Naruni, Inc.
- High Command
- The Savage Inquisition
- Posts: 1943
- Joined: Sun Jun 12, 2016 6:10 am
Naruni, Inc.
This started because someone on Google Plus asked about Naruni weapons. Now it's grown into something more. There's a community project started by Victor Diaz. I'm now a part of it too. I'm slowly adding stuff: https://docs.google.com/document/d/1r0j ... sp=sharing
Weapons
Intimidating Weapon: When using intimidation, Naruni plasma cartridge weapons are almost always the most intimidating weapon on the battle field and receive +2 to intimidation as per the Test of Wills rules. See SWD page 86 for details and exceptions. In addition, an intimidating weapon can be used as an improvised weapon of the appropriate size, dealing +1 damage.
NE-H10 Plasma Derringer
Uses the Light Plasma Cartridge.
Range: 5/10/20
Damage: 3d8
ROF: 1
AP: -
Shots: 2
Weight: 1 lbs.
Cost: 10,000 for the gun, each round is 15 credits
Notes: Mega-Damage, Plasma, Intimidating Weapon
NE-4 Plasma Cartridge Pistol
Uses the Standard Plasma Cartridge.
Range: 10/20/40
Damage: 3d10
ROF: 1
AP: -
Shots: 10
Weight: 6 lbs.
Cost: 25,000 for the gun, each round is 40 credits
Notes: Mega-Damage, Plasma, Min Str: d8, Intimidating Weapon, Semi-Auto
NE-6 "Magnum" Plasma Cartridge Revolver
Uses the Standard Plasma Cartridge.
Range: 10/20/40
Damage: 3d10
ROF: 1
AP: -
Shots: 6
Weight: 6 lbs.
Cost: 15,000 for the gun, each round is 40 credits
Notes: Mega-Damage, Plasma, Min Str: d8, Intimidating Weapon, Revolver
NE-2L Plasma Cartridge Auto-Pistol
Uses the Light Plasma Cartridge.
Range: 10/20/40
Damage: 3d8
ROF: 1
AP: -
Shots: 9
Weight: 4 lbs.
Cost: 10,000 for the gun, each round is 15 credits
Notes: Mega-Damage, Plasma, Min Str: d6, Intimidating Weapon, Semi-Auto
NE-300 "Stutterer" Plasma Cartridge Sub Machine Gun
Uses the Light Plasma Cartridge.
Range: 10/20/40
Damage: 3d8
ROF: 3
AP: -
Shots: 50 (Drum) or 30 ("banana" magazine)
Weight: 20 lbs. (Drum Magazine) or 15 lbs. ("Banana" Magazine)
Cost: 20,000 for the gun, each round is 15 credits
Notes: Mega-Damage, Plasma, Min Str: d8, d10 with drum magazine, Intimidating Weapon, Automatic
NE-10 Plasma Cartridge Rifle
Uses the Standard Plasma Cartridge.
Range: 20/40/80
Damage: 3d10
ROF: 1
AP: -
Shots: 20
Weight: 20 lbs.
Cost: 40,000 for the gun, each round is 40 credits
Notes: Mega-Damage, Plasma, Min Str: d10, Intimidating Weapon, Semi-Auto
NE-95 "Double Threat"Assault Rifle
Uses the Standard Plasma Cartridge.
Range: 20/40/80
Damage: 3d10
ROF: 1
AP: -
Shots: 20
Weight: 25 lbs.
Cost: 40,000 for the gun, each round is 40 credits
Notes: Mega-Damage, Plasma, Min Str: d12, Integral grenade launcher (12/24/48, Damage by grenade, 12 shots), Intimidating Weapon, Semi-Auto
NE-75H "Shoulder Cannon"
Uses the Standard or Heavy Plasma Cartridge.
Range: 50/100/200 (Heavy) or 30/60/120
Damage: 3d12 (Heavy) or 3d10 (Standard)
ROF: 1
AP: -
Shots: 20
Weight: 30 lbs.
Cost: 40,000 for the gun, each standard round is 40 credits, each heavy round is 50 credits
Notes: Mega-Damage, Plasma, Snap-Fire, Min Str: d12, Intimidating Weapon
NE-200 Plasma Cartridge Machine-gun
Uses the Standard Plasma Cartridge.
Range: 30/60/120
Damage: 3d10
ROF: 3
AP: -
Shots: 40 (box magazine) or 200 (Belt)
Weight: 70 lbs.
Cost: 95,000 Each round is 40, so a full magazine is 1600 and af full belt is 8000
Notes: Mega-Damage, Plasma, Snap-Fire, Min Str: d12+2, Intimidating Weapon, Automatic
Body Armor
NE-CW20 Camouflage Variable Armor: This is a light and durable suit of combat armor with a fiber-optic material that can change colors to match the general environment. The suit also masks infrared and thermal emissions, making the wearer's heat invisible to infrared and thermal systems and even then the reading/image will seem unusual. The fiber-optic covering copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2. This feature has made the armor extremely popular. The NE-C20 provides +7 Armor and +1 Toughness, as well as providing Full Environment Protection. Gladiator armor has a Strength Minimum of d8. (13 lb, 75,000 credits)
Weapons
Intimidating Weapon: When using intimidation, Naruni plasma cartridge weapons are almost always the most intimidating weapon on the battle field and receive +2 to intimidation as per the Test of Wills rules. See SWD page 86 for details and exceptions. In addition, an intimidating weapon can be used as an improvised weapon of the appropriate size, dealing +1 damage.
NE-H10 Plasma Derringer
Uses the Light Plasma Cartridge.
Range: 5/10/20
Damage: 3d8
ROF: 1
AP: -
Shots: 2
Weight: 1 lbs.
Cost: 10,000 for the gun, each round is 15 credits
Notes: Mega-Damage, Plasma, Intimidating Weapon
NE-4 Plasma Cartridge Pistol
Uses the Standard Plasma Cartridge.
Range: 10/20/40
Damage: 3d10
ROF: 1
AP: -
Shots: 10
Weight: 6 lbs.
Cost: 25,000 for the gun, each round is 40 credits
Notes: Mega-Damage, Plasma, Min Str: d8, Intimidating Weapon, Semi-Auto
NE-6 "Magnum" Plasma Cartridge Revolver
Uses the Standard Plasma Cartridge.
Range: 10/20/40
Damage: 3d10
ROF: 1
AP: -
Shots: 6
Weight: 6 lbs.
Cost: 15,000 for the gun, each round is 40 credits
Notes: Mega-Damage, Plasma, Min Str: d8, Intimidating Weapon, Revolver
NE-2L Plasma Cartridge Auto-Pistol
Uses the Light Plasma Cartridge.
Range: 10/20/40
Damage: 3d8
ROF: 1
AP: -
Shots: 9
Weight: 4 lbs.
Cost: 10,000 for the gun, each round is 15 credits
Notes: Mega-Damage, Plasma, Min Str: d6, Intimidating Weapon, Semi-Auto
NE-300 "Stutterer" Plasma Cartridge Sub Machine Gun
Uses the Light Plasma Cartridge.
Range: 10/20/40
Damage: 3d8
ROF: 3
AP: -
Shots: 50 (Drum) or 30 ("banana" magazine)
Weight: 20 lbs. (Drum Magazine) or 15 lbs. ("Banana" Magazine)
Cost: 20,000 for the gun, each round is 15 credits
Notes: Mega-Damage, Plasma, Min Str: d8, d10 with drum magazine, Intimidating Weapon, Automatic
NE-10 Plasma Cartridge Rifle
Uses the Standard Plasma Cartridge.
Range: 20/40/80
Damage: 3d10
ROF: 1
AP: -
Shots: 20
Weight: 20 lbs.
Cost: 40,000 for the gun, each round is 40 credits
Notes: Mega-Damage, Plasma, Min Str: d10, Intimidating Weapon, Semi-Auto
NE-95 "Double Threat"Assault Rifle
Uses the Standard Plasma Cartridge.
Range: 20/40/80
Damage: 3d10
ROF: 1
AP: -
Shots: 20
Weight: 25 lbs.
Cost: 40,000 for the gun, each round is 40 credits
Notes: Mega-Damage, Plasma, Min Str: d12, Integral grenade launcher (12/24/48, Damage by grenade, 12 shots), Intimidating Weapon, Semi-Auto
NE-75H "Shoulder Cannon"
Uses the Standard or Heavy Plasma Cartridge.
Range: 50/100/200 (Heavy) or 30/60/120
Damage: 3d12 (Heavy) or 3d10 (Standard)
ROF: 1
AP: -
Shots: 20
Weight: 30 lbs.
Cost: 40,000 for the gun, each standard round is 40 credits, each heavy round is 50 credits
Notes: Mega-Damage, Plasma, Snap-Fire, Min Str: d12, Intimidating Weapon
NE-200 Plasma Cartridge Machine-gun
Uses the Standard Plasma Cartridge.
Range: 30/60/120
Damage: 3d10
ROF: 3
AP: -
Shots: 40 (box magazine) or 200 (Belt)
Weight: 70 lbs.
Cost: 95,000 Each round is 40, so a full magazine is 1600 and af full belt is 8000
Notes: Mega-Damage, Plasma, Snap-Fire, Min Str: d12+2, Intimidating Weapon, Automatic
Body Armor
NE-CW20 Camouflage Variable Armor: This is a light and durable suit of combat armor with a fiber-optic material that can change colors to match the general environment. The suit also masks infrared and thermal emissions, making the wearer's heat invisible to infrared and thermal systems and even then the reading/image will seem unusual. The fiber-optic covering copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2. This feature has made the armor extremely popular. The NE-C20 provides +7 Armor and +1 Toughness, as well as providing Full Environment Protection. Gladiator armor has a Strength Minimum of d8. (13 lb, 75,000 credits)
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
Re: Naruni Weapons
I think they look pretty good with the exception of the NE-75H "Shoulder Cannon". Looking at it, I get strangely uncomfortable with a hand carried weapon being able to inflict 3d12 (same as 3d10+3 really) at Str d12. But I assume it is based on the NG-E4A so it is balanced to that.
Either way plasma weapons are definitely powerful and 3d12 with a 50" range is pretty dang impressively high for a 20 shot man portable weapon.
Over all I think they are good write ups and would only edit it so the quotes on your colloquial names names do not include the period.
Either way plasma weapons are definitely powerful and 3d12 with a 50" range is pretty dang impressively high for a 20 shot man portable weapon.
Over all I think they are good write ups and would only edit it so the quotes on your colloquial names names do not include the period.
Re: Naruni Weapons
Edit: All Plasma Weapons are MD, so the 3d8 reduced Damage is good, but it should still be MD.
Re: Naruni Weapons
So, first, I went for the best direct apples-to-apples comparison I could find:
I'm not sure it's worth that, though of course a +1 Intimidation via TW modification would be a 5K cost, so what do I know?
It gets a bit harder to parse the balance as we move down to the smaller Naruni weapons--the NG Ejectors all do somewhat higher damage and most have better range, but are also considerably pricier. I don't think anything trips my alarm bells in terms of, "Why does the standard book gear exist at all?", though, so I'm good with this.
Quick terminology point: RoF should read "1", with "Revolver" or "Semi-Auto" in the Notes section for several of the weapons (at least, I'm assuming that the intent here is to give the Revolver the Fan the Hammer option, and the Semi-Auto weapons the Double-Tap option). Similarly, the "Stutterer" should have "Automatic" in the Notes, rather than on the ROF line.
NE-200 Plasma Cartridge Machine-gun
Uses the Standard Plasma Cartridge.
Range: 30/60/120
Damage: 3d10
ROF: 3
AP: -
Shots: 40 (box magazine) or 200 (Belt)
Weight: 70 lbs.
Cost: 95,000 Each round is 40, so a full magazine is 1600 and af full belt is 8000
Notes: Auto, Mega-Damage, Plasma, Snap-Fire, Min Str: d12+2
So for the extra 3 grand, you get the option of a belt-feed, a +1 to Intimidate (an ability I am going to suggest should be called "Fearsome" in the Notes section from now on, just to keep a consistency of style--those with a +2 can be dubbed "Horrific"), more expensive ammo, and a higher Strength requirement.NG-E15 Pulse Plasma Ejector
Uses a Long E-Clip
Range: 30/60/120
Damage: 3d10
ROF: 3
Shots: 48
Weight: 70 lbs.
Cost: 92,000, Recharging the clip costs 2500 (approx. 50 credits per shot)--but unlike the Naruni cartridges, self-charging is something any skilled individual can do at half-cost with the right equipment.
Notes: Auto, Mega-Damage, Plasma, Snap-fire, Min Str: d12
I'm not sure it's worth that, though of course a +1 Intimidation via TW modification would be a 5K cost, so what do I know?
It gets a bit harder to parse the balance as we move down to the smaller Naruni weapons--the NG Ejectors all do somewhat higher damage and most have better range, but are also considerably pricier. I don't think anything trips my alarm bells in terms of, "Why does the standard book gear exist at all?", though, so I'm good with this.
Quick terminology point: RoF should read "1", with "Revolver" or "Semi-Auto" in the Notes section for several of the weapons (at least, I'm assuming that the intent here is to give the Revolver the Fan the Hammer option, and the Semi-Auto weapons the Double-Tap option). Similarly, the "Stutterer" should have "Automatic" in the Notes, rather than on the ROF line.
- High Command
- The Savage Inquisition
- Posts: 1943
- Joined: Sun Jun 12, 2016 6:10 am
Re: Naruni Weapons
I changed the intimidate bonus to basically use the bonus already a part of Test of Wills. Refresh it.
Noted on ROF. Thanks.
TBH, the biggest thing Naruni shells offer is a lack of reliance on rechargers, but benefiting those who stock up on ammo. It's a stylistic choice that has been defended and derided since they were introduced in Mercenaries and Phase World.
Noted on ROF. Thanks.
TBH, the biggest thing Naruni shells offer is a lack of reliance on rechargers, but benefiting those who stock up on ammo. It's a stylistic choice that has been defended and derided since they were introduced in Mercenaries and Phase World.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
- Radecliffe
- Diamond Patron
- Posts: 489
- Joined: Fri Mar 31, 2017 4:18 pm
Re: Naruni, Inc.
Me Like!
Though beware getting into gunfights inside a wooden structure or at least don't miss!
I have a gunfighter character that would love the plasma revolver.
Though beware getting into gunfights inside a wooden structure or at least don't miss!
I have a gunfighter character that would love the plasma revolver.
- Daniel
- Daniel (Lars)
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- Joined: Thu Jan 19, 2017 9:13 am
- Location: Former Alias (GM name) was Lars (2016-2022)
Re: Naruni, Inc.
Time to put a NE store in the mix? Right outside the Castle? Run Logun out, take over his shop/garage. Buy out the small Titan Robotics store, push out the competition and start selling NE weapons?
- High Command
- The Savage Inquisition
- Posts: 1943
- Joined: Sun Jun 12, 2016 6:10 am
Re: Naruni, Inc.
Keep in mind NG, WI, and the CS actually offers bounties on Naruni Gear and salesmen. And Lazlo and company are not big fans of their business practices. That said, all it takes is a trip to Kingsdale and knowing who to talk to. Or setting up a meet in the wilderness (with tons of Repo Bots and hired mercs for protection).
Getting the stuff isn't the problem, it's affording it.
BTW if anyone wants to convert anything reply here with it and I'll add it to the community project.
Getting the stuff isn't the problem, it's affording it.
BTW if anyone wants to convert anything reply here with it and I'll add it to the community project.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
- High Command
- The Savage Inquisition
- Posts: 1943
- Joined: Sun Jun 12, 2016 6:10 am
Re: Naruni, Inc.
Added something new because of a find in the SFC:
NE-CW20 Camouflage Variable Armor: This is a light and durable suit of combat armor with a fiber-optic material that can change colors to match the general environment. The suit also masks infrared and thermal emissions, making the wearer's heat invisible to infrared and thermal systems and even then the reading/image will seem unusual. The fiber-optic covering copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2. This feature has made the armor extremely popular. The NE-C20 provides +7 Armor and +1 Toughness, as well as providing Full Environment Protection. NE-CW20 armor has a Strength Minimum of d8. (13 lb, 75,000 credits)
Design notes: Uses the armor rating of Gladiator armor (closest to it in classic in terms of weight and mobility), plus the Camo suit from SFC p. 14. Price is as per Naruni Wave 2
NE-CW20 Camouflage Variable Armor: This is a light and durable suit of combat armor with a fiber-optic material that can change colors to match the general environment. The suit also masks infrared and thermal emissions, making the wearer's heat invisible to infrared and thermal systems and even then the reading/image will seem unusual. The fiber-optic covering copies and displays the surroundings to hide the user. Viewers beyond 50 feet subtract 4 from their Notice rolls to spot or hit the target as long as he moves no faster than 3” per round. At shorter distances, the sheen of the suit can be seen so the penalty is only –2. This feature has made the armor extremely popular. The NE-C20 provides +7 Armor and +1 Toughness, as well as providing Full Environment Protection. NE-CW20 armor has a Strength Minimum of d8. (13 lb, 75,000 credits)
Design notes: Uses the armor rating of Gladiator armor (closest to it in classic in terms of weight and mobility), plus the Camo suit from SFC p. 14. Price is as per Naruni Wave 2
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
- Radecliffe
- Diamond Patron
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- Joined: Fri Mar 31, 2017 4:18 pm
- High Command
- The Savage Inquisition
- Posts: 1943
- Joined: Sun Jun 12, 2016 6:10 am
Re: Naruni, Inc.
You mean this, *you* put together
NE-50 Particle Beam Rifle (Rifts Mercenaries pg 123)
Range 24/48/96 | Damage 3d8 + 3 | RoF 1 | AP 4 | Shots 16 | Wt. 13 lbs. | Cost 45,000
Notes: Min Str d6, Semi-Auto
Honestly, I need to look at what's there to gauge it.
NE-50 Particle Beam Rifle (Rifts Mercenaries pg 123)
Range 24/48/96 | Damage 3d8 + 3 | RoF 1 | AP 4 | Shots 16 | Wt. 13 lbs. | Cost 45,000
Notes: Min Str d6, Semi-Auto
Honestly, I need to look at what's there to gauge it.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
- Radecliffe
- Diamond Patron
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- Joined: Fri Mar 31, 2017 4:18 pm
Re: Naruni, Inc.
I don't remember what I used to come up the the range but the NE-50 has the same range in classic as the NE-10 so 20/40/80 may be a better bet. For the damage I just added a die to the TX-26 Particle Pistol. For AP the average seems to be 2 but this is a Naruni weapons so I figured it would have a little more penetration. YMMV. Shots, Weight and Cost all came from Rifts Mercenaries. It weights about the same as a NG-L5 so I went with a d6 for min Strength.High Command wrote:You mean this, *you* put together
NE-50 Particle Beam Rifle (Rifts Mercenaries pg 123)
Range 24/48/96 | Damage 3d8 + 3 | RoF 1 | AP 4 | Shots 16 | Wt. 13 lbs. | Cost 45,000
Notes: Min Str d6, Semi-Auto
Honestly, I need to look at what's there to gauge it.
- Capt. Murdok
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Re: Naruni, Inc.
High Command,
What about this?
NE-10 Plasma Cartridge Rifle
Weight: 20lbs.
Damage: 4d8+2
ROF: 3
Range: 30/60/120
Payload: 20
Cost: 40K for the gun, each round costs 40, a full mag costs 800
The reason I am putting this out is because the NE-4 and NE-10 have the same stats.
What about this?
NE-10 Plasma Cartridge Rifle
Weight: 20lbs.
Damage: 4d8+2
ROF: 3
Range: 30/60/120
Payload: 20
Cost: 40K for the gun, each round costs 40, a full mag costs 800
The reason I am putting this out is because the NE-4 and NE-10 have the same stats.
Re: Naruni, Inc.
Should anybody with Naruni weapon for increased effectiveness gain the wanted flaw at minor level for the bounty on it?
GM bennies 6/8
- Tribe of One
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Re: Naruni, Inc.
Yeah, I thought the "Naruni" trapping could just be +1 Intimidate and gain Wanted (Minor): Coalition
And RE those rifle stats: 4d8+2 and ROF 3 is vehicle weapon level power, probably a little too nuts for something man-portable.
And RE those rifle stats: 4d8+2 and ROF 3 is vehicle weapon level power, probably a little too nuts for something man-portable.
GM Bennies: 7/7
- High Command
- The Savage Inquisition
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- Joined: Sun Jun 12, 2016 6:10 am
Re: Naruni, Inc.
They do in Classic as well. They use the EXACT same shell, with lower range for the pistol (500' vs 1200').Capt. Murdok wrote:The reason I am putting this out is because the NE-4 and NE-10 have the same stats.
Damage wise in Classic, this is every bit the equal of the C-40R Railgun on the SAMAS, except it's plasma.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
- Tribe of One
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- Joined: Wed Aug 30, 2017 9:28 am
Re: Naruni, Inc.
This ain't Classic though. SR at least acts like the word "balance" exists. I'd use the plasma pistols stats in the SciFi Companion as a base for the pistol, regardless whether they use the same shell in Classic.
Also, I think as a way to differentiate the Naruni shells from regular plasma, it might make sense to give them a bit of AP (2 to 4,maybe) instead of the "ignores non-EVA Armor" rule (but let them keep the catch fire rule). This would jibe with the cartridges being more concentrated, with better penetration, but distinguish them mechanically so they have different strength and weaknesses than regular plasma, without just being straight up better.
Also, I think as a way to differentiate the Naruni shells from regular plasma, it might make sense to give them a bit of AP (2 to 4,maybe) instead of the "ignores non-EVA Armor" rule (but let them keep the catch fire rule). This would jibe with the cartridges being more concentrated, with better penetration, but distinguish them mechanically so they have different strength and weaknesses than regular plasma, without just being straight up better.
GM Bennies: 7/7
- Jarvis Ursus
- Diamond Patron
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- Joined: Tue Feb 28, 2017 6:12 pm
Re: Naruni, Inc.
This is a good idea and make sense to me. Convert the various cartridges and the guns become simple. Same theory I would use for Triax and BigBore rounds.
NE-001PC 'Light' Plasma Cartridge 2d6+2 MD AP 2
NE-002PC 'Medium' Plasma Cartridge 3d6+2 MD AP 2
NE-003PC 'Heavy' Plasma Cartridge 3d8+2 MD AP 4
NE-004PC 'Super Heavy' Plasma Cartridge 3d10+2 MD AP 4
All have the catch fire rule.
NE-001PC 'Light' Plasma Cartridge 2d6+2 MD AP 2
NE-002PC 'Medium' Plasma Cartridge 3d6+2 MD AP 2
NE-003PC 'Heavy' Plasma Cartridge 3d8+2 MD AP 4
NE-004PC 'Super Heavy' Plasma Cartridge 3d10+2 MD AP 4
All have the catch fire rule.
Jarvis Ursus
- High Command
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Re: Naruni, Inc.
Point blank, I converted them as they stood in classic. Given this thread is months old at this point, I'm not switching streams this late in the game. The cartridges are exactly the same between guns - no difference at all. Trappings wise that means they do the same damage. Also, they are plasma bombs in cartridge form due to hyper advanced technology. It's plasma.Tribe of One wrote:This ain't Classic though. SR at least acts like the word "balance" exists. I'd use the plasma pistols stats in the SciFi Companion as a base for the pistol, regardless whether they use the same shell in Classic.
Also, I think as a way to differentiate the Naruni shells from regular plasma, it might make sense to give them a bit of AP (2 to 4,maybe) instead of the "ignores non-EVA Armor" rule (but let them keep the catch fire rule). This would jibe with the cartridges being more concentrated, with better penetration, but distinguish them mechanically so they have different strength and weaknesses than regular plasma, without just being straight up better.
Also, "this aint classic" arguments do not hold water with me. You can translate the feel just fine as I've done it. The feel is the difference is range, not damage. Also, I personally can't stand that Plasma have the EBA penetration rule. They shoot bolts of plasma, not streams of it like a flamethrower. But RAW doesn't really care for what I think. I'll note that no one in the wider G+ Community had a problem with the shells as written either.
As for Bigbore, I finally have something for them. FYI, Bigbores DO NOT do extra damage, they do knockdown - their damage is minimal really. And the Triax Rounds are already done via canon stats. (they do MD, no AP)
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
- Tribe of One
- Posts: 1208
- Joined: Wed Aug 30, 2017 9:28 am
Re: Naruni, Inc.
I think it's a faithful adaptation of the PR Naruni guns, I just don't think it fits into the SR power curve. I can point to hundreds of examples in the Tomorrow Legion book in which PR things were translated less than faithfully in order to fit into the Savage Worlds design philosophy (plasma being one of them), but I'm not really interested in starting a debate about it. I was simply interested in potentially getting some of this Naruni stuff approved for use in games here. But it's not that pressing, and I expect we'll be seeing some official Naruni stats in Wave 2.
When that happens, I'll bet you two Bennies that the NE-4 does 2d10+2 just like in the Sci-Fi Companion.
When that happens, I'll bet you two Bennies that the NE-4 does 2d10+2 just like in the Sci-Fi Companion.
GM Bennies: 7/7
- Jarvis Ursus
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Re: Naruni, Inc.
I agree. I think what is up there is good and is faithful to the plasma design philosophy of SR--even if I don't like that plasma=flame thrower either.
Perhaps what we could do is start another thread and do the Wilks CFT rounds if there is any interest. We could get rid of the MD and apply an AP value to those.
As to BigBore, the shotgun rounds are already done. The Thunderer uses them and it's confirmed in Savage Foes where there are stats for the sawed off shotgun having the same 3d6 damage. My point was that you could use the Triax round damage = BigBore pistol round damage as they both are explosive rounds and the PR pistol BigBore rounds do slightly less damage than the shotgun rounds. SR abandoned the knockdown effect already so adding it back in is akin to changing the plasma design philosophy.
Perhaps what we could do is start another thread and do the Wilks CFT rounds if there is any interest. We could get rid of the MD and apply an AP value to those.
As to BigBore, the shotgun rounds are already done. The Thunderer uses them and it's confirmed in Savage Foes where there are stats for the sawed off shotgun having the same 3d6 damage. My point was that you could use the Triax round damage = BigBore pistol round damage as they both are explosive rounds and the PR pistol BigBore rounds do slightly less damage than the shotgun rounds. SR abandoned the knockdown effect already so adding it back in is akin to changing the plasma design philosophy.
Jarvis Ursus
- High Command
- The Savage Inquisition
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Re: Naruni, Inc.
I'll move the bigbore discussion into that thread. Suffice to say, losing the knockdown is about as antithecal to the concept and story of BigBore as you can get.
If the stats change in canon, they'll change here. I based them off the existing weapons in Classic and the existing translations in SR. The NE-4 was never meant to be a handgun; it's a cannon in micro-form made possible by advanced Naruni technology. It has lower range than the rifle version - again by direct design intent.
If the stats change in canon, they'll change here. I based them off the existing weapons in Classic and the existing translations in SR. The NE-4 was never meant to be a handgun; it's a cannon in micro-form made possible by advanced Naruni technology. It has lower range than the rifle version - again by direct design intent.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
Re: Naruni, Inc.
Completely agree with this. The knockdown effect was the entire reason my characters used Big Bore weapons; I’m not sure what differentiates them without it.High Command wrote:I'll move the bigbore discussion into that thread. Suffice to say, losing the knockdown is about as antithecal to the concept and story of BigBore as you can get.
If the stats change in canon, they'll change here. I based them off the existing weapons in Classic and the existing translations in SR. The NE-4 was never meant to be a handgun; it's a cannon in micro-form made possible by advanced Naruni technology. It has lower range than the rifle version - again by direct design intent.
Hardin and Jane
- Pender Lumkiss
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Re: Naruni, Inc.
So I am just going to throw this out there, mostly because the SR designers made plama weapons, now we just have to add in a Naruni trapping.
Add the following to any plasma ranged weapon to make it Nauruni:
Increase damage die by 1 die type and 1/2 range. +2 to intimidate when weilding a Naruni weapon. If the increase of damage die type does not work for you, just add another die of damage. I would probably just go with increase die type.
I could see a complication: restricted ammo, one must find the nearest Narui rep with a streetwise roll ( gm may apply modifiers based on likelyhood of their being a rep) to get a refill of ammo.
This suggestion is simply based off of NE-10 plasma cartridge rifle and naruni description.
Add the following to any plasma ranged weapon to make it Nauruni:
Increase damage die by 1 die type and 1/2 range. +2 to intimidate when weilding a Naruni weapon. If the increase of damage die type does not work for you, just add another die of damage. I would probably just go with increase die type.
I could see a complication: restricted ammo, one must find the nearest Narui rep with a streetwise roll ( gm may apply modifiers based on likelyhood of their being a rep) to get a refill of ammo.
This suggestion is simply based off of NE-10 plasma cartridge rifle and naruni description.
Field Team Six Bennies
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Re: Naruni, Inc.
Has there been any updates to the Naruni Inc weapons?
There was a post on the Savage Rifts G+ group of a PDF of the Naruni Weapons Catalog but a lot of it was incomplete at the time.
I was just wondering if there was a more recent listing of the weapons.
Thanks!
There was a post on the Savage Rifts G+ group of a PDF of the Naruni Weapons Catalog but a lot of it was incomplete at the time.
I was just wondering if there was a more recent listing of the weapons.
Thanks!
Visit my Savage Worlds Blog: https://roleplayersimaginarium.blog/
Previously Ran: Savage Rifts: The Red Dawn Chronicles
Previously Played in: Interface Zero 2.0, Star Wars using Scum & Villainy system, The Lady of the Bayou, a supernatural mystery/horror game set in the 1820s Louisiana, using the World of Darkness (Hunter) rules.
Currently Running: Savage Sunday Rifts Game! It is every other Sunday with a whole new group of players. Follow along here: viewtopic.php?f=6&t=6035
Looking to run next: Savage Fantasy using the Fantasy Companion or SWPF (not sure which yet) and running it in the Ptolus City by the Spire setting.
Previously Ran: Savage Rifts: The Red Dawn Chronicles
Previously Played in: Interface Zero 2.0, Star Wars using Scum & Villainy system, The Lady of the Bayou, a supernatural mystery/horror game set in the 1820s Louisiana, using the World of Darkness (Hunter) rules.
Currently Running: Savage Sunday Rifts Game! It is every other Sunday with a whole new group of players. Follow along here: viewtopic.php?f=6&t=6035
Looking to run next: Savage Fantasy using the Fantasy Companion or SWPF (not sure which yet) and running it in the Ptolus City by the Spire setting.
- Ndreare
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Re: Naruni, Inc.
Ouch, that can get real pricey, some of those weapons are over 100K each.Corrigon wrote:For SR how about Legion doesn't replace them
I like the idea, but dang.
, and of course update your signatures!
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
"Possible and practical are two comrades who rarely see eye to eye."
Rob Towell
Re: Naruni, Inc.
Well Northern Gun isn't a fan of Naruni (or any other competitor but especially Naruni I think) and wouldn't be happy if the Legion were officially supplying Naruni weaponry. Given the value of salvage I've seen 100K isn't horrible unless you are losing a couple of them per quarter. That would hurt.
- High Command
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Re: Naruni, Inc.
The one on G+ is an outgrowth of this and done almost wholly by me (the one heading the project did some formatting, mostly the intro.)shadowdad wrote:Has there been any updates to the Naruni Inc weapons?
There was a post on the Savage Rifts G+ group of a PDF of the Naruni Weapons Catalog but a lot of it was incomplete at the time.
I was just wondering if there was a more recent listing of the weapons.
Thanks!
Here's the link to the actual working document: https://docs.google.com/document/d/1r0j ... sp=sharing
As for Naruni, if you have it, check out Naruni Second Wave, Aftermath, and Coalition War Campaign for details on the concerted effort that was made to eradicate Naruni from the market. Only in places like MercTown, Kingsdale, and other mercenary havens outside of Ishpeming will you find their enclaves. But they also do the travelling salesman thing better than anyone and dimensional travel is second nature to them. But short version, the CS has Bounties out on them, as does Ishpeming's bounty agencies. I think at one point Northern Gun was offering good money on trade ins simply so they could get them off the market. Of course all that only serves to drive up demand for those who want them.
Tales of the 17th SOG
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.
"In so far as you are concerned, I am the right arm of High Command itself. You are my Fist, be ready to strike at any moment." Major Killian Gregor, 3rd SOG Battalion, CSSD, Chi-Town.