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> Artillery?, Iraqis called it Steel Rain
LinaInverse
post Mar 24 2005, 11:35 PM
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I was looking over the rules for artillery; the only ones I found in CC were mortar launchers. While their range is prodigious, the explosives rules in Shadowrun seem pretty lacking when wanting to deal with lots and lots of enemies. Also, the mortar having an ammo of "1" (ie, has to be reloaded after each shot) is appropriate, but not very useful for my circumstances.

The problem I'm encountering is that almost all Shadowrun arms is precision-based. Even grenades, with the way power drops off each meter, means that any targets not at ground zero are essentially unharmed (let's be blunt; everyone wears armor). Is there anything in Shadowrun equivalent of an M270 MLRS or an M-109A6 Paladin or a strategic-level FAE? The circumstances aren't for a typical run (obviously); this is for a very special case where the PC is outnumbered by hundreds of incoming hostiles.
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Aes
post Mar 24 2005, 11:50 PM
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Probably for the same reasons The RPG System That Shall Not Be Named does not have stats for trebuchets and siege rams. While they DO exist in the context of the game world, they would not fall into the hands of regular dungeon crawlers/runners/spec ops/spies/jedi/whatever to justify writing 5 pages worth of rules for. HOw about letting the players roll their gunnery or whatever skill you deep appropriate, and use the Magic GM Powers™ to decide how many die and describe it?
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GrinderTheTroll
post Mar 25 2005, 12:01 AM
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There are rules just below the grenade section that allow you to roll the Power Level of the attack (dependant on distance from detonation) vs. TN=4. Those successes then stage up the damage.

So grenade goes off (15S), PC is 8 meters away so the GM rolls 7-dice vs. TN=4 to stage up the explosion damage. Even as far out as 13m, the GM could score 2-succcesses and raise the damage code to D.
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DragginSPADE
post Mar 25 2005, 12:02 AM
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If you need more information on artillery in Shadowrun, look in the SOTA:2063 book. The chapter about mercenaries includes information about artillery, and new rounds that deal damage evenly over their area of effect.
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LinaInverse
post Mar 25 2005, 12:02 AM
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Unfortunately I'm not the GM. I'm one of the players, though our campaign has a significant amount of corroberation betweeen players and GM. Basically, I'm planning a seige situation and want something to throw against the attackers that will do more than just make them laugh.

QUOTE (GrinderTheTroll)
There are rules just below the grenade section that allow you to roll the Power Level of the attack (dependant on distance from detonation) vs. TN=4.  Those successes then stage up the damage.

So grenade goes off (15S), PC is 8 meters away so the GM rolls 7-dice vs. TN=4 to stage up the explosion damage.  Even as far out as 13m, the GM could score 2-succcesses and raise the damage code to D.

Correct me if I'm wrong, but if the opponent is 13m away from a 15S explosion, the power of the explosion is only 2. The opponent still gets to roll his Body + Combat Pool, and in every case I've seen, our opponents will shrug that off like rain. The opponents I will be going against are going to have enough armor such that anything less than a Power 11 is going to be laughed at.
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GrinderTheTroll
post Mar 25 2005, 12:10 AM
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Yep, but should kill any other unarmored type though. Remember Runners are "Special". ;)
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LinaInverse
post Mar 25 2005, 12:08 AM
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QUOTE (GrinderTheTroll)
Yep, but should kill any other unarmored type though. Remember Runners are "Special". ;)

Grinder, in our campaign, the average secretary wears 5-7 points of ballistic armor.
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DrJest
post Mar 25 2005, 12:10 AM
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Jesus, Lina, what are you playing? "Shadowrun: Ultraviolence?" :rotfl:
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LinaInverse
post Mar 25 2005, 12:35 AM
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Not quite DrJest. The buildup to this scenario is going to involve a lot of subtly, stealth and guile on my part (and at any time, something could go wrong). This is just setup for the finale when all the enemies converge on a single point. The anticipation is armored vehicles, commandos, and helos. I've already acquired about half-a-dozen ATGMs, an MMG, and a handful of LMGs, but need something that can cover a steep down-slope that is inaccessible to direct-fire.
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Zeel De Mort
post Mar 25 2005, 12:32 AM
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As DragginSPADE said, definately check out/buy the SOTA 2063 book. There's a mortar and a howitzer there that do naval damage, as well as various kinds of leathal and non-leathal munitions, etc etc. Fun stuff.

I'm sure you could design a vehicle that had one or other mounted on it and was mechanically loaded, maybe just under the "special machinery" catchall.

There's nothing similar to an MLRS as I recall, not in SR3 anyway. But again, you could design a large vehicle with several launch control systems and a bunch of rockets mounted on it. Package it up however you like.

As for strategic level FAE devices (!!!!). Well eh, no not really. The only thing you can do is concoct a really REALLY high level FAE bomb of several tens of tons or more. That should do the trick if you want to wipe out a city or two at once...

A tactical or sub-tactical FAE device would be a bit more reasonable, and is probably what you meant actually, come to think of it. So ignore the above! :)
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Kanada Ten
post Mar 25 2005, 12:33 AM
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There are lots of nasty scatter weapons in SotA63, multiple warhead mines, missiles and mortars along with FAE bombs some new explosives (det cord).
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Shockwave_IIc
post Mar 25 2005, 12:36 AM
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QUOTE (Zeel De Mort)
As for strategic level FAE devices (!!!!).

I hope i'm in orbit when that goes off......
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Zeel De Mort
post Mar 25 2005, 12:45 AM
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Psst, FAE is in M&M, and I think there are mine options and whatnot in CC. Check those two, definately SOTA 2063, and Rigger 3 as appropriate. Should sort you out for all your blowing shit up needs.
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Method
post Mar 25 2005, 12:50 AM
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As DragonSPADE had pointed out the rules you want are in sota:63.

The light howitzer with ICM will make you very happy (4LN over the entire 20m area of effect...) :]
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LinaInverse
post Mar 25 2005, 12:46 AM
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I don't own SOTA 2063 or M&M, so I'll have to give them a look. Tactical is probably close to what I had in mind; the intended area is about 20-40 acres or so.
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Austere Emancipa...
post Mar 25 2005, 12:57 AM
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The optional Grenades/Explosives Damage rule on sr3.119-120 allows you to roll half the Power of the explosion against TN 4 to stage up the damage, so the effects are not as severe as mentioned.

Light mortars are simply not very deadly when employed alone and against a large area. The 18D(f), -1/m Damage Code of the M12 with anti-personnel grenades is a pretty decent representation, although one might claim a direct hit should be a bit more lethal than that...

If you do not have SotA63 either but do have R3® and CC, you can use a Medium Naval Gun (r3.88) with the Indirect Fire rules. The MNGun does 33D (AV) + 11 Over-Damage, -1/meter, which should be plenty. For a turreted mobile gun system similar to the M109-family, you'll need to use a Medium or Heavy Caterpillar chassis. If I weren't busy trying to learn compiling a CVS-project with Visual C++ right now, I'd build you a quick example vehicle.
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Backgammon
post Mar 25 2005, 01:00 AM
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Light howitzers do Naval damage :)
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Austere Emancipa...
post Mar 25 2005, 01:21 AM
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As Zeel De Mort implied, no such thing exists as strategic FAEs, since it would be extremely difficult to manufacture a very large bomb which takes its oxygen from the air -- the dispersing mechanism and the agent would have to be very sophisticated to allow the correct uniform mixture of air and agent over a very large area. The (broken) rules for FAEs can be found at mm.113.

An MLRS-like artillery rocket system is not feasible in canon SR3 because of the lack of cheap long-range rockets or missiles. The basic rockets and missiles at sr3.280-281 have a range of only 3km, the 15,000-25,000/missile M-GM Outlaw Block I's and II's reach only 10km away, and the only long-range, surface-to-surface missiles (Sea Saber and Sirocco) are just that and unsuitable for use as artillery rockets. You can ad-hoc a short range rocket artillery system by mounting IWS Multi-Launchers loaded with High Explosive Rockets on vehicle Hardpoints.

The above advice about using a MNGun for indirect fire is of course meaningless if you can get your hands on SotA63 and the howitzer described there.

QUOTE (Backgammon)
Light howitzers do Naval damage :)

If that was directed at me: So does the Medium Naval Gun, 11MN to be precise, and that converted to a non-naval Damage Code is 33D (AV) + 11 Over-Damage, -1/m.

This post has been edited by Austere Emancipator: Mar 25 2005, 01:22 AM
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Sandoval Smith
post Mar 25 2005, 03:39 AM
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And we're back to the farm... Track down 2063, it should cover pretty much everything you're looking for.
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Edward
post Mar 25 2005, 04:27 AM
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I would go for light anty vehicle missiles.

You don’t need to kill all the people, if you kill all there tanks the people will run away.

Edward
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LinaInverse
post Mar 25 2005, 05:53 AM
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QUOTE (Sandoval Smith)
And we're back to the farm... Track down 2063, it should cover pretty much everything you're looking for.

The farm situation got changed because we got a look at the real terrain. The original spot I picked got nixed because it turned out it was way out of town (I had mis-read the grid map) and didn't look anything like the map implied (basically the terrain wasn't farmland, but mountainous forest).

We've moved it from a farm to a house on the top of a tall hill, surrounded by heavy forest. On one side, there's a steep drop (basically a cliff) leading to a major river. I'm setting up MMGs and LMGs on the 3 other flanks, and a half-dozen ATGMs on the top to take down choppers. I have some mines and claymores (and steadily buying more) to plant in the forest, and razor wire around the perimeter and at strategic locations (ie, near drop points into the valleys). However, I'm worried that after they fail the first couple, they'll try to send a team up the cliff, which because of it's layout, prevents any direct-fire. The only thing that can hit that would be indirect fire, hence my interest in artillery.
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Fortune
post Mar 25 2005, 06:10 AM
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You could always set Claymores into the cliffs at various places and angles.
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grendel
post Mar 25 2005, 06:48 AM
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Textron Trapdoor Smart mines, p. 42 in CC. Three shots for the price of one. I've refrained from posting to any of these threads about constructing fixed defenses because I'm a firm believer in movement as the only survival trait of a shadowrunner. Runners are mobile targets, fantastically difficult to hit by corporate forces unless they leave trails behind. Once you stop moving, you lose your best hope at survival. There hasn't been an oyster born yet that a starfish can't drill through its shell.
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Edward
post Mar 25 2005, 06:42 AM
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I would use vectored thrust aircraft to cover the cliff but I have an unhealthy taste for Dalmatian drones with overpowered engines fly by wire and 23 points of vehicle armour, they are imposable to kill but may blow up unaided by the enemy.

Edward
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LinaInverse
post Mar 25 2005, 04:54 PM
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QUOTE (grendel)
Textron Trapdoor Smart mines, p. 42 in CC.  Three shots for the price of one.  I've refrained from posting to any of these threads about constructing fixed defenses because I'm a firm believer in movement as the only survival trait of a shadowrunner.  Runners are mobile targets, fantastically difficult to hit by corporate forces unless they leave trails behind.  Once you stop moving, you lose your best hope at survival.  There hasn't been an oyster born yet that a starfish can't drill through its shell.

Oh, don't get me wrong. I agree with this 100% of the time. This is *not* a normal circumstance. The plan here is to compel the enemy to burn as much of his resources as possible. That's all part of the plan. There's an underground tunnel already dug that leads a couple miles off the property, with a getaway car waiting; that's also part of the plan. And yes, the tunnel is deep enough to foil radar or infrared detection.
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