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)
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)