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> House Rules, Some things just make no sense at all.
ialdabaoth
post Oct 30 2003, 10:41 PM
Post #76


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A bit of a drastic house rule, but one that seems to work a bit better for my games:

Burst-fire and Autofire (p.115, SR3; p.103, CC)
Rather than staging up the Power and Damage Level of an attack, a burst adds a number of dice equal to the number of bullets being fired to the attack test. Thus, a 3-round burst would add 3 dice to the attack test, while a 15-round burst would add 15 dice to the attack test. This makes bursts much harder to dodge, and somewhat easier to hit with ‘spray and pray’ tactics, without having to compute and compare different attack Powers for armor and barriers. Successes from these dice stage damage up normally, and must be overcome by any Dodge test for the target to completely avoid damage.

Recoil (p.115, SR3; p.103, CC)
A character receives a base amount of Recoil Compensation equal to the sum of the Strength of each arm being used to hold and brace the weapon, divided by five (round down). If after firing a burst from a weapon, the total Recoil modifier exceeds twice the Body of the firing character, the character must make a Strength test vs. (½ Recoil – Body) to avoid Knockdown.
Gyrostabilization provides up to the gyro’s level in bonuses for Recoil Compensation and Movement Modifier; add both together before subtracting the amount of stabilization. For every 3 full points of actual compensation (Recoil + Movement) provided, remove 1 from the character’s remaining Combat pool to reflect the gyromount’s inertia counteracting the character. If no Combat pool dice are remaining this turn, there is no further effect. Thus, if a character has 10 points of gyrostabilization available, and runs (+2) while firing a Full Auto Burst that adds +5 Recoil (total +7), the gyrostabilization automatically reduces the To-Hit modifier by –7, and removes 2 dice from the character’s Combat Pool before the shot is resolved. If the character were standing still (-1) while firing a burst that added +12 Recoil (total +11), the gyrostabilization would reduce the To-Hit modifier by –10 and remove 3 dice from the character’s Combat Pool before the shot is resolved. Factor in all other Recoil modifiers before determining the effect of gyrostabilization.

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Morphling The Pr...
post Oct 30 2003, 11:53 PM
Post #77


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QUOTE (Shockwave_IIc)
One house rule that i use is -2 Power for heavy handguns.

Cos i feel that a basic human in a vest should stand a good chance of getting away with only a cracked rib from a hundgun.  Puts them in line with smgs also.  (thank's bwdemon for reminding me)

People in vests stand a good chance at surviving a small gun, if they have a vest on, sure.

But I disagree that you have to nerf the Heavy Pistols. Heavy handguns are probably at least .357 caliber up to a .50 (different calibers at the time, but proably in that range). What's that mean? Caliber is the diameter of the bore of the firearm, expressed in a fraction of an inch. So, if the Ares Predator is a .50 cal (or even .45 to be conservative), it is still a 1/2 inch wide cylinder of metal moving at a few hundred MPH. It has to stop in about 1/4 - 1/2 of an inch of clearance (or however thick the bullet vest is). For something as heavy as that bullet, moving that fast, given the little clearance availble... it's gonna go through. There's a reason the AP has a 9 power. It's a BIG gun. It's supposed to have a decent amount of penetrating power.

Just my two cents, of course. I'm not the realism police.
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Kagetenshi
post Oct 31 2003, 12:35 AM
Post #78


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And even if it doesn't penetrate it'll cause trauma.

~J
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BitBasher
post Oct 31 2003, 12:48 AM
Post #79


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QUOTE
Heavy handguns are probably at least .357 caliber up to a .50
Not likely when you get standard 15-16 round clips at their current concealability.
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easytohate
post Oct 31 2003, 12:56 AM
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On guns vs body armor

Anyone here ever wear or train with body armor? I think it would be safe to say that we could treat the improvements in technology as scaled up versions of today's military grade. So the AP is going to be a large bore high power handgun. Now colt just started making a 75 cal pistol in today's market, it's a very very special gun because of the recoil involved. So lets assume that the AP is a 75 cal with technical and material improvements.

Match a 75 to today's high end kevlar and steel plate armor and the gun will win most of the time. The damage will be reduced and the trauma spread out but the slug will still make it through the armor. Just like a round from a standard high powered rifle would on a direct hit.

Scale up the armor to 2063 standard and you still have the problem, there is just not enough material in the armor vest to stop the round completely. Unfortunately for cops and military this as been the case for most of history, the armor is never better than the high end weapons that can be brought to bare against it.

In my games I keep the HPstl rules as they are, wits and intelligence will always keep you safer than the armor vest. The vest is just there to help you survive the mistakes.
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ialdabaoth
post Oct 31 2003, 02:07 AM
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Finally.

Opinions, please:

My SR3 House Rules (Still in progress)
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Shockwave_IIc
post Oct 31 2003, 02:52 AM
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That was kinda my point. you would take a light- medium under my rules, but with the basic rules it's a medium to serious. Now granted im not say with BA you would take nothing, But (to me at least) a bruised/ cracked rib is a light - moderate wound.

Even under SR rules the maths back me.

Power 7 minus 3-4 (vest with/ without plates) target is 3-4 depending.

Either way you look at it, it's a light - moderate wound. Slighted depending of cause.
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