Bullhunter Arms

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taalismn
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Re: Bullhunter Arms

Unread post by taalismn »

Alllright! Polymer One-shots for Rifts!
Great for your cannon-fodder conscript armies, torchlight and pitchfork mobs, slum gangs, suicide squads, blockwar parties, gangland whacks and lynch mobs! :bandit:

But,,,shouldn't the Payload for the BH-DG5 Disposable Mega-Shotgun read '5', not '4'?
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Re: Bullhunter Arms

Unread post by Killer Cyborg »

taalismn wrote:Alllright! Polymer One-shots for Rifts!
Great for your cannon-fodder conscript armies, torchlight and pitchfork mobs, slum gangs, suicide squads, blockwar parties, gangland whacks and lynch mobs! :bandit:


Also good for home defense.
It might not be the most lethal weapon against powerful MDC predators, but most predators don't like pain, and don't know when you're out of ammo.
It'd be good for chasing dinos out of the petunia patch.

But,,,shouldn't the Payload for the BH-DG5 Disposable Mega-Shotgun read '5', not '4'?


Fixed!
:ok:
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Faceless Dude
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Re: Bullhunter Arms

Unread post by Faceless Dude »

taalismn wrote:
I think the American M3A1 'greasegun' was about as cheap as you could get an SMG to be and still reliably work, though the early Stens were truly shoddy stuff, meant to use non-strategic materials and as many metal pressings and rollings, rather than machining, as possible. Some of the early Italian SMGs, in particular the OVP(really, it was just half of the previous Vilar-Perosa machine weapon) were interesting. They tend to have far more working parts and SOME quality control, however, which arguably disqualifies them(though some of the African desert-made rifles and even AKs turned out by oasis gunsmiths could up the standard for zip gun definition).



Forgive the threadjack, but at the end of WW2 rebel forces inside Italy hauled off Mussolini and shot him. Little know, was, they went through I think 4 different weapons before one actually fired and killed him. It was a Sten
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Re: Bullhunter Arms

Unread post by SittingBull »

Faceless Dude wrote:
taalismn wrote:
I think the American M3A1 'greasegun' was about as cheap as you could get an SMG to be and still reliably work, though the early Stens were truly shoddy stuff, meant to use non-strategic materials and as many metal pressings and rollings, rather than machining, as possible. Some of the early Italian SMGs, in particular the OVP(really, it was just half of the previous Vilar-Perosa machine weapon) were interesting. They tend to have far more working parts and SOME quality control, however, which arguably disqualifies them(though some of the African desert-made rifles and even AKs turned out by oasis gunsmiths could up the standard for zip gun definition).



Forgive the threadjack, but at the end of WW2 rebel forces inside Italy hauled off Mussolini and shot him. Little know, was, they went through I think 4 different weapons before one actually fired and killed him. It was a Sten


Whoah. I would imagine that would be like conducting warfare with military grade slingshots. They could be very deadly but if you dont know your weapon then it could hurt you just as bad. Big difference between gun not firing and gun not firing and you lose a finger.
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taalismn
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Re: Bullhunter Arms

Unread post by taalismn »

Faceless Dude wrote:
taalismn wrote:
I think the American M3A1 'greasegun' was about as cheap as you could get an SMG to be and still reliably work, though the early Stens were truly shoddy stuff, meant to use non-strategic materials and as many metal pressings and rollings, rather than machining, as possible. Some of the early Italian SMGs, in particular the OVP(really, it was just half of the previous Vilar-Perosa machine weapon) were interesting. They tend to have far more working parts and SOME quality control, however, which arguably disqualifies them(though some of the African desert-made rifles and even AKs turned out by oasis gunsmiths could up the standard for zip gun definition).



Forgive the threadjack, but at the end of WW2 rebel forces inside Italy hauled off Mussolini and shot him. Little know, was, they went through I think 4 different weapons before one actually fired and killed him. It was a Sten



Shoulda just clubbed him to death with 'em, then.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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taalismn
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Re: Bullhunter Arms

Unread post by taalismn »

Wanna bargain-basement heavy weapon to go with the zip-guns?
Try the Northover Projector, another product courtesy of WW2 Britain's invasion-scare crash rearmament programs for the Home Guard:
http://en.wikipedia.org/wiki/Northover_Projector
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Aramanthus
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Re: Bullhunter Arms

Unread post by Aramanthus »

I like the new addition. How about a weapon based on Gatling gun updated to modern Rift's setting.
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"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

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Re: Bullhunter Arms

Unread post by Killer Cyborg »

Aramanthus wrote:I like the new addition. How about a weapon based on Gatling gun updated to modern Rift's setting.


I've done that with both Putus Caseus Arms:
PCA-ATL7G
A gatling-gun version of the ATL-7, which uses 6 ATL-7s mounted in a device that ejects spent E-clips, and reloads each gun as they rotate through the circuit. If the weapon is not mounted on a vehicle or stable platform, carrying and firing it requires a PS of 30, a Robotic PS of 24, or a Supernatural PS of 20.
Weight: 350 lbs
Damage: 3d6x10+20 MD per single shot, 2d6x100 MD per short burst (6 shots, counts as one attack).
Range: 3,000'
Ammunition: Either a special belt that can be loaded with conventional E-Clips (CR 1,000 per 100 clips of length), or a nuclear power supply that can power each gun (CR 1 million, 2 year life)
Cost: CR 1 million for the gun itself


And for the more serious Patriot Arms Incorporated:
PAI-1400 Laser Gatling Gun
The PAI-1400 is created by using stripped-down C-14 Firebreather rifles to create a 10-barrel gatling gun for use as a vehicle-mounted weapon. The recent surplus of this reliable weapon, created by it's replacement with the CP-50 for official Coalition use, has allowed PAI to obtain a very large number of used and damaged C-14s at reduced cost, and to retool them for a newer, deadlier purpose.
By rotating a series of rifles, a high rate of laser fire is able to be achieved without using expensive pulse technology, and without risking a melt-down of the barrels or other crucial components of the weapons. Combined with a nuclear power supply, a special cooling system, and an electric motor for faster rotation speed, the result is a powerful weapon with a high rate of fire and significant range.
As a vehicle-mounted weapon, there is no strike penalty. A hand-held weapon for borgs/bots is also made, but there is a -3 strike penalty for robotic PS of 20 or higher, and a -6 strike penalty for anything less than 20.
Damage: A single shot inflicts 3d6 MD. A short burst of 10 rounds inflicts 1d6x10 MD. A long burst of 40 rounds inflicts 2d6x10 MD (takes two attacks). A short Spray of 10 rounds inflicts 3d6 MD to 1d4 targets. A long Spray of 20 rounds inflicts 3d6 MD to 1d8 targets (counts as two attacks).
Rate Of Fire: Single Shot, Burst or Spray.
Weight: 140 lbs.
Cost: CR 420,000


I'll probably get to it with Bullhunter Arms as well, at some point.
I like gatlings. ;)
Last edited by Killer Cyborg on Mon Apr 01, 2013 2:41 pm, edited 1 time in total.
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Re: Bullhunter Arms

Unread post by taalismn »

Killer Cyborg wrote:[
I like gatlings. ;)



Yep, Gatlings have an intimidation factor all their own...even though only one barrel is shooting at you at a time, it's ALL of them taking quick turns that really hurts. A Stoner machine gun doesn't look nearly as intimidating as an old Gatling. :twisted:
Plus the fact that the first were made with relatively simple technology and handcranked. It's Victorian Bullet Spam. Add steampower in place of electricity and it's serious Steampunk BFG time.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Bullhunter Arms

Unread post by Killer Cyborg »

BH-BPF2 Traditional Arquebus
This 4' long, .85 caliber smoothbore musket has a serpentine matchlock firing mechanism, allowing for use of a trigger mechanism, providing more reliability than hand cannons.
Misfire Rate: 18% using traditional blackpowder, 9% using modern gunpowder
Weight: 20 lbs.
Damage: 3d6 SDC using traditional lead balls. Non-standard ammunition can be used, including rocks or nails (2d6 SDC, 1/2 range) or even sticks or other random objects (1d6 SDC), 1/10 range)
Rate Of Fire: Single Shot. Requires 5 actions to reload.
Range: 75'
Payload: 1 shot (requires 48 grains of blackpowder)
Cost: CR 25 for the weapon itself. For an additional CR 15, the end of the barrel can be fitted with an axe-head, allowing the weapon to be used more effectively in melee combat (2d8 SDC), adding 5 lbs to the weapon's weight.
.85 caliber lead ball ammunition costs CR 1 for every 5 rounds.
Black powder costs CR 10 per pound (7,000 grains)
Modern gunpowder costs CR 15 per pound (7,000 grains), and requires only 80% the normal charge to fire the weapon.
A slow match cost CR 1 per 10' (The Match for a traditional matchlock weapon is a slow-burning cord or fuse, usually made of hemp, cotton, flax, or finely-woven strips of cypress (or similar tree) bark. The cord is treated with chemicals that help keep the match lit, but slow the burn rate. The burn rate is 1' per hour.)


BH-BPF2 Modern Arquebus
An improved version of the Traditional Arquebus, updated using more modern materials and more precision craftsmanship.
Misfire Rate: 15% using traditional blackpowder, 7% using modern gunpowder
Weight: 15 lbs.
Damage: 3d6 SDC using traditional lead balls. Non-standard ammunition can be used, including rocks or nails (2d6 SDC, 1/2 range) or even sticks or other random objects (1d6 SDC), 1/10 range)
Rate Of Fire: Single Shot. Requires 5 actions to reload.
Range: 75'
Payload: 1 shot (requires 48 grains of blackpowder)
Cost: CR 35 for the weapon itself. For an additional CR 15, the end of the barrel can be fitted with an axe-head, allowing the weapon to be used more effectively in melee combat (2d8 SDC), adding 5 lbs to the weapon's weight.
.85 caliber lead ball ammunition costs CR 1 for every 5 rounds.
Black powder costs CR 10 per pound (7,000 grains)
Modern gunpowder costs CR 15 per pound (7,000 grains), and requires only 80% the normal charge to fire the weapon.
A slow match cost CR 1 per 10'


BH-BPF3 Traditional Matchlock Musket
This 54" long, .80 caliber musket is an improvement on the older arquebuses. The weapons are made with more precision, which increases the accuracy and range of the weapon.
Misfire Rate: 15% using traditional blackpowder, 7% using modern gunpowder
Weight: 15 lbs.
Damage: 4d6 SDC using traditional lead balls. Non-standard ammunition can not be used, due to the more precise barrel size.
Rate Of Fire: Single Shot. Requires 5 actions to reload.
Range: 100'
Payload: 1 shot (requires 45 grains of blackpowder)
Cost: CR 40 for the weapon itself.
.80 caliber lead ball ammunition costs CR 1 for every 6 rounds.
Black powder costs CR 10 per pound (7,000 grains)
Modern gunpowder costs CR 15 per pound (7,000 grains), and requires only 80% the normal charge to fire the weapon.
A slow match cost CR 1 per 10'


BH-BPF4 Modern Matchlock Rifle
An improved version of the BPF3 Traditional Matchlock, made with more modern materials and superior craftsmanship. The barrel of this weapon has rifling, which provides more stability and range for the ammunition.
Misfire Rate: 12% using traditional blackpowder, 6% using modern gunpowder
Weight: 12 lbs.
Damage: 4d6 SDC using traditional lead balls. 4d6+3 using lead bullets. Non-standard ammunition can not be used, due to the more precise barrel size and the presence of rifling in the barrel.
Rate Of Fire: Single Shot. Requires 5 actions to reload.
Range: 110' using traditional lead ball ammunition, 125' using lead bullets.
Payload: 1 shot (requires 45 grains of blackpowder)
Cost: CR 50 for the weapon itself.
.80 caliber lead ball ammunition costs CR 1 for every 6 rounds.
.80 caliber lead bullets cost CR 1 for every 3 rounds.
Black powder costs CR 10 per pound (7,000 grains)
Modern gunpowder costs CR 15 per pound (7,000 grains), and requires only 80% the normal charge to fire the weapon.
A slow match cost CR 1 per 10'


BH-BPF5 Traditional Flintlock Musket
Modeled after the ancient British weapon known as the "Brown Bess," this .75 caliber flintlock was required by law to be owned by most of the original American Colonies, and were used extensively by both sides during the American Revolution.
Misfire Rate: 10% using traditional blackpowder. Modern gunpowder cannot be effectively used.
Weight: 10 lbs.
Damage: 5d6 SDC using traditional lead balls, 5d6+3 using lead bullets.
Rate Of Fire: Single Shot. Requires 5 actions to reload, or 4 actions when using paper cartridges.
Range: 150' using lead balls, 175' using lead bullets.
Payload: 1 shot (requires 37 grains of blackpowder)
Cost: CR 40 for the weapon itself.
.75 caliber lead ball ammunition costs CR 1 for every 6 rounds.
.75 caliber lead bullets cost CR 1 for every 3 rounds.
Black powder costs CR 10 per pound (7,000 grains)
A 17" long, triangular cross-section bayonet can be purchased for an additional CR 15 (2d4 SDC)


BH-BPF6 Modern Flintlock Rifle
A more modern version of the BPF5, one designed with more modern techniques and materials.
Misfire Rate: 8% using traditional blackpowder. Modern gunpowder cannot be effectively used.
Weight: 8 lbs.
Damage: 5d6 SDC using traditional lead balls, 5d6+3 using lead bullets.
Rate Of Fire: Single Shot. Requires 5 actions to reload, or 4 actions when using paper cartridges.
Range: 175' using traditional lead balls, 200' using lead bullets.
Payload: 1 shot (requires 37 grains of blackpowder)
Cost: CR 45 for the weapon itself.
.75 caliber lead ball ammunition costs CR 1 for every 6 rounds.
.75 caliber lead bullets cost CR 1 for every 3 rounds.
Black powder costs CR 10 per pound (7,000 grains)
A 17" long, triangular cross-section bayonet can be purchased for an additional CR 15 (2d4 SDC)


BH-BPF7 Traditional Kentucky Long Rifle
The Kentucky Long Rifle was one of the first successful flintlock rifles to be widely used. It was traditionally a hunting weapon, but also saw service in several wars, including the War of 1812.
Misfire Rate: 10% using traditional blackpowder. Modern gunpowder cannot be effectively used.
Weight: 7.5 lbs.
Damage: 4d6 SDC using traditional lead balls, 4d6+3 using lead bullets.
Rate Of Fire: Single Shot. Requires 5 actions to reload, or 4 actions when using paper cartridges.
Range: 175' using traditional lead balls, 200' using lead bullets.
Payload: 1 shot (requires 37 grains of blackpowder)
Cost: CR 45 for the weapon itself.
.50 caliber lead ball ammunition costs CR 1 for every 10 rounds.
.50 caliber lead bullets cost CR 1 for every 5 rounds.
Black powder costs CR 10 per pound (7,000 grains)


BH-BPF7 Modern Kentucky Long Rifle
This version of the Kentucky Long Rifle is created using more modern techniques and materials.
Misfire Rate: 10% using traditional blackpowder. Modern gunpowder cannot be effectively used.
Weight: 7.5 lbs.
Damage: 4d6 SDC using traditional lead balls, 4d6+3 using lead bullets.
Rate Of Fire: Single Shot. Requires 5 actions to reload, or 4 actions when using paper cartridges.
Range: 200' using traditional lead balls, 225' using lead bullets.
Payload: 1 shot (requires 37 grains of blackpowder)
Cost: CR 50 for the weapon itself.
.50 caliber lead ball ammunition costs CR 1 for every 10 rounds.
.50 caliber lead bullets cost CR 1 for every 5 rounds.
Black powder costs CR 10 per pound (7,000 grains)


BH-BPF7 Traditional Kentucky Flintlock Pistol
This 10" long, .44 caliber flintlock pistol was commonly used in the American Revolution.
Misfire Rate: 10% using traditional blackpowder. Modern gunpowder cannot be effectively used.
Weight: 3 lbs.
Damage: 2d6 SDC.
Rate Of Fire: Single Shot. Requires 5 actions to reload.
Range: 50' using traditional lead balls, 60' using lead bullets.
Payload: 1 shot (requires 22 grains of blackpowder)
Cost: CR 15 for the weapon itself.
.50 caliber lead ball ammunition costs CR 1 for every 10 rounds.
.50 caliber lead bullets cost CR 1 for every 5 rounds.
Black powder costs CR 10 per pound (7,000 grains)


(Double-check these stats for consistency and historical accuracy. I'm no blackpowder expert, nor a historian. Anybody who thinks I got some stats significantly wrong, let me know.
Also, check the prices and stats for internal consistency, and consistency with other weapons. I'm tired, and this may need some editing.)
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Re: Bullhunter Arms

Unread post by Killer Cyborg »

BH-BPF8 Lorenzoni Repeating Flintlock Pistol
This flintlock pistol has chambers that contain seven .44 caliber balls and enough blackpowder to fire each of them. An exterior lever can be used to work an internal rotating breechblock in order to reload the weapon's chamber.
Misfire Rate: 10% using traditional blackpowder. Modern gunpowder cannot be effectively used.
Weight: 3.5 lbs.
Damage: 2d6 SDC.
Rate Of Fire: Single Shot. Requires 1 action to use the lever to chamber a new round (and powder). Reloading the weapon itself takes 3 actions.
Range: 50' using traditional lead balls.
Payload: 1 shot (requires 27 grains of blackpowder)
Cost: CR 45 for the weapon itself.
.44 caliber lead ball ammunition costs CR 1 for every 10 rounds.
.44 caliber lead bullets cost CR 1 for every 5 rounds.
Black powder costs CR 10 per pound (7,000 grains)


BH-BPF9 Jennings Repeating Flintlock Rifle
This early repeating flintlock used superposed ammunition in order to achieve repeat firing. The rounds are loaded into the barrel in layers, much like a roman candle, and a series of mechanisms are used to fire the rounds one at a time.
Misfire Rate: 10% using traditional blackpowder. Modern gunpowder cannot be effectively used.
Weight: 9 lbs.
Damage: 2d6 SDC.
Rate Of Fire: Single Shot. Reloading the weapon requires 5 actions per round loaded.
Range: 150' using traditional lead balls.
Payload: 12 shots (requires 30 grains of blackpowder per shot)
Cost: CR 100 for the weapon itself.
.50 caliber lead ball ammunition costs CR 1 for every 10 rounds.
.50 caliber lead bullets cost CR 1 for every 5 rounds.
Black powder costs CR 10 per pound (7,000 grains)
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Re: Bullhunter Arms

Unread post by Killer Cyborg »

As a historical side-note, even after the invention of percussion cap muzzle-loaders, flintlocks were still favored by many people in more rural areas, because they could pick flint or pyrite up off the ground rather easily, instead of paying for the caps needed to fire the newer weapons.
This bit of history would actually translate rather well to Rifts Earth, I think, providing an incentive for those living more independently to prefer flintlocks over many modern firearms that require more than just lead, blackpowder, and flint in order to fire.
If you're out in the wilderness with a Brown Bess, and you know what you're doing, you can keep firing over the long haul.
If you're out in the wilderness with an AK-47, even if you know what you're doing, when you're out of 7.62mm cartridges, you're OUT. You could extend the life with reloading gear and some gunpowder, but I don't think that you could use blackpowder with reloads for that kind of weapon.
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taalismn
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Re: Bullhunter Arms

Unread post by taalismn »

And they're good to have along if you end up Rifted into a universe where your megadamage technology doesn't work. If you know some chemistry and industrial mechanics, you could possibly start a gunpowder revolution(great shades of H.Beam Piper's Lord Kavlan of Otherwhen!). :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Killer Cyborg
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Re: Bullhunter Arms

Unread post by Killer Cyborg »

BH-BPF10 Collier Flintlock Revolver
This flintlock revolver holds six .44 caliber rounds. Each chamber has to be loaded with a ball and blackpowder individually.
Misfire Rate: 10% using traditional blackpowder. Modern gunpowder cannot be effectively used.
Weight: 3 lbs.
Damage: 3d6 SDC.
Rate Of Fire: Single Shot. Reloading the weapon itself takes 5 actions per chamber.
Range: 65' using traditional lead balls.
Payload: 1 shot (requires 27 grains of blackpowder)
Cost: CR 45 for the weapon itself.
.44 caliber lead ball ammunition costs CR 1 for every 10 rounds.
.44 caliber lead bullets cost CR 1 for every 5 rounds.
Black powder costs CR 10 per pound (7,000 grains)
Annual Best Poster of the Year Awards (2012)

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taalismn
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Re: Bullhunter Arms

Unread post by taalismn »

Killer Cyborg wrote:BH-BPF10 Collier Flintlock Revolver)[/i]



When you absolutely positively have to prove that you're the Thunder God and that your little boom stick isn't a one-shot wonder. :bandit:
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Killer Cyborg
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Re: Bullhunter Arms

Unread post by Killer Cyborg »

BH-44S "Drum Corp" Double-Barreled Shotgun
Inspired by the design of Free Quebec's Q4-44 Double-Barreled Shotgun, this improved version includes a selective fire feature.
Weight: 16 lbs.
Damage: By ammunition type. Can use any standard 12-gauge ammunition manufactured by Bullhunter Arms or other manufacturers. Most popular among mercenaries and adventurers are the Armor Piercing Ramjet Slug (2d6 MD),
Rate Of Fire: Single Shot, Double-Barrel Blast (typically x2 damage, 2 rounds), Short Burst (typically x2 damage, 3 rounds), or Double-Barrel Dual Burst (typically x4 damage, 6 rounds).
Range: 600', or by ammunition type.
Payload: 42 (1 round in each barrel, and a drum of 40 rounds)
Bonuses: Improved balance provides a +1 strike bonus on all attacks.
Cost: CR 4,750


The exact damage for this weapon depends on the rounds being used. Usually, the damage for a dual blast is twice that of a single shot, but in some cases the damage is only 1.5x normal damage. In these cases, the damage for a short burst should, I think, still be double normal, and any area of affect should also be doubled. For a double-barrel dual burst, the area of affect should be x3 normal, due to overlapping areas.
For example, using the MD explosive frag shotgun shells, the damage would be 2d6 MD to a 10' diameter for a single shot, 3d6 MD to a 20' area for a dual blast, 4d6 MD to a 20' area for a short burst, or 8d6 MD to a 30' area for a double-barrel dual burst.
Using explosive plasma rounds, the damage would be 3d6 to a 6' diameter for a single shot, 5d6 MD to a 12' diameter for a dual blast, 6d6 MD to a 12' area for a short burst, and 12d6 MD to a 18' area for a double-barrel dual burst.

On the other hand, for ammunition where a dual-blast is x2 normal damage, the burst damage should be the same, I think.
So when using Armor-Piercing Ramjet Slugs, the damage for one round would be 2d6 MD, the damage for a dual blast would be 4d6 MD, the damage for a short burst would be 4d6 MD, and the damage for a double-barrel dual blast would be 8d6 MD.
Last edited by Killer Cyborg on Sat Apr 13, 2013 9:06 am, edited 1 time in total.
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Re: Bullhunter Arms

Unread post by Killer Cyborg »

In the description of the BH-CC1 Thunderbolt Crossbow/Shotgun, I refer to the "Heavy Hitter" double-barrel shotgun, but I never wrote up that weapon because it's essentially just a double-barreled shotgun like any other company makes.

BUT for consistency's sake, I wrote it up anyway.
I also, after reading up on the FQ Drummer shotgun, added the 1d6 MD explosive rounds listed there to my list of Bullhunter Arms shotgun ammo. I didn't include them before because they cost far too much for the damage, but I noticed this time that the price for the ammo was noted in the same breath that mentions that the weapon itself (normally CR 4,500) would be selling for CR 45,000+ on the black market.
Which indicates that the ACTUAL price of the rounds would be a lot less than the CR 200-300 listed in the book.
I have those rounds added to my initial post here, listed as "light explosive" rounds for shotguns.

Anyway, here is the Heavy Hitter:

BH-8S "Heavy Hitter" Double-Barrel Shotgun
The double-barrel shotgun is a classic weapon of self defense and hunting. The simplicity of the design provides for a weapon as inexpensive as it is reliable.
Weight: 5 lbs
Damage: by ammunition type (any of the Bullhunter line of 12 gauge ammunition, or similar products).
Rate of Fire: Single shot, or a Dual Blast (typically x2 damage).
Range: 300' for the shotgun, 600' for the crossbow.
Payload: 2 rounds (1 round per barrel)
Price: CR 300 for the standard model, CR 3,000 for a MDC version (12 MDC)
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Re: Bullhunter Arms

Unread post by taalismn »

Killer Cyborg wrote:In the description of the BH-CC1 Thunderbolt Crossbow/Shotgun, I refer to the "Heavy Hitter" double-barrel shotgun, but I never wrote up that weapon because it's essentially just a double-barreled shotgun like any other company makes.]



Never neglect the basics; they add a bit of hometownness to your big megacorp. :bandit:
-------------
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For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
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Re: Bullhunter Arms

Unread post by Killer Cyborg »

BH-AT72 66mm Light Anti-tank Weapon
Today's arms manufacturers have to prevailing views of 66mm LAWs. The majority of manufacturers ignore the weapons completely, in order to focus on producing cheaper, more effective weapons. The LAW is considered to be an obsolete technology, by and large.
The handful of manufacturers who DO produce these weapons are bound up in the ancient traditions and techniques that our ancestors used hundreds of years ago, refusing to update their manufacturing processes or materials from the rituals and recipes that were handed down through generation after generaton.
Then there is Bullhunter Arms, where we not only see the potential value of this kind of weapon, but where we are also well aware of the benefits of modern techniques and materials. Here at Bullhunter, we wish to provide you, the consumer, with the best features of this weapon, but without the overblown costs created by our competitors' insistence on archaic methods and obsolete materials.
We proudly hold our version of the LAW as being just as good as- if not better than- our competitions, but for a rock-bottom price that CANNOT be beat!
Weight: 5 lbs
Damage: 1d6x10 SDC to a 10' area.
Rate of Fire: Single shot only.
Range: 1,000'
Payload: One. (Cannot normally be reloaded.)
Price: CR 200


(a single ounce of NG 2 Plastique, RGMG 158, inflicts 1 MD, and costs CR 20 per ounce. Yet a 1d4x10-1d6x10 SDC LAW as listed in the books costs CR 2000!
Heck, a 2d6 MD mini-missile costs CR 2000, and it has a range of 1 MILE instead of a measly 1,000'.
WHY the heck are the Rifts LAWs so darned pricey?
No good reason that I can think of. They certainly have the technology to make them a lot better than they are.
Heck, an explosive BULLET inflicts 1d6x10 SDC PLUS the original bullet damage, and they're something like CR 150 for a box of 48 rounds.
In South America, a single round for a rocket PISTOL inflicts 1 MD with a wooden head, and they have a range of 1200', better than the LAW.
Hence the drastically low price of the Bullhunter LAWs: the technology exists to make rockets for CR 80 that are smaller, with a superior range, and the technology exists to make much more powerful explosives than are used in the LAWs in the books.
So I'm trying to re-create the official damages and stats for the LAW variants in the books, but with more reasonable prices compared to the other stuff in the books.
The price above was made by taking the cost of the rocket round (CR 80), and the cost of 1/2 ounce of NG 2 Plastique (CR 10). That comes out to only CR 90, and that's assuming that building a rather large rocket with weaker explosives and a shorter range would cost the same CR 80 as the rocket round for the pistol. I don't know how much the launcher itself would cost, but assuming it could cost as much as CR 110, that bumps the price total up to CR 200. Which is something that somebody might actually pay for a weapon that only does 1d6x10 SDC to a small area.
Similar logic is used below.
Any feed back on my efforts here would be appreciated!)

BH-AT72b 66mm Light Anti-tank Weapon
A more powerful version of the AT72 LAW.
Weight: 5 lbs
Damage: 1d6 MD to a 20' area.
Rate of Fire: Single shot only.
Range: 1,000'
Payload: One. (Cannot normally be reloaded.)
Price: CR 250


BH-20RL 89mm Super Bazooka
A modern update of the M20 Rocket Launcher of the past, which is still being produced by arms manufacturers using the same sort of out-dated techniques and materials that are typically used for the LAW variants. As with our updates of the LAW, our update of the M20 equals or surpasses the effectiveness of our competitors' versions, but for a fraction of the cost!
Weight: 12 lbs
Damage: By ammunition type. Light Explosive rockets inflict 2d6x10 SDC to a 30' diameter. Heavy Explosive rockets inflict 3d6 MD to a 40' area. Plasma Rockets inflict 5d6 MD to a 30' diameter.
Rate of Fire: Single shot only. A two-man team can fire and reload 2 missiles per melee round. A single person requires an entire melee round to reload.
Range: 1 mile
Payload: One.
Price: CR 2,000 for the rocket launcher itself. LE rockets cost CR 600 each. HE rockets cost CR 950 each. Plasma rockets cost CR 1,100 each.


BH-67RR 90mm Recoilless Rifle
A modern update of the M67 Rocket Launcher of the past, using superior materials and manufacturing techniques.
Weight: 30 lbs
Damage: By ammunition type. Light Explosive rounds inflict 1d4x10 SDC to a 20' diameter. Heavy Explosive rounds inflict 6d6 MD to a 30' diameter. Plasma Rounds inflict 1d6x10 MD to a 30' diameter.
Rate of Fire: Single shot only. A three-man team can fire and reload 1 missile per melee round. A single person requires two entire melee round to reload.
Range: 1,200'
Payload: One.
Price: CR 2,000 for the recoilless rifle itself. LE rounds cost CR 50 each. HE rounds cost CR 650 each. Plasma rockets cost CR 850 each.
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Re: Bullhunter Arms

Unread post by taalismn »

Killer Cyborg wrote:[b][u](a single ounce of NG 2 Plastique, RGMG 158, inflicts 1 MD, and costs CR 20 per ounce. Yet a 1d4x10-1d6x10 SDC LAW as listed in the books costs CR 2000!
Heck, a 2d6 MD mini-missile costs CR 2000, and it has a range of 1 MILE instead of a measly 1,000'.
WHY the heck are the Rifts LAWs so darned pricey?.[/i]



Discovered that too? When I resurrected the Rifleman's Assault Weapon, looking at the cost of plastique and the raw destructive power of the weapon's weight of explosive translated into Rifts terms, I almost had a stroke(or good luck). Scary when you discover a loophole like that.

The only explanation I can figure for the cost markup is price-gouging and poor distribution, both deliberate and incidental. Though I'm sure the producers of such weapons give their own security forces and preferred clients hefty discounts.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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Re: Bullhunter Arms

Unread post by Killer Cyborg »

taalismn wrote:
Killer Cyborg wrote:[b][u](a single ounce of NG 2 Plastique, RGMG 158, inflicts 1 MD, and costs CR 20 per ounce. Yet a 1d4x10-1d6x10 SDC LAW as listed in the books costs CR 2000!
Heck, a 2d6 MD mini-missile costs CR 2000, and it has a range of 1 MILE instead of a measly 1,000'.
WHY the heck are the Rifts LAWs so darned pricey?.[/i]


Discovered that too? When I resurrected the Rifleman's Assault Weapon, looking at the cost of plastique and the raw destructive power of the weapon's weight of explosive translated into Rifts terms, I almost had a stroke(or good luck). Scary when you discover a loophole like that.


Jesus!
A 1 kg HESH round... with NG-6, that'd do about 4d4x10+40 MD, depending on how you calculate.

The only explanation I can figure for the cost markup is price-gouging and poor distribution, both deliberate and incidental. Though I'm sure the producers of such weapons give their own security forces and preferred clients hefty discounts.


In-game, I chalked it up to a monopoly on LAWs and such by people stuck on doing things the old-fashioned way.
Out-of-game, I chalk it up to Palladium looking up the real-world price, and just translating it into Credits, without regard for logic.
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Re: Bullhunter Arms

Unread post by taalismn »

Killer Cyborg wrote:
taalismn wrote:
Killer Cyborg wrote:[b][u](a single ounce of NG 2 Plastique, RGMG 158, inflicts 1 MD, and costs CR 20 per ounce. Yet a 1d4x10-1d6x10 SDC LAW as listed in the books costs CR 2000!
Heck, a 2d6 MD mini-missile costs CR 2000, and it has a range of 1 MILE instead of a measly 1,000'.
WHY the heck are the Rifts LAWs so darned pricey?.[/i]


Discovered that too? When I resurrected the Rifleman's Assault Weapon, looking at the cost of plastique and the raw destructive power of the weapon's weight of explosive translated into Rifts terms, I almost had a stroke(or good luck). Scary when you discover a loophole like that.


Jesus!
A 1 kg HESH round... with NG-6, that'd do about 4d4x10+40 MD, depending on how you calculate..


Yeah, neat, isn't it? Which is why the things have become as ubiquitous among my troops as toilet plungers are among plumbers. :D
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

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Re: Bullhunter Arms

Unread post by Killer Cyborg »

taalismn wrote:
Killer Cyborg wrote:
taalismn wrote:
Killer Cyborg wrote:[b][u](a single ounce of NG 2 Plastique, RGMG 158, inflicts 1 MD, and costs CR 20 per ounce. Yet a 1d4x10-1d6x10 SDC LAW as listed in the books costs CR 2000!
Heck, a 2d6 MD mini-missile costs CR 2000, and it has a range of 1 MILE instead of a measly 1,000'.
WHY the heck are the Rifts LAWs so darned pricey?.[/i]


Discovered that too? When I resurrected the Rifleman's Assault Weapon, looking at the cost of plastique and the raw destructive power of the weapon's weight of explosive translated into Rifts terms, I almost had a stroke(or good luck). Scary when you discover a loophole like that.


Jesus!
A 1 kg HESH round... with NG-6, that'd do about 4d4x10+40 MD, depending on how you calculate..


Yeah, neat, isn't it? Which is why the things have become as ubiquitous among my troops as toilet plungers are among plumbers. :D


I've been thinking about it, and I'm not sure that we could go by weight if we want to be accurate; the more powerful explosives might be denser, and have a higher weight per volume.
Volume is what we'd really need.. though I can't find much info on that.
Even at half the expected damage, though... that's still 2d4x10+10 MD, which is crazy powerful!
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Re: Bullhunter Arms

Unread post by taalismn »

Killer Cyborg wrote:[

I've been thinking about it, and I'm not sure that we could go by weight if we want to be accurate; the more powerful explosives might be denser, and have a higher weight per volume.
Volume is what we'd really need.. though I can't find much info on that.
Even at half the expected damage, though... that's still 2d4x10+10 MD, which is crazy powerful!


What few cutaways I've seen of the RAW suggest a shaped charge 'bowl'-shaped charge insde. Plus it should be easy enough to figure out volume from 140mm diameter. But yes, 2d4x10+10 MD is still pretty hellacious, plus any spalding effect you can get from non-chobham layered armor.
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Re: Bullhunter Arms

Unread post by Aramanthus »

Nice. I like the new Bull Hunter guns.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

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Re: Bullhunter Arms

Unread post by Killer Cyborg »

Aramanthus wrote:Nice. I like the new Bull Hunter guns.


Thanks!

Any ones in particular?
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Re: Bullhunter Arms

Unread post by Alrik Vas »

I enjoy the difference between the 3d6 SDC black powder firearms and the 3d6x10+2 MD ATL-7 gattling.

I can imagine both of these in a show room, with many people scratching their heads. Perhaps some drooling as well.
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Re: Bullhunter Arms

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This one.....BH-44S "Drum Corp" Double-Barreled Shotgun
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

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Re: Bullhunter Arms

Unread post by Killer Cyborg »

Aramanthus wrote:This one.....BH-44S "Drum Corp" Double-Barreled Shotgun


Cool!
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Re: Bullhunter Arms

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BH-24 Light Laser Pulse Rifle
One of Bullhunter Arms' first pulse rifles, this classic weapon is good for wilderness survival and home defense. In addition to the pulse selection, this weapon has two settings, one for hunting and light combat, the other for when you need some real firepower.
Weight: 8.5 lbs
Damage: Setting One inflicts 1d6x10 SDC per shot, or 3d6x10 SDC per three-shot pulse. Setting Two inflicts 1d6 MD per shot, or 3d6 MD per 3-shot pulse.
Rate of Fire: Single shot or three-shot pulse.
Range: 1,600'
Payload: 21 shots per standard E-Clip, or 30 shots per long E-Clip.
Price: CR 8,000
Last edited by Killer Cyborg on Sun Apr 21, 2013 12:38 pm, edited 2 times in total.
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Re: Bullhunter Arms

Unread post by Aramanthus »

Nice. I like it. I can see a character of mine using your weapons. And you could hunt with it using the variable settings.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

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Re: Bullhunter Arms

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BH-6 "Infinity" Pump-Action Laser Rifle
In the tradition of a number of pre-rifts designs that remain popular today, this pump action laser weapon can be used to hunt small game without any fear of running out of ammunition. Ever.
Pumping the slide on this weapon powers an efficient internal generator, which powers the laser. You'll never need to replace batteries, and you'll never have to worry about expensive E-Clips!
Weight: 8 lbs
Damage: Varies depending with charge: 1 SDC, 1-2 SDC, 1d4 SDC, or 1d6 SDC.
Rate of Fire: Single shot only- all stored energy is used when the weapon is fired.
Charge Rate: Pumping the slide multiple times are required for each shot. In less than one action (leaving enough room to also aim or fire the weapon), the weapon can be charged with enough energy to fire a 1 SDC blast. If the weapon is charged for an entire action, that stores enough energy for a 1-2 SDC blast. If the weapon is charged for two actions, that creates enough energy for a 1d4 SDC blast. If the weapon is charged for three actions, that creates enough action for a 1d6 SDC blast. The weapon's internal capacitor cannot hold more energy than that, so further charging creates no further effect.
Range: 500'
Features: The improved balance of this weapon provides a +1 bonus to strike.
Payload: 1.
Price: CR 400 for the standard model, or CR 4,000 for a MDC version (12 MDC)*.

*The MDC version does not inflict Mega-Damage, it simply has a sturdier frame.
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Re: Bullhunter Arms

Unread post by Alrik Vas »

Okay, now make it a bow. :P
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Re: Bullhunter Arms

Unread post by Killer Cyborg »

Alrik Vas wrote:Okay, now make it a bow. :P


I could... but that'd be pointless.
And it'd still do the same damage.
:p
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Re: Bullhunter Arms

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*KER-CHAK*
"Velma, what is THAT?"
"It's a gun, Daphne."
"I know, Velma, but what I MEANT was 'what are you doing with something like that?'. It's not like we're going to war or anything."
"Daphne, the reason I am doing anything with something like this is that the last 'ghost' we ran into had very real TEETH. And since we can't count on every super-powered predator we may encounter going after the two obvious chum-bags in our party, or being satisfied with devouring just them, I got this as insurance."
"But...a GUN?!"
"You're right...that's why I also bought some grenades and claymore mines. Careful not to trip over the box, please?"
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
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Re: Bullhunter Arms

Unread post by taalismn »

DEFINITELY going to have to steal that pump-action variant of the energy bow for my own line of pump-action energy weapons, Killer Cyborg(with accreditation to you, of course...hat's off for spotting that application of the gizmo...gotta spend more time reading for fun loopholes like that). :bandit: 8)
-------------
"Trouble rather the Tiger in his Lair,
Than the Sage among his Books,
For all the Empires and Kingdoms,
The Armies and Works that you hold Dear,
Are to him but the Playthings of the Moment,
To be turned over with the Flick of a Finger,
And the Turning of a Page"

--------Rudyard Kipling
------------
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Re: Bullhunter Arms

Unread post by Aramanthus »

Very nice. I like the new weapon.
"Your Grace," she said, "I have only one question. Do you wish this man crippled or dead?"

"My Lady," the protector of Grayson told his Champion, "I do not wish him to leave this chamber alive."

"As you will it, your Grace."

HH....FIE
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Re: Bullhunter Arms

Unread post by Godogma »

Your pump action laser rifle is certainly less than impressive. It's an interesting take on the pump action technology and showcases neatly that you don't agree with how it's posited in the Spirit West book... :lol:

However, anyone who bought it would be much better off buying a SDC .22 Rifle(it'd probably do equivalent damage)... Or a 3-900 credit 12 gauge shotgun which would allow the user to deal 2d megadamage with the right ammo. :wink:

Also, as a curiosity why do you have it where all your blackpowder weapons have a 1 in 10 chance to misfire? My own personal experience (and I have several blackpowder firearms) has been that when you misfire it's because of bad powder or your powder got wet... I've had a few hang fires where it took a couple of seconds to fire after pulling the trigger but I'm definitely not sure you're figures are right on that one.
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Re: Bullhunter Arms

Unread post by Killer Cyborg »

The black powder weapons are based off of precedents set in Transdimensional TMNT.

the utility of the pump laser depends on what you're trying to do with it.
In many cases, a .22 would be superior.
But with the laser, you NEVER have to carry ammo, or buy ammo, or worry about storing ammo properly. This is a weapon that you can take into the wilderness, and even if you never see another human being for the rest of your life, the weapon will never run out of ammo.
Also, it's an energy weapon, which means that against certain monsters that are vulnerable to energy, you can inflict MD with it.
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Re: Bullhunter Arms

Unread post by Godogma »

Ah, I haven't acquired a copy of that one. I may have to look for it.
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Re: Bullhunter Arms

Unread post by Killer Cyborg »

It's an excellent book.
When you get it, I'd like to hear your feedback on how it deals with black powder weapons, as my own personal experience is rather limited.
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Re: Bullhunter Arms

Unread post by Godogma »

I'll call up one of my friends who collects everything he can find TMNT and ask if he has a copy. If he does I can probably check it out in a day or so.
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Re: Bullhunter Arms

Unread post by Godogma »

Okay, he's coming over tonight we'll have a few beers and watch whatever movie it is he wants to watch and he'll bring the book for me to take a gander at. So I'll give you my opinions on the black powder system in the book either later tonight or sometime tomorrow.
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Re: Bullhunter Arms

Unread post by Godogma »

Well, I'm not okay with saying the black powder barring being loaded when wet with a flintlock has a 1 in 10 chance of misfiring... As usual PB screwed up, not a huge amount in this case but essentially they give every black powder firearm a chance to screw up with flintlocks all having 10%, percussion caps having 5% etc. There were lots of designs that worked to mitigate problems with black powder and water...

I'd have to rewrite the system on a different scale before I used it. Especially since the way that water adds much more percentage for failure of every black powder weapon whether it was loaded dry or not... The damage ratings seem about right, everything else seems okay (save for the ranges, which I've come to expect being screwed up in anything Palladium puts out) - the section on black powder is substantially correct but there are a whole lot of things it just doesn't take into effect and the devil is in the details.

With a revolver or other exposed bullet situation; did you dab grease/wax onto the bullet after loading it to make sure that no water could foul your load? Etc etc etc.

There are just so many things to consider that the writer either didn't know about or didn't care to research/take into consideration.

I'm less experienced with flintlocks than I am with other blackpowder arms (I have one, but the percussion rifles/pistols are easier and more fun to shoot) but IF I were to use the stats there (I'm not inclined to - especially on range and other considerations) I'd definitely have to discard or rewrite the misfires section before I used it.

EDIT: Namely because I can't duplicate their whole you have a 1 in 10 chance to have some of this stuff off this randomly rolled table here happen to you/your gun. I've used both pyrodex and true black powder and shot for hours at a time and I can tell you that the firearms just not as finicky as presented by the table.

Honestly, would you have switched from the crossbow/longbow if the thing you were going to replace them with screwed up with the percentages presented in that book?
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