A couple of Built in ranged weapon(Cyber) questions

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EmissaryOfNexus
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A couple of Built in ranged weapon(Cyber) questions

Post by EmissaryOfNexus »

1) Would it be reasonable to use a TW weapon as a built in ranged weapon (acquired separately)?
2) If a rifle or other weapon requiring two hands to wield is implanted, does the 2 hands requirement still hold?
(it's just that i'm having a difficult time picturing how would this look like)
3) if a rifle with an integral grenade launcher is implanted (like the NG-LG6) does that mean both options are available?

10x for your help
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Freemage
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Re: A couple of Built in ranged weapon(Cyber) questions

Post by Freemage »

EmissaryOfNexus wrote: Mon Aug 08, 2022 9:51 pm 1) Would it be reasonable to use a TW weapon as a built in ranged weapon (acquired separately)?
Yes, but...
If the weapon is just something you shoot, that's fine. However, if you use Shooting to activate a built-in Power of some sort (Iceblast Shotgun, Lightning Rod), then Shooting is being treated as an Arcane Skill, and thus is subject to your Strain penalties. Since the Hellfire Rifle, Fireburst Rifle and Lightning Rifle all really just add a Trapping to an existing weapon, they wouldn't be subject to this, I ~think~.
EmissaryOfNexus wrote: Mon Aug 08, 2022 9:51 pm 2) If a rifle or other weapon requiring two hands to wield is implanted, does the 2 hands requirement still hold?
(it's just that i'm having a difficult time picturing how would this look like)
Think of it as larger weapons throwing off your balance when being used. So if you're using a 2H weapon, you have to alter your stance and can't effectively also use a hand to do anything else. I might allow you to hold onto something with a free hand, but not to use it. Individual GMs will likely vary, however.
EmissaryOfNexus wrote: Mon Aug 08, 2022 9:51 pm 3) if a rifle with an integral grenade launcher is implanted (like the NG-LG6) does that mean both options are available?
Yes. Note, the last I read an OA on the subject, if the ammo would be described as the source of the damage (rather than as an effect of the weapon it was fired from), then when the weapon is converted to TW, it doesn't reload with the recharge. So, FREX, a TW grenade launcher (underslung or otherwise) would not reload when you charge it with PPE--you'd still need to load it with normal grenades. (I know you didn't ask about this, but figured I should mention it in light of #1.)
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Re: A couple of Built in ranged weapon(Cyber) questions

Post by Ndreare »

I assume you are thinking of a MARS Techno Warrior or other character. But just in case, I think it is also worth noting you would need an AB to activate the TW devices. Which would make it impossible for a Combat Cyborg as the only Arcane Background they can have is Weird Science and that does not grant access to TW items.
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    2 Catastrophe: Something goes terribly wrong. The GM must decide what, but some ideas are a new and permanent Minor Hindrance, the inability to use powers for several days, or an explosion of some sort. The backlash should be thematic if possible. If the hero tampers with dark forces for his abilities, for example, he might become corrupted or summon something sinister into the world. If he’s a weird scientist the device might explode for 3d6 damage in a Medium Blast Template, or he might develop a Quirk, Phobia, or other “madness.”

    3 Backfire: The power succeeds as with a raise but affects a different target with the worst possible results. A bolt hits a random friend, boost Trait increases an enemy’s skill or attribute, etc. If there’s no likely target, he’s Stunned instead. If the power has a Duration other than Instant, it lasts its full term and can only be negated by dispel (the caster can’t voluntarily end it herself).

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    9–10 Overload: The character’s synapses crackle and overload with power. He takes 2d6 damage plus the cost of the power in Power Points, including any Power Modifiers the player declared.

    11 Fatigue: The character suffers Fatigue.

    12 Overcharge: The power draws ambient energy from the air, automatically succeeding against the target with a raise and costing the caster no Power Points!

,
1 = 2 of Clubs
2 = 2 of Diamonds
3 = 2 of Hearts
4 = 2 of Spades
5 = 3 of Clubs
6 = 3 of Diamonds
7 = 3 of Hearts
8 = 3 of Spades
9 = 4 of Clubs
10 = 4 of Diamonds
11 = 4 of Hearts
12 = 4 of Spades
13 = 5 of Clubs
14 = 5 of Diamonds
15 = 5 of Hearts
16 = 5 of Spades
- reroll line for quickness & activation for Calculating -
17 = 6 of Clubs
18 = 6 of Diamonds
19 = 6 of Hearts
20 = 6 of Spades
21 = 7 of Clubs
22 = 7 of Diamonds
23 = 7 of Hearts
24 = 7 of Spades
25 = 8 of Clubs
26 = 8 of Diamonds
27 = 8 of Hearts
28 = 8 of Spades
- reroll line for Hyperion Juicer -
29 = 9 of Clubs
30 = 9 of Diamonds
31 = 9 of Hearts
32 = 9 of Spades
33 = 10 of Clubs
34 = 10 of Diamonds
35 = 10 of Hearts
36 = 10 of Spades
37 = J of Clubs
38 = J of Diamonds
39 = J of Hearts
40 = J of Spades
41 = Q of Clubs
42 = Q of Diamonds
43 = Q of Hearts
44 = Q of Spades
45 = K of Clubs
46 = K of Diamonds
47 = K of Hearts
48 = K of Spades
49 = A of Clubs
50 = A of Diamonds
51 = A of Hearts
52 = A of Spades
53 = Jokers = They are equal
54 = Jokers = They are equal
- If no reroll is being used then there are 2 extra jokers -
55 = Jokers = They are equal
56 = Jokers = They are equal
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