THIS IS NOT A STORY OR MISSION 54 weapons and 69 cyberware parts from the original pen-and-paper Shadowrun game are recreated. -This is intended primarily to show others what is possible and for others to pick apart as a tutorial. -Feel free to use and distribute this in your own User Generated Content (with credit to me, please) -I do not promise that any of this is well-balanced in comparison to the standard weapons. -Some of the Catalog's weapons were already in the game. I recreated them in order to give them more fitting attributes, like Full Auto for some SMGs. -The pre-existing versions of the weapons will still exist and function, I did not replace them, only recreated a new version. DIRECT DOWNLOADS Street Samurai Catalog 'uncooked' files: Version 1 (7-31-2013): https://dl.dropboxusercontent.com/u/45598421/StreetSamCatalogv1.7z Version 2 (8-02-2013): https://dl.dropboxusercontent.com/u/45598421/StreetSamuraiCatalog%20v2.7z Version 3 (8-04-2013): https://dl.dropboxusercontent.com/u/45598421/StreetSamuraiCatalogv3b.7z Version 3d (8-07-2013): https://dl.dropboxusercontent.com/u/45598421/Street%20Samurai%20Catalog%20Datav3d.7z https://dl.dropboxusercontent.com/u/45598421/StreetSamuraiCatalogDataCookedv3d.7z Version 3e (8-07-2013): https://dl.dropboxusercontent.com/u/45598421/Street%20Samurai%20Catalog%20Datav3e.7z https://dl.dropboxusercontent.com/u/45598421/StreetSamuraiCatalogDataCookedv3e.7z CHANGELOG Version 3e (8-7-2013) -Fixed numerical and textual errors. Version 3a,b,c,d (8-7-2013) -Continuous bug fixes and tweaks. -The Street Samurai Catalog will now be posted as a data-only pack. It will no longer include a testing area, but can now be used as a dependency. -Burst Fire will now properly shoot 3 bullets. It was only shooting 2 before. Note the animation will fire a burst and then a single shot after. -Full Auto will now properly fire 10 bullets. The animation will fire two long bursts. Version 3 (8-4-2013) -Minor bug fixes and tweaks to weapons. -Added the three SSC v1 Melee weapons back in. -Added tons of cyberware. See list below. Cyberware is mostly based around PnP rules, but cannot perfectly duplicate many PnP features or usefulness. I have done my best to get creative and make it interesting, tactical, and fun. It also gives players a reason to save up for that big upgrade... -Players in SRR only effectively have 5 Essence instead of 6. Whenever possible I used the PnP sourcebook essence * 0.85 to make it work "right" -The cybereye socket also includes some other parts. This is to allow a good diversity of cyberware bits, allowing you to have both wired reflexes and dermal armor, for instance. -All items that go into the datajack slot also act as a datajack, allowing you to use a Deck or Smartlinked weapons. Datajacks do not grant you Mark Target, any more. -Cyberware activation abilities: ----Adaptive Coloration: Activate to give opponents a penalty to hit (15% on dermal sheathing) ----Boosted Reflexes, Wired Reflexes, and Move-By-Wire all have to be activated (see bugs below). Activation is free and lasts 5 rounds. ----Vehicle Control Rig's Jack-In: You take personal control of a drone, effectively trading your 1 AP to give your drone +1 AP and some Move/Accuracy bonuses. This is to emulate the PnP Rigger's abilities and should make drones a lot cooler. ----Smartlink Mark Target: Like the former Datajack ability. ----Repair: There is a Cyberarm with an integral tool kit for drone repair, allowing you to repair your drones for +10 HP ----Medkit: There is a Cyberarm with an integral medkit, allowing you to heal your friends for +8 HP (going to try to get it to work nicely with the Biotech skill) ----Edit Pain: Pain editor's activation ability that reduces incoming damage by 2 points. Version 2 (8-2-2013): -Steam treated this as a new content pack instead of an update. Sorry, it is probably my fault. This is where future updates will happen. -Re-made all SSC v1 guns according to standardized rules. -Added guns from PnP core sourcebook. -All guns are now usable with Ranged Combat 1 -Recreated all gun modes, removed the standard abilities gained when gaining Specializations. -All guns with Semi-Auto (SA) or Single Shot (SS) mode have the following abilities - no specialization is required to use them: ----Called Shot - Disarm ------You: -15% Accuracy, +1 AP to shoot, Target: Disarmed on crit, takes normal damage. ----Called Shot - Leg ------You: +1 AP to shoot, Target: -3 Move for 5 rounds on hit ----Called Shot - Headshot ------You: +1 AP to shoot -25% Accuracy, Target: Triple damage on Crit, normal damage on Weak ----Called Shot - Eyeball ------You: +1 AP to shoot -35% Accuracy, Target: As Headshot, also Blinded for 5 rounds. -Guns with burst fire and full-auto can now have Recoil Compensation (RC). This was assigned to guns based on the PnP rules and weapon descriptions. -RC 1/2/3 provides +5/10/15 accuracy bonus when using Burst Fire or +10/15/25 on Full-Auto. -Burst Fire (BF) attacks 3 times at -30% accuracy (-25%/20/15 with Recoil Comp) ----All guns with BF mode have the Meatshot ability: ------You: +1 AP to shoot -25% Accuracy, Target:BF damage, Bleeds -10HP for 3 rounds -Full Auto (FA) attacks 8 times at -50% accuracy (-40%/25/25 with Recoil Comp) ----All guns with FA have the Pin Down ability: ------You: +2 AP to shoot -40% Accuracy, Target:FA damage, target can't move that round. -Added Double ability for double-barrel weapons -Added Silenced versions of most abilities. -Added Narcoject ability, Target: -5 move and -2 to all attributes for 5 rounds -Added Taser ability, Target: -1 AP for a round -Guns listed as having Smartlink in the PnP rules provide a flat +5% accuracy bonus on guns that have it and require a datajack. -Guns listed as having a Laser Sight gain a +3% accuracy bonus for roughly the first half of their range, but require no datajack. -Some guns had other stats tweaked in order to make the rules, descriptions, and decker-fluff text in sourcebooks. -Gun ranges now use a curve instead of linear distance penalties. END CHANGELOG CURRENT LIST OF GEAR (v3d): Firearms Ares Crusader MP Ares Light Fire 70) Ares Light Fire 70 (Silenced) Ares Predator Ares Predator II Ares Viper Slivergun Beretta Model 200ST Beretta Model 101T Browning Ultra-Power Ceska Scorpion Ceska vz120 Colt American L36 Colt Manhunter Defiance Super Shock Fichetti Security 500 Fichetti Security 500a Narcoject Pistol Ruger Super Warhawk Seco LD-100 Streetline Special Tiffani Self-Defender Walther Palm Pistol Ares MP LMG Colt M22A2 Czech vz 88 v FN-HAR FN-MAG 5 Heckler & Koch G12A3z M107 GPHMG Narcoject Rifle Ranger Arms SM-3 Ruger 100 Ruger 750 Ruger 950 Ruger Sporter 10/22 Walther MA 2100 Defiance T-250 Enfield AS-7 Mossberg CMDT Remington Model 990 Remington Roomsweeper Winchester Model 21 AK-97 Carbine SMG Beretta Model 70 Heckler & Koch HK227 (Silenced) Heckler & Koch HK227 Heckler & Koch MP-5 TX Ingram Smartgun Sandler TMP SCK Model 100 Uzi III Melee: Centurion Laser Crescent Axe Defiance AZ-150 Super Stun Baton Ares Monofilament Sword Armware: Cyberarm - Basic I, II Cyberarm - Robotic Diagnostic Interface Cyberarm - Gyromount Cyberarm - Medkit Trauma Tool Muscle Replacement I, II, II, IV Bodyware: Bone Lacing I, II, III Dermal Plating I, II, III Dermal Sheathing I, II, III Headware: Standard Datajack Encephalon I , II, III, IV WIREHEAD® Linguasoft - Academic WIREHEAD® Linguasoft - Corporate WIREHEAD® Linguasoft - Socialite WIREHEAD® Linguasoft - Corporate + Socialite Skillwires - Biotech I, II, III Skillwires - Close Combat I, II, III Skillwires - Decking I, II, III Skillwires - Dodge I, II, III Skillwires - Drone Control I, II, III Skillwires - Ranged Combat I, II, III Skillwires - Throwing I, II, III Subprocessor Unit Eyeware/Other Boosted Reflexes I, II, III Cyber Eyes I, II, III Move-By-Wire I, II, III Pain Editor Smartlink Controller Vehicle Control Rig I, II, III Wired Reflexes I, II, III Boring Legware: Cyberleg - Basic I, II GENERAL PHILOSOPHY OF THIS MOD -I try to leave the files open and available to other people who want to create their own items. I want people to use my stuff, that's why I made it. -I try to stay close to the PnP rules to give a 1st/2nd/3rd edition feel to the combat. -Don't overbalance things. Shadowrun is a game where people with good gear and money are better than those without. You run to get better stuff so you can do harder runs and get paid more to buy better stuff. -Shadowrunners are outnumbered, just a small team with a gun and a plan that will inevitably fall apart. They need every edge that they can get and it is up to GMs to give them challenges that suit different styles of play. -The thing that balances Rifles and Pistols is concealability and legality. It is up to GMs to make pistols viable in their UGC by having people react to a guy with an assault rifle differently than they would someone with a light pistol. -Some abilities are better than others. Some are situational. I opened all abilities to all skill-levels so that players can choose which abilities are useful at the moment and when to risk trying fancy shots instead of doing guaranteed damage. Instead of making Full Auto require a Rifles-3, I made it have a hefty accuracy penalty that will require the player to get the skill or cyberwear necessary to use it effectively. PLANS FOR THE FUTURE: -Add weapons from more Shadowrun PnP sourcebooks, starting with the core rulebook (Done, v2) -Full rebalance of all SRR weapons and new weapons around 2nd/3rd Edition rules (Done, v2) -Add cyberware from PnP sourcebooks and expand selection greatly. (Done, v3) -Full rebalance of all SRR cyberware around 2nd/3rd Edition rules. (Done, v3) -Create modes and abilities specifically for guns with shoulder stocks, gas vent, laser sights, smartlinks, imaging scopes, underbarrel grenade launchers, and other accessories. (Mostly Done - gotta figure out the grenade launcher, v2) -Further balancing of Ranged Combat abilities and gear, inevitable bug fixing. -Further balancing of cyberware, inevitable bug fixing, find something interesting for cyberlegs. -Add magic foci, "bound spells" and other magic bonuses that can fit in the cyberware slots at 0 Essence to give buffs and some of the functionality from the PnP game. -Full rebalance of melee...somehow get it to be fun, viable, and based off of PnP Shadowrun while not being overpowered. -Full rebalance of magic. Current annoyances and bugs (8-3-13): 1) There is a bug with AP. Everyone gets +1 AP when they hit 100 Karma, normally. If they have already gotten the 100 karma +1 AP bonus and they equip +1 AP cyberware they will have 4 AP total. If they equip +1 AP cyberware BEFORE getting the 100 karma +1 AP bonus they will only have 3 AP, still. 2) Upgrading or changing out cyberware parts really messes with your essence. I think it rounds somewhere and you can end up having only 1 Essence despite only having a total of 0.5 Essence worth of cyberware. Installing a 0.7 Essence part plus a 1.3 Essence part costs 3 Essence because math is hard. 3) I still have no idea what determines when one piece of cyberware can be replaced by another in the cyberware shop screen. Cost, maybe? Also, if you want to replace a 2.0 Essence-cost part with a 4.0 Essence-cost part it won't let you, because it thinks it is going to drop your Essence too low, even if the end result would be above 1. 4) (8-4-13) The Slivergun does friendly fire, for some reason. Ooops. Sorry Melee-focused teammates for the tiny bits of lead in you! This is actually because all shotgun and AoE gun effects (including spray and pray) can occaisionally glitch and hit your teammates, not something specific to my mod.