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Sci-Fi Archery
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garhkal
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PostPosted: Thu Jan 03, 2013 1:46 am    Post subject: Reply with quote

Quote:
I would go with a Mech roll (or Sensors).


Sensors i can get behind.
Say make a roll to calibrate it for that combat scene.
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CRMcNeill
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PostPosted: Thu Jan 03, 2013 9:22 am    Post subject: Reply with quote

garhkal wrote:
Quote:
I would go with a Mech roll (or Sensors).


Sensors i can get behind.
Say make a roll to calibrate it for that combat scene.


If that. The thing might even just have a trigger button built into the grip that makes it automatically start functioning. Set a digital cross-hair over your target, press the button to start the aiming process, wait one round (or less) for the targeting data to be generated, adjust the bow for the targeting data and shoot.
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ZzaphodD
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PostPosted: Thu Jan 03, 2013 4:04 pm    Post subject: Reply with quote

In the end (with all the gizmos) the only thing making it a bow is the look...

Otherwise its more or less a...

Magna Caster
Model: Frohad’s Galactic Firearms Magna Caster-100
Type: Magnetically-enhanced missile weapon
Scale: Character
Skill: Missile weapons: magna caster
Ammo: 10
Cost: 2,000, 150 (quarrel clip)
Availability: 3, F
Body: 2D
Fire Rate: 2
Range: 5-50/75/100
Damage: 6D/5D/4D

Laughing
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garhkal
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PostPosted: Thu Jan 03, 2013 4:30 pm    Post subject: Reply with quote

Exactly. Though Magna casters are more crossbow like than longbow..
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CRMcNeill
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PostPosted: Thu Jan 03, 2013 6:33 pm    Post subject: Reply with quote

ZzaphodD wrote:
In the end (with all the gizmos) the only thing making it a bow is the look...


Except for the Strength roll to fire, the range, the ammo and the cost. I have no idea who made up the stats for the Magna Caster, but I know I based mine on the features of real-life bows. If it is statistically similar to something else, oh well.
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ZzaphodD
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PostPosted: Thu Jan 03, 2013 9:37 pm    Post subject: Reply with quote

crmcneill wrote:
ZzaphodD wrote:
In the end (with all the gizmos) the only thing making it a bow is the look...


Except for the Strength roll to fire, the range, the ammo and the cost. I have no idea who made up the stats for the Magna Caster, but I know I based mine on the features of real-life bows. If it is statistically similar to something else, oh well.


The point was that with all those gizmos (gyrojet arrows, servos pulling the bow, etc) its not really a bow anymore...(except in shape) Laughing

But style is important... Twisted Evil
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CRMcNeill
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PostPosted: Thu Jan 03, 2013 9:38 pm    Post subject: Reply with quote

ZzaphodD wrote:
But style is important... Twisted Evil


Exactly! Twisted Evil
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Leon The Lion
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PostPosted: Sun Jan 06, 2013 3:30 pm    Post subject: Reply with quote

Looks really cool.

I wouldn't use the additional roll to pull the bow, but it's your rules, if that's the way you feel it should work, then that's the way you play it.

One minor quibble, on vibro-head arrows: wouldn't the vibration of the head interfere with their stability in flight?
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garhkal
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PostPosted: Sun Jan 06, 2013 5:07 pm    Post subject: Reply with quote

Very true. Also some of the other heads might make for lesser ranges due to their extra weight.
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vanir
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PostPosted: Sun Jan 06, 2013 5:23 pm    Post subject: Reply with quote

What about a miniaturised repulsorfield generator activating on contact with the target to drive the arrow deep within a hardened surface?
And explosive heads to really mess up soft targets?
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CRMcNeill
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PostPosted: Sun Jan 06, 2013 6:33 pm    Post subject: Reply with quote

Leon The Lion wrote:
Looks really cool.

I wouldn't use the additional roll to pull the bow, but it's your rules, if that's the way you feel it should work, then that's the way you play it.


Yeah, I know what you mean. I figured I wanted a rule that was both relatively simple and was a relative match to the way bows operate in real life, and that seemed the best fit.


Quote:
One minor quibble, on vibro-head arrows: wouldn't the vibration of the head interfere with their stability in flight?


Depends on the nature of the vibro-system (or on the rules used to represent it). The vibro-system could be proximity activated, and only come on just before it hits the target. A more advanced vibro-system could have the vibration serve double duty as part of a gyroscopic stabilization system that actually stabilizes the arrow in flight.
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CRMcNeill
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PostPosted: Sun Jan 06, 2013 6:35 pm    Post subject: Reply with quote

garhkal wrote:
Very true. Also some of the other heads might make for lesser ranges due to their extra weight.


Good point. I've already thought of gyro-jet assisted arrowheads that maintain velocity over long distances, so its not too much of a stretch to imagine gyro-jet arrows that provide added thrust to compensate for added weight. If nothing else, since I've already written up rules for range brackets based on the pull-strength of the bow, I could simply say that the bow's range drops one level when firing a heavier arrow.
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CRMcNeill
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PostPosted: Sun Jan 06, 2013 6:44 pm    Post subject: Reply with quote

vanir wrote:
What about a miniaturised repulsorfield generator activating on contact with the target to drive the arrow deep within a hardened surface?
And explosive heads to really mess up soft targets?


That would work too. Do you have any rule suggestions for the increased penetration of the arrowhead?

One of my theories on the usefulness of proton and concussion warheads is the potential for high-tech fusing, in the sense that the warhead can be programmed for proximity, delayed or contact fusing, or that the blast can be shaped for an omni-directional blast (good for hitting multiple targets), a cone-shaped burst (for hitting soft targets that are too maneuverable for a standard shot) or a uni-directional point blast (used for hitting more heavily armored targets). The same might be true of arrows fitted with warheads of that type.
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cheshire
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PostPosted: Sun Jan 06, 2013 9:13 pm    Post subject: Reply with quote

It wouldn't have to be all that difficult. Modding the damage either in terms of raw damage done by the arrow, or attaching a game note stating that the arrow ignores up to 1D/2D of armor damage reduction.
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CRMcNeill
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PostPosted: Sun Jan 06, 2013 9:22 pm    Post subject: Reply with quote

cheshire wrote:
It wouldn't have to be all that difficult. Modding the damage either in terms of raw damage done by the arrow, or attaching a game note stating that the arrow ignores up to 1D/2D of armor damage reduction.


And possibly 1D/2D of scale modifier as well, allowing it to have better penetration on larger targets?
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