Autofire tranquilizer darts

Post/Author/DateTimePost
#1

psininja

Feb 02, 2009 15:26:36
In the Urban Arcana equipment section, it talks about tranquilizer ammo. Shoot a guy, he gets hit with whatever poison you loaded in the dart. Simple. The question is what happens with auto fire? That's five darts hitting a target at the same time. Does each load of poison effect the target normally (ie five seperate saving throws and damage rolls)?

I had the idea of giving a -2 penalty for each additional dart (-8 in all) and having the poison either do an additional 2 dice of damage (just like a burst attack in RAW) or last twice as long in case of paralytic or knock-out poisons. Still, I'm not 100% with it.
#2

backstabbist

Feb 02, 2009 16:39:13
Autofire?
That is an Area Effect of standard damage.
Standard effect of one shot.


Burstfire however is what you alude to:
More damage presumably from more bullets hitting..
I have no idea how RAW handles that, where the single Effect is a SaveDC

How do we handle upping the dose of toxins?
Why not just use a bigger needle with twice the toxin?
A poisoned Cleaver vs a poisoned Longsword... same DC for way more dose?
What happens when we pour 2 vials of DC25 poison into the Dukes Mead cup?

Perhaps we need to just use our trusty d20Modern Nerf
1+1=1.5 , like in Linkfire or DTap
2x LinkPoison : DC20 + DC20 = DC30

If you DoubleTap (+50% dice), that would be 1+ .5 = 1.25 : DC20+ 1/2 DC20 = DC25
If you BurstFire (+100% dice), that would be 1+ 1 = 1.5 : DC20+ DC20 = DC30

would be the standard DTap Linkfire Nerf way to do it


Just what funky TranqGun does FullAuto?
#3

psininja

Feb 02, 2009 18:53:16
:embarrass Never mind. The tranquilizer ammo from the Urban Arcana MSRD says it can only be used in air guns, none of which have automatic capability.

Still, I have seen this type of variant ammunition in 3rd party works without that condition.
#4

para_gunner

Feb 03, 2009 3:06:10
and on a realistic level - the drugs used are very powerfull - and dosage should REALLY be tailored to target species and body weight

thus hitting a target with 2 is likley to cause a fatal overdose
#5

RavingDork

Feb 03, 2009 15:00:44
So it's not possible to shoot tranqs with a revolver--as one of my friends is planning on doing in an upcoming game?

What about in real life? If you can shoot tranqs with a revolver in real life than our GM might over-rule the SRD text.
#6

backstabbist

Feb 03, 2009 17:30:26
Generally speaking
No, you dont buy a tranqgun that is a revolver.
However, the two technologies are not incompatible:
An industrius Smart hero could make a Pnumatic Dart Revolver
or mangle up a Dart Derringer that sends a DTap pair of Darts
#7

RavingDork

Feb 03, 2009 18:19:23
Generally speaking
No, you dont buy a tranqgun that is a revolver.
However, the two technologies are not incompatible:
An industrius Smart hero could make a Pnumatic Dart Revolver
or mangle up a Dart Derringer that sends a DTap pair of Darts

Well, the player in question was modeling his character after that guy from the movie "XXX." You know, the guy who used a revolver with 6 different rounds in it.

The player wants to be able to shoot high explosive bullets, rubber bullets, tranqs, and a whole host of other things from the same revolver...
#8

AnimeSniper

Feb 03, 2009 18:41:51
Well, the player in question was modeling his character after that guy from the movie "XXX." You know, the guy who used a revolver with 6 different rounds in it.

The player wants to be able to shoot high explosive bullets, rubber bullets, tranqs, and a whole host of other things from the same revolver...

Only way I could see that is if each round had a micro cylinder of compressed gases with a specialized casing for each round... initially the charge isn't dispersed when the round is loaded except when the Hammer strikes the round, the round is pushed forward causing the cylinder to crunch releasing the gas.... I may not have explained that very well.