012, 12:02 PM   #112
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Default Re: [MH] Why no Heavy Weapons?

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Damage is 6d+2. What reduced the damage from 7d to 6d+2? Is the shortened barrel? Where can I find rules for shortening barrels and its effect on damage?
Gun-Fu is fine for cinematic combat, like what you are doing; extended and more realistic rules in Tactical Shooting reduce damage for a shorter barrel.

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This gun has short barrel and pistol grip for bulk -5 (while the standard version has -6). Is there anything that could reduce its bulkiness even further?
In a cinematic game, just do whatever you want with gunsmithing in Gun-Fu. In a more realistic game, using Tactical Shooting, you probably want a completely different gun. If you have High-Tech the Scar-H on p.122 is a nice option. It has 6d pi damage before modding it with hollow points and ultra-powerful, Bulk -5 with a folding stock gives you Bulk -4, etc.
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Old 09-27-2012, 12:17 PM   #113
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Default Re: [MH] Why no Heavy Weapons?

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Originally Posted by safisher View Post
In a cinematic game, just do whatever you want with gunsmithing in Gun-Fu. In a more realistic game, using Tactical Shooting, you probably want a completely different gun. If you have High-Tech the Scar-H on p.122 is a nice option. It has 6d pi damage before modding it with hollow points and ultra-powerful, Bulk -5 with a folding stock gives you Bulk -4, etc.
Thanks. Its a very nice rifle, indeed. But I'm looking for Rcl 2 rifles (like the Assault Rifle, 5.56mm, dmg 5d and Rcl 2). The Browning M1918 BAR, 30-06 seemed to be the best option because it has the same recoil and has 2 extra dices of damage. In other words,I'm looking for the most powerful rifle with rcl 2.

By the way, I really liked the gun you previously suggested. I just didn't figured out the math you did to increase its damage from 6d+1 to 8d. Could you explain how you did that, if you don't mind?
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Old 09-27-2012, 12:28 PM   #114
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Default Re: [MH] Why no Heavy Weapons?

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.50 Beowulf has RoF 3. How did you make it RoF 13?
Read the text description, which gives a full-auto rate of 13. Also, most weapons in the writeups list accessories and variants. There's simply far more weapons in High-Tech than just the tables. That's where you will find the Scar-H.

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Rcl is still 4?
Yes. You might use duplex or triplex as someone said, or get a compensator from Gun-Fu.


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I understood how you changed damage from pi+ to pi++ (hollow point ammo), but I took a look at Adjusting Damage (HT 166) and I didn't got how you changed damage from 6d+1 to 8d (the math doesn't match). Could you explain it, please?
Ok, looks like I was off a bit.

6*3.5 = 21. +1 for the remainder is 22. Times 1.1 for ultra-powerful is 24. Divided by 3.5 equals 6.914, or 7d.

So its 7d pi++ with HP.
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Old 09-27-2012, 12:29 PM   #115
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Default Re: [MH] Why no Heavy Weapons?

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In other words,I'm looking for the most powerful rifle with rcl 2.
Duplex or triplex drops Rcl to 1.
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Old 09-27-2012, 12:58 PM   #116
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Default Re: [MH] Why no Heavy Weapons?

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Duplex or triplex drops Rcl to 1.
Really? I thought hat minimum recoil for real guns were 2 (with the exception of shotguns) and only futuristic firearms could have Rcl 1.

Last edited by Carlos; 09-27-2012 at 01:13 PM.
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Old 09-27-2012, 01:23 PM   #117
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Default Re: [MH] Why no Heavy Weapons?

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Really? I thought hat minimum recoil for real guns were 2 (with the exception of shotguns) and only futuristic firearms could have Rcl 1.
Look at HT173 under multi-ball.

I figure the ultrapowerful triplex 50 Beowulf at 5d-1 pi++ with RoF 13x3, the duplex at 6d pi++ with RoF 13x2, and both at Rcl 1, Shots 36 (and no Malf drop with quality mags). If your a gun munchkin, it probably doesn't get much better than that. You lose range, of course, but that's hardly an issue for a CQB honster hunt and easily solved anyway. If you need more range, dump the mag and insert a new one without multi-ball, and likely match-grade as well.
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Old 09-27-2012, 01:39 PM   #118
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Default Re: [MH] Why no Heavy Weapons?

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Really? I thought hat minimum recoil for real guns were 2 (with the exception of shotguns) and only futuristic firearms could have Rcl 1.
Shotloads have rcl 1. Multiplex rounds are fairly closely related.
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Old 09-27-2012, 04:18 PM   #119
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Default Re: [MH] Why no Heavy Weapons?

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Challenge accepted ;)
Can I call dibs on the playtest now? I want an excuse to shoot as many different weapons as possible in a short time. :)
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Old 09-27-2012, 05:17 PM   #120
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Default Re: [MH] Why no Heavy Weapons?

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Challenge accepted ;)
Excellent! The Pyramid #3/00: Guns! volume on the wish list looks promising.
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