View Full Version : Herod IV and Godmeeter
GreenDragon
12-20-2011, 12:29 AM
I Believe I've found some typos here. The Godmeeter art looks similar to a Desert Eagle; big, bulky, semi-auto pistol. The description mentions heavy caliber explosive rounds. But the chart gives it 30 rounds! On my charts, I replaced this with 10 rounds, a number more in keeping with comparable guns from other realities.
Then there is the Herod IV. It is described as a Big, Bulky, Automatic pistol. The Chart gives it a fairly high damage value, and 50 rounds. But its placement as the first pistol in the book would suggest it is just that, a pistol.
However, other than a WWII era SMG from Berlin Citybook, Cyberpapacy has no SMGs.
So is the Herod IV a semi-auto pistol, with a much lower ammo capacity (on my chart it is currently listed as 10 rounds)? Or is it a Machine Pistol, with Burst and Full-auto options?
Worth noting, templates in the Worldbook, and the Cyberpapacy SB use the Uzi. Which suggests a lack of SMGs.
megadev
12-24-2011, 01:39 PM
By the description, I'd say it's the machine pistol, like a Mac-10.
Kansas Jim
01-02-2012, 05:12 PM
In addition to dropping the ammo rating on the God Meeter I'd also suggest dropping the explosive rounds as a default and lowering its DV by two points - given that explosive rounds might require long-range contradictions in low-tech realities it should be treated as an option rather than the standard load IMO.
I can see the Herod as a Tech 25 variant of the idea seen in the Okawa Daishyu in the Kanawa Personal Weapons book, a really big pistol with a really big ammo clip. The range values on the Herod and the Daishyu are also much larger than other heavy pistols, further suggesting that they're similar weapons.
GreenDragon
01-03-2012, 02:49 AM
Reading the Daishyu entry, I can see that. Which would leave the CP needing a SMG that is more advanced than the Tech 21 Dreyfus.
As for the GodMeeter, agreed on the bullets being a contradiction in lower tech realms. But then, so would the Tharkold Explosive Rounds. Which are 150% cost for +1 dmg - so if a GodMeeter uses Ball/Hollowpoint ammo, those would probably be the stats as well.
Then again. 13/Zan magnum has comparable range (+10m long), 21 rounds (-9), and Damage 18 for standard loads. Which suggests the GodMeeter could have 20 rounds (rather than the 30 in the book, or my 10 suggestion), and that your -2 dmg would be in order.
Kansas Jim
01-03-2012, 11:47 PM
As for the GodMeeter, agreed on the bullets being a contradiction in lower tech realms. But then, so would the Tharkold Explosive Rounds. Which are 150% cost for +1 dmg - so if a GodMeeter uses Ball/Hollowpoint ammo, those would probably be the stats as well.
Don't use Tharkold rules for explosive rounds, theirs are of inferior quality! Every other writeup in the game for explosive rounds put it as +2 DV, not +1.
GreenDragon
01-04-2012, 04:30 AM
Which suggests that Tharkold's should be +2 also. The same for Plasma rounds. Plasma melee weapons are +2 over non-powered, just like the power weapons from Cyberpapacy.
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