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Oct 28 2003, 06:46 PM
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#51
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Moving Target ![]() ![]() Group: Members Posts: 223 Joined: 26-February 02 Member No.: 1,067 |
*sighs* Fine, let me get the book... p. 207, "Vehicle Weapon Mounts"
That, to me, reads that you apply recoil mods (+15), double uncompensated recoil (+30), and then reduce recoil mods by half (+15 again)... If you had 9 points of RC, your final burst would be at +6, goes to +12 for being a heavy weapon, then goes to +6 again for vehicle comp. Is this so hard? It's not +15, halve it due to the vehicle, -then- apply the mods... Athenor |
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Oct 28 2003, 07:44 PM
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#52
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,965 Joined: 26-February 02 From: Edinburgh, Scotland Member No.: 2,032 |
P207 of what book? That's in the decking section of the BBB and the remote control record sheet in R3 (I admit I don't have Rigger Revised).
Regardless. The quote I gave explicitly stated that fixed mounts half the recoil before applying compensation. Compensated recoil (IE: Recoil that has been removed by recoil compensation) is not uncompensated recoil thus does not figure in the x2 uncompensated recoil penalty for heavy weapons. Is that so hard? It is +15, halve it due to the vehicle, then apply the mods, -then- doubble the leftovers. [edit]The quote you gave is on page 307 and it dosen't really make sense as there is no 'doubble recoil modifier' on heavy weapons, only a doubble uncompensated recoil modifier[/edit] |
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Oct 28 2003, 08:01 PM
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#53
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Moving Target ![]() ![]() Group: Members Posts: 223 Joined: 26-February 02 Member No.: 1,067 |
*sighs* I don't know how I can spell it out better. The quote I gave (which is referenced in the index, that's how I found it.. and yes, page 307, not 207) says that you halve recoil. That means you apply it after all other recoil has been figured. That makes it semantic as to whether you apply it before or after the heavy double uncompensated recoil... For thge "uncompensated" part means that you put it at the end.
Basically, it comes down to this: In your view, you can fire every bullet out of a minigun with a 4 TN, theoretically -- no recoil applies. In mine, holding down the trigger will give you at least some recoil, no matter what.. I guess if we both interpret this differently, then so be it. Athenor |
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Oct 28 2003, 08:24 PM
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#54
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,965 Joined: 26-February 02 From: Edinburgh, Scotland Member No.: 2,032 |
The minor fact is that it's impossible to 'let-go' of the trigger on the minigun.
Meaning that without amassing 14-15 points of RC you'll be suffering a lot of recoil penalties rendering the weapon somewhat useless. What John offered as a solution (and I agree is correct by the rules) is that the recoil is halved before the RC is applied. As only uncompensated recoil is doubbled, and all the recoil has been compensated, it makes sense that there is nothing to doubble. Anyhow, feel free to play it however you want. I'm only talking about how it works by the reading of the rules. |
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Oct 28 2003, 09:42 PM
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#55
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Moving Target ![]() ![]() Group: Members Posts: 223 Joined: 26-February 02 Member No.: 1,067 |
You are also thinking that you only get one burst.
Let's compare -- 9 points of recoil, shall we? first grouping: +3 recoil, - 9 RC -- easy, standard TN. next shot: +6 recoil, see above next shot: +9 recoil, see above next shot: +12 recoil. ---In yours, reduce by half (to 6), reduce by 9 to nothing. ---In mine, reduce by 9 (to 3), double uncompensated (6), halve (3) next shot: +15 recoild ---In yours, reduce by half (7.5), reduce by 9 to nothing. ---In mine, reduce by 9 (to 6), halve and double, to 6. Just because you can fire no less than 15 bullets, doesn't mean they have to be grouped into a single burst. So you get 5 10-D bursts (someone mentioned the damage code was 7s, right?).. In yours, all 5 of those go with no penalties, in mine, you start getting penalized after the 3rd burst. Which seems more accurate? I'd like to point out at this fact that firing an A-10's Avenger cannon actually makes the jet slow down, as well as buck upwards a bit, when fired... and that is one hell of a recoil compensated hardpoint... Athenor |
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Oct 28 2003, 10:02 PM
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#56
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Why oh why didn't I take the blue pill. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,545 Joined: 26-February 02 From: Gloomy Boise Idaho Member No.: 2,006 |
The CC says that you cannot put barrel mods on the mini gun. You also must fire the full load of 15 rounds. There is no bursts, it's all or nothing. This post has been edited by Shadow: Oct 28 2003, 10:02 PM |
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Oct 28 2003, 10:08 PM
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#57
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Great Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 5,889 Joined: 3-August 03 From: A CPI rank 1 country Member No.: 5,222 |
That is also a 30mm cannon firing 4200 rounds per minute. That's, what, a hundred times the muzzle energy of a weapon like the VIndicator? A few hundred? And with a RoF 7 times as large. [Edit]Make that 14 times, 4200 vs 300...[/Edit] Translated to SR, that's 20D in a 210 round burst (230D+70, AV). It should in fact be more, because the 30mm rounds certainly have a greater advantage over your average assault cannon rounds than +2 Power.
It certainly shouldn't buck the A-10 UP however, seeing as how the cannon is located below it's center mass. But what do I know, physics work in mysterious ways sometimes, and I'm certainly no physicist. On the other hand, the M61 Vulcan doesn't slow down F14s, F15s, F16s or F18s, and that's still a 20mm cannon firing 6000 rounds per minute (or is it 4000rpm these days?). It doesn't turn those aircraft in any direction, either. The "shotgun" pattern stays the same all through the 500+ rounds that the aircraft carry. But then the 30mm rounds the GAU-8 fires weigh a lot more (twice as much?) than the 20mm ones, and the muzzle velocity is greater. The 30mm projectile weighs ~100 times as much as an assault rifle bullet, and leaves the barrel just as fast if not faster. So, comparing that 6.4 meter, 300kg monster to a 5.56x45 or 7.62x51 minigun weighing 15-20kg hardly makes sense. It's like comparing full-auto Assault Cannons with Assault Rifles. This post has been edited by Austere Emancipator: Oct 28 2003, 10:36 PM |
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Oct 28 2003, 10:33 PM
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#58
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,965 Joined: 26-February 02 From: Edinburgh, Scotland Member No.: 2,032 |
Don't Forget that with each of your extra bursts you'd be strafing to a new target (adding +2 TN each time).
Your TNs for that (assuming you have a smartlink) would go 2, 4, 6, 8, 10 or under your system 2, 4, 6, 11, 16. This weapon is also not the A-10's minigun which, if my memory serves me correctly, is an anti-tank weapon. The victory assault cannon (at 7s base damage) is nowhere near. (I think Austere Emancipator said it best) Anyhow. I might house-rule it when I'm GMing that recoil is neither halved nor doubbled when dealing with heavy weapons on fixed mounts... A 30D full-auto shot from a minigun is somewhat fearsome. |
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Oct 28 2003, 11:10 PM
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#59
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Moving Target ![]() ![]() Group: Members Posts: 348 Joined: 20-June 03 Member No.: 4,782 |
What Authenor was talking about is walking the fire. You must fire all 15 bullets, no more and no less, but you can walk it accross multiple targets dividing it up into separate bursts that total 15 bullets. |
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Oct 28 2003, 11:54 PM
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#60
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Why oh why didn't I take the blue pill. ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 6,545 Joined: 26-February 02 From: Gloomy Boise Idaho Member No.: 2,006 |
Earlier in the thread somone mentioned firing 6 round bursts. I understand walking to targets but they were refering to firing bursts.
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Oct 29 2003, 12:14 AM
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#61
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Shooting Target ![]() ![]() ![]() ![]() Group: Members Posts: 1,965 Joined: 26-February 02 From: Edinburgh, Scotland Member No.: 2,032 |
Bursts are definately not possible. Walking fire is but you'd take a +2 on each target after the first.
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Oct 29 2003, 12:31 AM
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#62
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Senior GM ![]() ![]() ![]() Group: Dumpshocked Posts: 1,406 Joined: 12-April 03 From: Redmond, WA Member No.: 4,442 |
When you walk autofire from target to target, the book refers to them as bursts. There will be less confusion here if people refer to "burst-fire bursts" and "auto-fire bursts".
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Oct 29 2003, 12:33 AM
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#63
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,028 Joined: 9-November 02 From: The Republic of Vermont Member No.: 3,581 |
Okay, let's see what the books actually have to say...
(I'm ignoring the SR3 p.307 quote because it's sufficiently vague as to not add anything that the preceding quotes didn't cover, nor contradict anything that they did.) So, both SR3 p.151 and p.111 make clear that it's only uncompensated recoil that's doubled, and the example from p.111 supports this. SR3 p.151 also makes clear that the halving from vehicle weapon mounts is applied before the recoil compensation modifiers from accessories, and Rigger 3 confirms this. The problem arises because these clearly stated rules do not have the effect that the bits highlighted in yellow claim that they will have... except in the limited case where a vehicle-mounted heavy weapon has no other recoil compensation. This is not a matter of one or the other of us misinterpreting the rules... it's a flat-out contradiction in the text. One part or the other of those quotes is inescapably wrong. The question is which... I tend to believe that it's the yellow bits, for a couple of reasons. Firstly, the phrasing leads me to believe that those sentences are intended to be informative rather than normative... descriptions (unfortunately incorrect) of the expected outcome of rules, rather than rules themselves. Secondly, I find it easier to believe that whoever wrote it didn't think past the degenerate case with no recoil compensation, where that statement does not actually contradict the rules, than that they explicitly wrote "before" when they meant "after" twice, in two different books.
Given the not-insignificant condition that you've got it mounted on a vehicle hardpoint with at least 7 points of recoil adjustment, then, yes, you can. |
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Oct 29 2003, 12:34 AM
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#64
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Moving Target ![]() ![]() Group: Members Posts: 973 Joined: 3-October 03 Member No.: 5,677 |
Given that the thing spews out fire at an insane rate, and that the Ruger T-bolt heavy pistol has low recoil because of the fact that it doesn't experience recoil til after the third round in a burst, I'd say the canon rules as applied to the Vindicator are semi-screwed up. But that's just me.
Still good for suppressive fire, though. |
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Oct 29 2003, 12:55 AM
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#65
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Dragon ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 4,065 Joined: 16-January 03 From: Fayetteville, NC Member No.: 3,916 |
Never mind the insane pucker factor.
Let's face it, if you hear the whirrrr of a minigun the next coherent thought to pass through your head will be "ohdrekohdrekohdrekohdrekohdrekohdrekohdrek". -Siege |
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Oct 29 2003, 04:00 AM
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#66
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Senior GM ![]() ![]() ![]() Group: Dumpshocked Posts: 1,406 Joined: 12-April 03 From: Redmond, WA Member No.: 4,442 |
Which is why one of my characters carried an audio player with a recording of the whirrrr of a minigun. :)
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Oct 29 2003, 07:59 AM
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#67
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Old Man Jones ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 4,415 Joined: 26-February 02 From: New York Member No.: 1,699 |
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Oct 29 2003, 02:27 PM
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#68
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Runner ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 2,925 Joined: 26-February 02 Member No.: 948 |
Revamped autofire rules
I was bored so I decided to add my contribution to the FA discussion. Most of this idea is something I ripped out from the top of my head. My main concern with the FA rules is that it should be EASIER to hit your target with a shitload of lead instead of impossible due to recoil modifiers through the roof. True, recoil WILL make it harder to hit your target but there must be a limit for how hard. No matter how many rounds you fire in a Complex Action that should only be four 3 seconds (for a non-enhanced human.) The biggest change is that there is no staging of the damage code for the attack, instead you gain extra D6 for your attack test and the target gains extra D6 for their dodge test due to your characters recoil. Semi Automatic As per standard SR3 rules Burst Fire Attacker gains 3D6 to their attack roll. Defender gains 3D6 –RC amount of D6 to their Dodge test. Full Automatic Attacker gains XD6 to their attack roll. X represents the amount of bullets fired. Defender gains Recoil –RC D6 to their dodge test. Recoil & Recoil Compensation Recoil makes it harder to hit ones target and Recoil Compensation makes it easer to aim and thus they cancel each other out. Firing modifiers Semi Automatic: Standard Dodge test Burst Fire: Dodge test at +1 TN Full Auto: Dodge test at +1TN/3 rounds fired. Switching target +2TN Attack test modifier Semi Automatic: +0D6 Burst Fire: +3D6 Full Automatic: +XD6 Skill: +XD6 Combat Pool: +XD6 Dodge test modifiers Combat Pool: +XD6 Recoil: +XD6 Recoil Compensation: -XD6 Attacking a single target Example: A character firing a Vindicator Minigun against a single target with full recoil compensation would have the following attack profile. The defender (just below) would most likely be quite dead. Attacker D6: 27 TN: 2 D6 / Attack: 27 Defender D6: 4 TN: 9 If the same character used a Vindicator Minigun WITHOUT any recoil compensation the situation would be quite different. The defender would gain the entire uncompensated recoil to his dodge test in ADDITION to his combat pool (since this is a heavy weapon it would be TWICE the bullets fired). Attacker D6: 27 TN: 2 D6 / Attack: 27 Defender D6: 34 TN: 9 Attacking multiple targets A Vindicator Minigun with fifteen shots and full recoil compensation against three equal targets the TN and D6’s would look like this. Attacker has a skill and pool of 6. For this example we split the dice evenly amongst the targets. Attacker D6: 27 TN: 2 / 4 / 6 D6 / Attack: 9 / 9 / 9 Defender D6: 4 TN: 7 Defender D6: 4 TN: 7 Defender D6: 4 TN: 7 The same situation without any recoil compensation for the Minigun. Attacker D6: 27 TN: 2 / 4 / 6 D6 / Attack: 9 / 9 / 9 Defender D6: 14 TN: 7 Defender D6: 14 TN: 7 Defender D6: 14 TN: 7 |
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Oct 29 2003, 03:56 PM
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#69
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Moving Target ![]() ![]() Group: Members Posts: 223 Joined: 26-February 02 Member No.: 1,067 |
Just want to add in here: I never said anything about walking the fire. In the full auto rules: p. 115
Now, no where in there (or on the following page dealing with multiple targets) does it say you HAVE to pump all 10 bullets into a single target as a single burst]. In my mind, I use full auto that way -- 3 into one target, 3 more if he's not dead, 4 more if he's not dead -- walking the gun if necessary. With a minigun, the only thing that changes is that you need to spend a combat round twirling the barrel up to speed, and the limit before 15 bullets per complex action -- but you cannot use less than that. Now if you decide to "walk" the gun off of your target, and waste the bullets, so be it -- you are still using 15, even if not all 15 are hitting anything substantive. Oh, and BTW: I was wrong about the bucking back on the A-10... I knew that was wrong when I put it in there, and some mental lapse kept me from taking it out.. considering the Warthog is one of my favorite planes. And I also know that the Avenger is the equvelent of the Vengance minigun, or bigger, from R3.. but still.. Athenor |
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Oct 29 2003, 04:00 PM
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#70
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Man In The Machine ![]() ![]() ![]() ![]() ![]() Group: Dumpshocked Posts: 2,264 Joined: 26-February 02 From: I-495 S Member No.: 1,105 |
Also rember your firing this from a 10,000 Kg aircraft traveling at 600+ MPH. [proof] F-18 Hornet there is a reason it dosent slow down... |
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Oct 29 2003, 04:05 PM
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#71
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Moving Target ![]() ![]() Group: Members Posts: 280 Joined: 22-October 03 Member No.: 5,757 |
Quoteing Athenor
"Now if you decide to "walk" the gun off of your target, and waste the bullets, so be it -- you are still using 15, even if not all 15 are hitting anything substantive." End quote With a Smartgun system you don't waste ammo when you walk fire. I don't know the page reference, but you don't have to fire if you don't have a target. or something like that. I smoked my breakfast so excuse me if I'm wrong. |
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Oct 29 2003, 04:10 PM
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#72
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Moving Target ![]() ![]() Group: Members Posts: 223 Joined: 26-February 02 Member No.: 1,067 |
If that applies to miniguns, then something is seriously wrong.. it's not like you can "pause" the barrel, or keep it from firing, like you can a full-auto gun (by stopping the firing mechanism for a split second)...
But I don't have my CC on me either. Athenor |
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Oct 29 2003, 04:11 PM
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#73
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Moving Target ![]() ![]() Group: Members Posts: 348 Joined: 20-June 03 Member No.: 4,782 |
That is still walking the fire. Aiming for 1 guy with 6 bullets and then wasting the rest on a wall next to him is still walking, you are just aiming at the guy and then the wall. |
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Oct 29 2003, 04:16 PM
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#74
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Moving Target ![]() ![]() Group: Members Posts: 348 Joined: 20-June 03 Member No.: 4,782 |
The smartgun allows you to assign the fullauto-bursts between multiple targets that are more then 1 meter apart without wasting bullets. If they are 2 meters apart, without a smartgun you waste 1 bullet. If you want to waste bullets on a wall, you are targeting the wall, so the smartgun will allow it. You have to take the wording into context. The Vindicator MUST fire 15 rounds, a smartgun does not change this. |
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Oct 30 2003, 06:49 AM
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#75
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Target ![]() Group: Members Posts: 78 Joined: 30-October 03 From: Tucson, AZ Member No.: 5,767 |
I'm not going to sit here and try to say that I am an expert in automatic weapons but I have wielded just about every model of M16 and 50 cal machine gun, along with a wide asortment of other weapons.
I can say that it is almost impossiable to hit a man size target more than 20 paces away when fireing almost any weapon on full auto. The first three bullets might hit, but then again thats what burst fire is for. THe BFG that we are talking about though cannot be used on anything but full auto. Lets consider why weapons are even desinged to fire at full auto. 1. Surpression fire/intimidation If you want to scare the derk out of an enemy let them come face to face with a vindicator. You might not be able to hit an enemy... but I can promise you that the target will not stand in place, nor are they very likely to close on your position. They are going to run, and hide. Which brings me to the next point 2. Stopping power There are very few things that will protect someone who is faced with a vindicator. The weapon simply does too much damage too quickly. Weapons with fully auto are not always desinged with the applications of a runner in mind. A minigun like this is meant to kill the movement of formations of troops. Preventing them from advancing or even in most cases returning fire. The logisitcs of the weapon are also desinged with this in mind, it is meant to be used from a hardend location by a trained operator, with adequete ammo stores in place. Most machine guns like this are crew serviced. Now the advents of the awakened world probably don't require this it is still something to keep in mind. 3. Colateral damage Bullets don't just stop existing just because they don't hit the target. Those rounds will move, and will continue to move until they come in contact with something. Be it the car, the enemy hideing behind the car, the wall, or the family of four behind the wall. This comes into factor when (provided you have an interesting or playful GM) you fail to hit the initail target, but instead destroy the wall behind them, forcing a rain of masonry and plasteel down on them. The vindicator is also known by name by every shadowrunner. They know what it is and what it is capeable of under the right circumstances. The threat of the vindicator is as powerful as one of it's bullets. The same can be said about other high profile weapons. Keep in mind the foundation of attack Choose your target Your target determines your weapon Your weapon determines your motion/action This applies in every situation from unarmed combat to the deployment of high explosives. If the target is the eyes, then taking the head will meet your goal... but do you have to take the head? But then these are just my ideas, how I play the game, or at least how I think about it. |
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