21st Century Splatguns (Massive Airgun Article)

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21st Century Splatguns (Massive Airgun Article)

Well, I was thinking about airguns vs armored clothes in the Chrome 4 thread and I was inspired to whip up some new rules.
I did not expect this to come out to a whopping 10 pages in Word, but for better or worse, it did. Included below are comprehensive prices and availabilities for the various drug and special loads. I also wanted to include some info from real world paintball weapons, including the fact that many incorporate traditional magazines, are made to look like replicas of real firearms, and of the new 'Alpha Strike' pullet shaped rounds.

I wanted to reflect the fact that these weapons are coming into increasingly common use with police and private security, so Cops have an easier time finding some of the guns and special loads.

I really had a hard time pricing the biotoxin rounds because they;re just so damned nasty. In the end I ended up making them hugely expensive (roughly 30eb per round form normal splatballs with Biotoxin I), roughly the same price as mini-grenades because I figure they're about as effective. In comparison, explosive rounds are about the same price as very heavy autopistol or assault rifle ammo...they don't do as much damage, but being explosive (and thus hitting all locations and maybe multiple targets) they're probably more lethal.

One big limiting factor on splatguns is range. Even longarm style ones aren't much more effective than a pistol, and at extreme range normal splatballs bounce off more often than not. An extended-barrel longarm firing Striker rounds can still only reach out and touch someone up to 150m away (And that's at extreme range)...but the silence and versatility of the weapon makes up for the range.

Anyway, here we go...

21st Century Splatguns

The sport of paintball has gotten more popular and more intensive in the years since the collapse. It provides a form of nonlethal release for the destructive, antisocial urges of young punks, and teaches practical skills for real combat, which has become a fact of life in many areas.

The trend has been for ever increasing realism when it comes to "Splatballing" as the game has come to be known. The old rattley Nelspot Wombat with its hopper blocking your aim and unreliable mechanical firing system is seen as a quaint relic of bygone days.

These days, your typical Splatgun looks much like a modern battle rifle or pistol. In fact, some more expensive models are even officially licensed replicas of popular name brand weapons. (The Malorian 3516 is incredibly popular since only a select few could ever own a real one, every Splatterpunk with a few hundred euro to spare wants to at least look like they got Silverhand bucks. As such, they discontinued it almost immediately, not wanting to water down their image...but by then it was too late and the market is flooded with knockoffs and copies)

Because of their realistic nature and the availability of drug and acid rounds, many splatball-loving young punks (known, of course, as Splatterpunks) have taken them to the streets. Sure, that fancy corp may be sporting some high-density weave in his designer suit that'll shrug off your puny little wondernine, but a splatball full of tranq will drop him like a sack of potatoes...and what's worse is most splatterpunks will inject a little dye, just so it'll leave a hideous stain. Many fashion-forward professionals would rather give up their wallets than pay the specialized dry cleaning bill to get that crap out of their duds.

Even professionals like Cops and Solos have taken to using Splatguns more and more in recent years. Cops love them because they offer less-lethal options for dealing with riots or even just one on one confrontations with young punks, and anyone sporting a neon green market hit is walking probable cause for a shakedown or a little rough handling. Even professional hitters have been known to use splatguns because they're cheap, as quiet as a silenced pistol, and pack some nasty surprises.


Ammo:

Unless otherwise specified, all .68 cal splatballs do 1d6 stun damage at close and point blank ranges. At Extreme range, the balls are traveling so slow that more often than not they just bounce off and don't even explode (1-3 on 1d10 to explode at extreme) As always, a head hit has a 5 in 10 chance of blinding the target for three rounds and a 4 in 10 chance of destroying the eye. Poison and drug rounds do not inflict double damage on head hits (Except the stun damage inflicted at close and PB) but rather the concentrated dose direct to the face is much harder to save against. If someone is blinded by a poison shot to the head and they fail their save, the blindness is permanent, regardless of whether it destorys an eye. (Unless the victim has cyberoptics or is wearing goggles)

Regular Splatballs: 6eb per 100 (C Availability)
+2eb per 100 for Markers (cost not multiplied for drug/toxin)
Regular Strikers: 8eb Per 100 (C)
+2eb per 100 for Markers (cost not multiplied for drug/toxin)
Pepper/Tear Gas: 4x Cost (C)
Hallucinogen: 4x Cost (P)
Nausea: 6x Cost (P)
Sleep: 8x Cost (P)
Acid: 8x Cost (R)
Biotoxin: I 500x Cost (R)
Biotoxin: II 1,000x Cost (R)
Neurotoxin: 3,000x Cost or more (R+ Diff30 Streetwise, Diff25 Streetdeal just to find someone who might be able to get you some)
Glass Breaker or Riot: 10eb per 100 (C)
Explosive: 300x cost (R) Cannot be Markers

Co2
Cartridge: 1-2eb (10 for 10eb)
Canister: 20eb
Tank: 40eb

Batteries: 2-5eb (E)
Rechargeable: 20eb (C)
 
Marker
Normal splatball paint rounds contain soap-based paint loads that generally wash out fairly well. But for a little added cost, 'marker' rounds, loaded with dye-based florescent paint can be obtained. Police have been using marker rounds for years to single out and 'tag' specific troublemakers in crowd control situations. Anyone with a neon green splatmark gets targeted for an extra hard beatdown or a few extra cans of teargas during your friendly neighborhood street riot, and maybe for a couple days after. The dye based marker rounds stain both clothing and skin, and carries a distinctive odor (that can be easily tracked by police dogs or cyber-enhanced noses. +5 to track by scent). On skin, the color and odor fades within 1d6/2 days. On clothing it must be taken to a professional dry cleaner. Because armored and designer clothes require special care, cost to clean such garments can be determined based off the cost of the garment. Such service generally 20% of the cost of the garment, per location requiring cleaning...more if you're trying to clean off a police marker and you don't want them ratting you out. Many cops and Splatterpunks have taken to adding dyes to drug loads and vice versa, creating drugged marker rounds that leave vicious stains. These are almost always done in gang colors and help to mark turf and tag victims (or in the neon green that NCPD uses. Some gangs even use this color to discourage their victims from calling the cops). Most hard armor can usually be cleaned with heavy duty solvent or simply painted over (roughly 20eb to treat the whole suit).

Striker
Splatballs are also available in so called "Striker" rounds. These high-tech paintballs are more bullet-shaped, as opposed to spherical, they have thicker, harder sides with stubby, twisted vanes to give it a rifle-like spin in flight. They also allow for the tip to be more fragile than the sides, allowing for a longer effective range (Regular splatballs simply bounce off past the listed range, with only a 3 in 10 chance of exploding) Striker rounds add 10m to the weapon's range. They also explode reliably at Extreme range. HOWEVER: because they need to go in facing the right direction, they may NOT be loaded into a Hopper. They are magazine-fed only. (But normal splatballs can be loaded into a magazine as well as a hopper)

Striker and Marker (And Marker Strikers) rounds can be made into drug and poison rounds at the costs listed above.

Drugs & Poison
Also known as Toxin rounds, drug and poison loads are formulated to spread out and then sublimate into gas (Meaning bonuses from Nasal Filters and filter masks do apply. Completely sealed armor and vehicles are immune. Full borgs still have to breathe, but benefit from a +5 bonus due to their unusual makeup. People with internal oxygen supplies or the ability to hold their breath for extended periods must state that they are doing so and wait until their turn to activate such abilities. Holding your breath in-combat without cybernetic assistance isn't really practical, as all the moving and exertion combined with involuntary exhalations from body blows makes it almost impossible.

The save for these drugs is a Bod+Resist Torture/Drugs roll vs a Difficulty that varies by location hit. Leg hits require only an Easy (10) check to save against, and if saved, roll a d10. On a 6+ it has absolutely no effect. 5 or less, half effect/duration as normal. Arm and Torso hits require an Average (15) check to save. Successful saves have half effect and duration. Head hits require a Difficult (20) check and may cause blindless (see above). As usual, a successful save has half effect and duration.

Penalties from the same type of drug do not stack, but a failed save from a second shot will override a successful save on an earlier shot and use whichever duration is longest.

Pepper/Tear Gas:
Concentrated irritant, causes the eyes and mucous membranes to water uncontrollably, causing -2 REF for 1d6 minutes on a failed save. Head hits double this effect (-4 REF if save is failed, -2 REF if passed). These are legal for civilians to own and considered an acceotable non-lethal deterrent, like Mace or a Taser.
Note: Because it irritates the tear ducts primarily, Nasal Filters offer no bonus. Facemasks and Goggles provide a +4 to the save. Cyberoptics are not immune (you still have tear ducts) but get a +2 to save. Opti-Shields and Mono-Vision implants are immune, as are full borgs.
x4 cost, Common availability (only x3 cost for Cops).

Hallucinogen:
Also known as "Trippin' Balls," are usually whipped up by back alley ripperdocs and drug dealers, made out of whatever low-grade crap they couldn't make a decent batch of Blue Glass out of. Military grade hallucinogen rounds can sometimes be found, but in either case the result is the same: -4 Int and -2 to Initiative for 1d6x10 minutes on a failed save. Street versions (by far the most common) may cause addiction if subject suffers multiple doses. (Reff decision). Some people have been known to wander into Splatterpunk turf hoping to get shot up. These people are known as Splatheads and if they don't have the decency to bring money with them on their little ball trips, they usually end up getting bullets instead of splatballs.
x4 cost, Poor availability, illegal.

Nausea:
Also known as barfballs, nausea rounds are exactly what they say on the tin. They cause intense nausea, dizziness, stomach cramps, and in bad cases, vomiting. Could be military or police issue, could be whipped up by sick-minded Splatterpunks out of anything from stink gas to fermented waste, sometiems referred to as 'jenkem'. -4 Ref for 1d6 minutes on a failed save.
x6 cost, Poor availability (Common for Cops, only x4 cost).

Sleep:
Also known as 'Tranq' or plain old knockout gas, sleep rounds have a powerful sleeping agent inside their fragile shells. Often used by police and military, they're also extremely popular with Splatterpunks, whipped up in large batches by willing ripperdocs, they make for a quick takedown with minimal damage, great for muggings. Failed save puts the target to sleep for 1d6x10 minutes. Successful save causes drowsiness (-2 to all attributes) for 1d6 minutes. People who are asleep can be woken with an Average First Aid or Easy Medtech check (Smelling salts and/or a medicinally aimed slap to the face), or by being wounded and making their stun shock save (at -2 to BOD). People who are awakened prematurely are still Drowsy for the original duration in minutes (so if they were supposed to be asleep for 30 minutes, they're drowsy for 3 minutes after being awakened)
x8 cost Poor availability (Common for Cops, only x6 cost).
 
Biotoxins:
Biotoxin is sort of a catch-all term for a number of relatively low-end poisons and toxins. It could be anything from low-end military bioweapons to toxic waste. It is extremely illegal, but you can find it if you know who to ask. Biotoxin 1 inflicts 4d6 damage (BTM applies but armor SP does not), Biotoxin II is twice as powerful, dealing 8d6 damage (Again, BTM applies, armor does not). Damage from multiple doses DOES stack. Full borgs and people with Toxin Binders get a second save (but at +5 Difficulty). Passing the second save reduces damage by half again. Rebreathers have a 55% chance of granting the second save.
x500 cost (Biotoxin I), x1,000 cost (Biotoxin II) Rare Availability, highly illegal. Usually purchased individually or in small batches.

Neurotoxin:
Neurotoxins are nerve gas or heavy duty biowarfare weapons. Not something you can whip up easily. They function the same as biotoxins (including the second save), but deal a terrifying 8d10 damage. Even a successful save can be instantly lethal, and as such they should be very hard to come by and much feared.
x3,000 cost or more, EXTREMELY Rare. Near Impossible Streetwise, Very Difficult Streetdeal just to find someone who might be able to get you some. It's illegal for most countries to have nerotoxins, let alone people

Acid:
Acid rounds, or meltaballs, feature a thin glass or ceramic vessel filled with acid and then coated with the same gel that comprises the outer shell of a normal splatball or plastic striker shell. The acid does 1d6 damage per round for 3 rounds, for each successful hit. Armor will stop this damage but its SP will also be degraded by this amount each turn for three rounds. They're illegal, but popular and effective. MaxTac ha sbeen known to use them on heavily armored subjects to soften them up.
x6 cost, Rare Availability (Poor for Cops, only x4 cost)


Glass-Breakers & Riot Balls:
Also known as marbles, glass breakers are hard ceramic or aluminum pellets (steel is too heavy) used by police to break windshields and windows, they can also cause some nasty damage if you hit someone with them. Marbles inflict 1d6 real damage at Close and Point Blank ranges, 1d6/2 at Long, and 1d6/3 at Extreme. 2 points of damage inflicted to non-bulletproof glass will cause safety glass (windshields) to spiderweb, obscuring vision and will shatter normal window glass.

Hard rubber 'Riot' rounds (also called 'superballs') are also available, inflicting 1d6+3 Stun damage at Close and PB, 1d6/2+2 Stun at Long, and 1d6/3+1 Stun at Extreme. Superballs tend to ricochet and bounce like crazy, makign them excellent for crowd control. Whenever a Riot ball Hits OR Misses a target, roll on the Grenade scatter table. If it hits someone else they take damage as per the next-furthest range increment. If that is less than extreme, roll scatter again (even on a miss). Keep it up until you've used up the Extreme. (For example: Max Hammerman pops Ripperjack in the chest with a Superball at point blank range. It inflicts 8 Stun on Ripperjack then bounces to the left, hitting another rioter for 1d6+3 Stun. It ricochets off of his head and bounces off the sidewalk in front of him (using up the 1d6/2), and finally it hits a 4th punk in the gut for 1d6/3 before finally bouncing harmlessly to a stop.
10eb per 100, Common availability.

Explosive:
Also known as busterballs, explosive pellets consist of a small wad of high explosive with a pressure-sensitive primer at its core and a gel coating or plastic striker shell around it. The shock of firing them activates the fuse. They will explode after a second impact or two seconds, whichever comes first. (So if one fails to burst at extreme range it'll still explode by the end of the turn). They're not so sensitive that dropping your gun will set of the fuses (usually), but stepping on a loose one will certainly do it. Busterballs do 2d6+1 explosive damage to a 3m area. If your Splatgun jams with explosive rounds, you'd best think fast (Cool vs 12) and chuck the damned thing, because there's no way you're clearing it before that fuse goes off, choomba. A hurled splatgun acts like a grenade (subtract 1 from your BOD when determining range). An Athletics check (at -3 for a second action and -2 for it being really awkward to throw) is required to hit with it, using the grenade scatter rules. Damage is 2d6 for every 2 rounds left in the magazine or hopper, blast is 2m+1m for every 2 rounds left in it. Sure, it might be effective but it's expensive and dangerous. Naturally a busterball is anything but silent when it explodes.
x300 cost, Rare availability (Poor for Cops, x200 cost)


Co2

Splatguns are electrically operated but use liquid carbon dioxide for propellent. Co2 Canisters are available everywhere splatguns are sold (C avail). Anyone with a decent Tech skill and the right tools can rig up an adapter to fill them with compressed air instead, but compressed air doesn't pack the same punch (usually about 2/3rds the number of shots per can)...the advantage is, it's free. A compressor rig takes an Average Basic Tech roll and about 10eb worth of parts (not counting the air compressor, which generally has to be high end to get enough pressure) after which you can refill cans and tanks for free. WARNING: Co2 for Airguns usually includes a small amount of lubricant for the gun. If you operate a gun off of compressed air for more than a 200 shots it can downgrade the reliability one level unless proper lubrication is added. Lube is usually less than 5eb per bottle and only a couple drops are needed per canister, dripped into the back end of the filler tip before it's connected to the hose and inserted into the tank.

Some stores that deal heavily in splatguns will offer tank exchange and refill services, for about 1/2 the price of a new, full canister or tank. (Poor availability). Also, Scuba tanks and compressors used to fill such tanks can get to a much higher pressure, giving the same shot capacity as Co2. Dive shops will usually fill splatgun canisters and tanks for about 1/3 the price of a new one, but they generally do not add lube. (Poor availability to Rare, depending on how close to the coast you are. Some inland splatshops buy scuba compressors and use those instead of Co2, adding lube...in that case they generally charge the 1/2 price though)

Cartridges:
Cartridges, or 'carts' are typically used for the more compact pistol-class guns and usually mount inside the handgrip next to the magazine (if present). Adapters can be purchased for less than 5eb to let you use a cartridge in a larger gun to lighten it up (same effect as using a tank feed, but with obviously less shots). They're usually good for about 30 shots and are designed to be disposable, too cheap and delicate to refill. Ejecting and replacing spent Carts is about as fast as changing magazines in a gun

Canisters:
Full sized canisters (sometimes called bottles or cans) usually mount either under the barrel or inside the stock for larger type guns. Cheap airguns typically use a contoured plastic cap on the bottom of the tank so that the tank itself serves as the stock. The more expensive models conceal it inside a more realistic looking plastic buttstock. These are generally good for about 600 shots, or 400 running on air. Canisters require a lot of unscrewing, and you generally don't want to just drop them on the ground. Replacing a canister takes 2 rounds, even if you aren't careful. Pistol-class Splatguns running Canisters have their concealability go up one level.

Tanks:
Tank feeds remove the bottle entirely and instead run a flexible hose from where the canister normally mounts, down to a back or hip carried bottle called a Tank. The replica and higher end models that use a buttstock canister usually include a port near the base of the stock for a tank feed. The advantages of a tank feed are twofold. First and foremost, it provides you with about half-again the juice of a canister (900 shots, 600 on air). The second advantage is, with the heavy tank taken off of the gun, it's much lighter and easier to maneuver Longarm-style Splatguns, giving it a +1 WA for Aimed actions with those. Guns that run off of Carts can be adapted for a tank (adapters run about 5eb) but it provides no bonus beyond the increased capacity. Tank feeds do nothing to boost concealability since now you have a bulky tank and hose to conceal. As such, Pistol Class splatguns increase their concealment level just like they would for cans.

Note: Splatguns are electrically operated, but are quite efficient. Generally a set of batteries will cost around 2-5eb and last for about 900 shots. Rechargable power packs are available for about 20eb and are standard on all Mystic
 
Splatguns

Splatguns have come a long way since the Wombat. Most are still made by Nelspot, but other toy and sporting goods companies have started making their own as well. Mystic Technologies, never one to turn down a weird weapon, have started making their own as well but the quality isn't much better, despite the cost and aggressive styling. For all intents and purposes, assume these stats apply to any one of a number of similar splatguns. Licensed replica versions (styled to look like real world weapons) generally cost x0.3 more. Knockoffs of real weapons (or replicas of old 20th century guns), and Mystic Technologies originals cost x0.2 more. These more expensive models provide no benefits besides looks and rechargeable batteries.

Accessories/Mods:
Believe it or not, splatguns can be and sometimes are smartchipped. Because modern splatguns use electronic triggers and solenoid valve controls, it's actually cheaper to smartchip a splatgun. Smart Splatguns cost 1.5x list price (As apposed to costing 2x like a firearm).

Most normal gun mods do still apply as well.
Mods available at normal SOF2 prices include Custom Grips, Folding Stocks (generally of the telescoping variety for Canister fed guns), Reliability Increase and Custom Finishes.

Extended Magazines cost 2eb per round for mag fed, 1eb per round for hoppers, up to 5x the standard capacity. Because they're so big and bulky to begin with, Hoppers holding over 1.5x normal reduce WA by 1 as well as bumping up concealability, and lowering reliability and initiative for snapshots it were a normal extended mag over 2x capacity.
Splatgun Magazines, as opposed to hoppers, follow the normal rules for extended mags over 2x capacity.

Extended/Chopped barrels are commonly available and popular options. Since these are unrifled and low-pressure, extended barrels can be made threaded and removable for x.35 weapon cost instead of x0.3. Likewise professionally chopped barrels can be threaded for x0.35 cost. Both cases allow the range and concealability to revert to normal when the barrel is either added or removed, depending on the mod. It is possible to have both extended and chopped threaded barrels, effectively chopping the barrel first then making an extra-long extra barrel. Pay for both mods and carry around both barrels. Changing barrels takes two rounds. Quick-release barrels are available at x0.4 weapon cost and can be swapped out in one turn.

Splatguns gain nothing from compensation or solenoid triggers, and rigging them for auto or selective fire requires replacing most of the internals of the gun...it's cheaper just to buy one that already does that.

Likewise, silencers are worse than useless on Splatguns since they are already just as silent...but a lot of threaded barrel extensions are made to *resemble* silencers (for an extra 20eb) just because it's cool looking.

Some higher-end manufacturers and replica firms like Marui and Crossfire and even higher-end Mystic Technologies models incorporate mods like increased reliability, smartchipping, laser sights, etc as standard, but are harder to find and more expensive. Assume the same costs as the DIY mods but without need of the weaponsmith rolls or to find someone who can do the work. Reduce Availability one level (C becomes P, P becomes R, etc).

Since these are classified as toys most of the time, the door is open to some remarkably cheap knockoffs. Knockoffs reduce Reliability one level and cost 25% less. For 50% less some truly atrocious models can be found with -1WA in addition to the Reliability decrease.

For about 10eb you can buy a screw-on "Splitter tip" for the "Tac-8" and "Mini-Tac" pistols. It's basically just an internal blade that splits open the ball as soon as it's fired. This only works for standard splatballs since marbles and Strikers would just jam and/or break the blade and explosive would just be...suicidal. The effect of the splitter tip is that it turns your splatgun from a ranged weapon into a short range spray gun. It projects a 2m long spray that automatically hits (Avg15 Save). The advantage being you cannot possibly miss at that range, the disadvantage of course is it's impossible to hit anything beyond that range. Because it sometimes causes fluid or casing fragments to back wash into the gun, Splitter Tips also reduce Reliability 1 level. If Reliability is reduced below UR then a fumble automatically jams it and requires a full disassembly and cleaning to be made operable gain. These are generally marketed as self defense accessories along with Pepper balls

Pistols:

Nelspot Wombat
P/-1/J or L/C/Splatball/20/2/UR/40m/200eb (Usually on sale for 25-50% these days. Use full price for determining mod costs)
The granddaddy of them all, the Wombat is hopper-fed, heavy, unreliable and not very accurate. You also look like an utter tool trying to menace someone with one. Wombats run off of full sized Canisters, mounted under the barrel, but can be made to work with a Tank or Cart as well...not that you'd bother. Fortunately, Wombats are usually mechanical, requiring no batteries (but contributing to their low statline), but cost full price to smartlink...as if you ever would. Wombats only barely qualify as pistols and are about the size of a Very Heavy autopistol. People with a Bod of 8 or less would have an easier time concealing it under a Long Coat, unless they convert to Carts. Because they've been knocked off so many times over the years, "Wombat" has become the catch-all term for low-end splatguns. The good news is, the knockoffs are generally the same quality as the original (and the same price since the original is usually on clearance sale). The bad news is, the original sucked.

"Badger" Guns
P/+1/J or L/C/Splatball/20 or 10/2/ST/40m/300eb+
Essentially an upgraded Wombat (hence the name), 'Badgers' is another catch-all term for a wide variety of guns that share some common traits. Though somewhat smaller than a Wombat, Badgers still run off of a Canister and most feed either from an offset 20-round hopper or a more 'tacticool' 10-round magazine (inserted in front of the trigger guard like an SMG or old fashioned rifle), allowing for the use of Striker rounds. For an extra 50eb added to the base cost before mods you can you can get one with both Mag and hopper inputs and a feed switch, letting you carry different drug loads or just more of the same. Hoppers are removable, and having both a hopper and a magazine inserted bumps the concealability one level (J to L, L to N). Replica models generally mimic SMGs or carbines because of the magazine configuration.

"Splatsmigs"
P or SMG/+0/J or L/C-P/Splatball/30 or 15/2 or 3-10/ST/40m/450eb+
"Smig" is short for "Sub-machinegun," and is a name generally applied to more expensive autofire-capable models. Though less accurate than a Badger, a Smig comes with the option for 10-round bursts, nearly emptying the magazine in one go, or giving you three blasts from the hopper. Like Badgers they can run off either Carts or Cans, and you can find them in either Mag or hopper versions, and like Badgers, for an extra 50 you can have both, with the same proviso on concealment. For 25eb extra you can have a 3-round burst option as well. Both of these options are added to base price before mods. Because splatguns are light and have very low recoil, you can use either Pistols or SMG skill (whichever is higher) to operate them, even on full auto. Extended mags and hoppers are very common for Smigs, and replica models typically mimic everything from submachineguns to light assault rifles. Though not illegal, they are often in such high demand amongst Splatterpunks that they can be hard to find on store shelves, usually kept on backorder for a week or more. Common avail if you don;t mind waiting, Poor if you want one now, unless you're a Cop, in which case it's Common.

"Tac-8" Pistols
P/+0/J/C/Splatbal/8/2/ST/40m/250eb
Dubbed "Tac-8"s because they resemble a modern tactical sidearm and carry 8 shots standard, these are the backbone of the replica pistols market. Even stock they can easily be mistaken for a Medium or larger handgun (Any Cop or Solo worth his salt will know the difference though), and because the magazine is inserted into the grip they can easily be made to resemble normal autopistols, and easily fit into standard holsters. Tac-8 guns run off of Carts inserted into the grip behind the magazine (Splatgun pistol mags are skinnier than pistol mags, generally only filling half the mag well, in order to make room for the cart). Tac pistols never have Hopper options or Canister/Tank feeds because it spoils the illusion and ruins the functionality. Extended magazines up to 16 shots are common. Remember, Splatgun mags cost 2eb per round regardless of size.

"Mini-Tac" Pistols
P/-1/P/C/Splatball/5/2/ST/40m/200eb
Minis, holdouts, stubbies, whatever you call them, they all have about the same specs. Replica versions usually mimic light autopistols. They run off of carts and are magazine fed only. Extended magazines are not common, and anything over 7 rounds will bump the concealability up to J (But no other penalties apply until it gets over 10 rounds). They make popular holdouts and assassination weapons, and though not as cheap as a polymer 1-shot, they're still cheap enough to be thrown away after a hit. Some of them are even being marketed as self defense weapons for ladies, and come in a variety of stylish colors and finishes, often pre-packed with a spare magazine, Splitter Tip and 50 pepper balls or strikers (regular costs apply)
 
Longarms:

"Wolverine" Guns
SMG or R/+1/L or N/C/Splatball/30 or 15/2/ST/50m/400eb+
Wolverines are, as the name implies, amped-up "Badgers". Larger, a little more powerful, but basically the same gun. Wolverines run off of Canisters, usually mounted either under-barrel or in the stock, and even though they can be rigged for cart or tank feeds, it doesn't help the concealability (though it does add to aiming). You rarely see them running off of carts though because of the increased capacity. Despite the longer barrels and higher power, range is only a paltry 10m longer than the pistol-class guns...this is due to the physics of splatballs. You can only push a large, fragile, slow-moving projectile so hard before it simply bursts in the barrel. Like badgers, Wolverines come in hopper, Magazine, or for 50eb more, dual-feed (same concealability notes). Because they are so light, you can use either SMG or Rifles skill, whichever is higher.

"Saultsplats"
SMG or R/+0/L/C-P/Splatball/40 or 20/2 or 3-20/ST/50m/550eb+
Saultsplats are simply assault rifle style splatguns. Just like Smigs, Saults come with either Hopper or Magazine standard, and can fire either samiauto or in bursts (though Sautsplats can fire up to 20 round bursts). Like with Wolverines, Canister is standard and tanks can be used to increase aiming accuracy and add more air. Carts are never used with these kinds of gun. As always, dual-feed models are available for an extra 50eb (concealment, etc) and a 3-round burst option is available for 25 more. Like every other splatgun, these are additions to the base price before mods. Extended magazines and hoppers are very common. Replica versions usually mimic assault rifles or very heavy SMGs. Because they are light and have low recoil, either SMG or Rifle skill can be used, even on full auto. Like Smigs, Sauts are very hard to find in stores without having to wait on backorder for a week or more. Common if you want to wait, Poor if you want one now, unless you're a Cop, in which case it's Common.
 
Hm. Interesting overall, but a couple of nitpicky things:

1. While quiet, paintball guns aren't *totally* silent. You could likely get away with being unheard over, say, ambient background noise on the street at 50m, but in a quiet shipping warehouse or skulking through an office building, they're still plainly audible.

2. What happened to all the other paintball companies? =p (I had to Google to see if Nelson was even still around! I haven't seen a Nelson marker in AGES.)
 
Hm. Interesting overall, but a couple of nitpicky things:

1. While quiet, paintball guns aren't *totally* silent. You could likely get away with being unheard over, say, ambient background noise on the street at 50m, but in a quiet shipping warehouse or skulking through an office building, they're still plainly audible.

Neither are silenced firearms, which is what I compared them to.
If anything, a paintball gun is quieter than a silenced firearm.
I never said they were totally silent, just quiet compared to guns. ;-)

2. What happened to all the other paintball companies? =p (I had to Google to see if Nelson was even still around! I haven't seen a Nelson marker in AGES.)

Who knows? I don;t know a lot about paintball manufacturers. They probably all merged ;-)

What'd you think otherwise though?
 
Who knows? I don;t know a lot about paintball manufacturers. They probably all merged ;-)
Oh, haha. I thought you were also a paintballer, which is why I found the omissions of other manufacturers curious. ;-)

I got in to the sport shortly after the Nelspot 007, but only played regularly for a couple of years. Markers nowadays are WAAAY space-age to the markers I used to use. It's amazing how far the technology has come.

What'd you think otherwise though?
Bang-up job, mate. Bravo. =)
 
Oh, haha. I thought you were also a paintballer, which is why I found the omissions of other manufacturers curious. ;-)

Then I must've done a good job with my research ;-)
I threw in (Tokyo)Marui, and Crossfire was a reference to Crossman, both of which are airsoft/pellet gun manufacturers. I'm more familiar with airsoft, really but paintball has more potential in game terms.

I made them mostly generic so you can add your own company flavor. Maybe your favorite airgun manufacturer makes high-quality gear so you can multiply all the prices listed by x0.5 and upgrade them to VR reliability. If there's a brand you hate you can knock their prices down 25% and make them UR, or 50% and make them -1WA too

I got in to the sport shortly after the Nelspot 007, but only played regularly for a couple of years. Markers nowadays are WAAAY space-age to the markers I used to use. It's amazing how far the technology has come.

Yeah, I was drawing heavily from the Tiberius Arms stuff for things like the Tac-8 and the magazine fed Badgers and Wolverines.
Crazy shit.
I was watching 'Defiance' a couple weeks ago and some kid had a paintball gun that looked like crazy realistic and I remember thinking that was terribly unrealistic for there to be a magazine-fed paintball gun that looked so real. Then I saw the shit Tiberius makes and damn...

Bang-up job, mate. Bravo. =)

Glad to hear it. If I made a paintballer think I knew what I was talking about I call it mission accomplished ;-)
 
I really wanna see how many people would get messed up if a couple cops fired 20-round bursts of superballs into rioting crowds
 
Another thing that they used to make (still make?...) was a paintball "bazooka." It was basically a large barrel paintball gun; launched something like 20 paintballs at once, kind of like a paintball shotgun. Slow rate of fire (since you had to load one cartridge at a time,) and limited range, but, unless your target is behind heavy cover, you're pretty much guaranteed a hit. Or several.
 
Yeah, I thought about including paint grenades and paint grenade launchers but I wanted to keep it simple. You could probably just use the rules for gas grenades and pick a grenade launcher though.
 
Well, in a non-sporting context, paint grenades or paint grenade launchers make less sense, tactially, then their "real world" counterparts. The only thing that makes paintball guns (or splatball, for the purposes of this thread) tactially viable over other firearms is the specialized ammo, and the relatively quiet delivery system.

Any paint grenade that could deliver an exotic payload would be better delivered by a regular grenade, imo. And even with compressed CO2 / compressed nitrogen / whatever the preferred compressed gas system is by 2077, with that large of a bore, it's gonna make noise. Maybe not quite as loud as a potato cannon, but definitely noticeable, even over average ambient street noise.
 
Indeed. These things probably exist but aren't really in use on the street. At best maybe using them as makeshift boobytraps or something, but in any case, using the gas grenade stats would be the best way to simulate it.

I was going to include the different calibers of paintballs as well, but it just added way too much complexity and I couldn't find a good enough way to differentiate them when it comes to drug loads so I just made them universal.
 
Well, you'll be happy to know that, largely, paintball calibers are pretty much standardized nowadays. ;-)

In the early days of paintballing, before it became a bonafide market and industry, you had a few calibers; .50, .62, and .68 caliber, listed from least to most common. I can only recall one model of .50 caliber paintball gun back then, manufactured by Para-Ordnance (before they started manufacturing real firearms) based on the Ingram MAC-10. The paintball was cased, and was propelled by a primed round.

.62 caliber was used by the primitive "full auto" paintball guns, the most common being the Tippman guns. They'd pull from a 5-round feeder clip, and the side magazine held 3 feeder clips at a time, before you had to reload.

.68 has become the industry standard. Nowadays, it's unusual *not* to find a marker or paint that's this size.

Additional errata: most legitimate paintball fields allow you to chrony your gun (ie, calibrate your marker via chronograph) around 285 - 300 feet per second (or 194 - 205 miles per hour, if you want to be fancy. =p ) If you REALLY don't like someone, you can dial up your gun to shoot "hotter," but there's a point of diminishing returns. Shoot too hot, and you'll start losing accuracy (as a sphere is less than the ideal ballistic shape,) and at a certain point, the marker will just start breaking balls before they ever leave the barrel (which leads to fouling, jamming, and all the other fun issues of having a paint-filled barrel.)
 
A lot of the Tiberius markers, particularly the pistols, used .43 cal balls, which is why I was thinking about it, but decided to just leave it one size fits all.

I was thinking about the ability to dial up pressure for hard rounds, but I'm worried it'll make things too complex.
Superballs, explosives and marbles could all benefit from dialed up pressure. use up 2 shots worth of air and give it some extra range and damage maybe? It's already a huge article though, I'm leery of adding more rules.

I think I need to up the price of the explosives balls a bit too. 2d6 all over damage is pretty nasty. Maybe 20eb per ball?
 
uppped the cost of explosive rounds to 300x, puts them at 18-24eb apiece, right in there with 25mm Pistol Grenades. bumped the damage and blast a tiny bit too. They don;t have the range of pistol grenades, but they can do some serious havoc if you let off a burst from a Splatsmig
 
I dunno if you do to much with these paintball guns you might end up making them better in game then the real weapons, I had to deal with a GM that made them better then the real guns. We had to show him how are you gonna keep bio toxin rounds from leaking out of the paintball, and then infecting the weapon user imagine 1 fumble and you killed yourself with your own paintball gun.
 
Well, you'll note that I made the only rounds that actually do damage tend to be very expensive, which shold keep people from carrying around hundreds of toxin rounds.

Biotoxin 1 rounds are 500x price, or roughly 30eb each for splatballs, 40 for strikers, and Explosive rounds are 300x (18-24 each) which puts them on par with grenades for price. Meanwhile actual grenade launchers have a much longer range. A splatball has about a 40m range, a striker gets 50. A touch longer if you have an extended barrel.

Meanwhile pistol grenades are about three times that range.

The main advantage to splatguns is the drug loads, which aren't hard to save against.

but yeah, in all thigns the GM should keep an eye out for abuse
 
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