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> about the vindicator minigun, i'm confused...
TheScamp
post Oct 30 2003, 07:13 AM
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QUOTE
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..

No, I'm pretty sure you're right. At low speeds, the A-10 pilot has to keep the bursts short to avoid stalling the plane.

This is, of course, unless the A-10 book I read for that report Senior year of HS was lying.
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Austere Emancipa...
post Oct 30 2003, 01:54 PM
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QUOTE (easytohate)
THe BFG that we are talking about [...]

Well, actually, the Vindicator minigun is not that fucking big. It weighs less than half of what the M2HB weighs (15kg vs 38kg), and it fires Light Machinegun rounds. (Not literally, of course, since the ammo isn't interchangeable with LMGs (AFAIK), but it is a machinegun that does the same damage as the Ares MP-LMG and Ingram Valiant, so it's a rather logical statement.)

QUOTE
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.

It's a good thing that the "almost" is there (twice), because otherwise I would have to disbelieve my own army memories. LMG (specifically a KK62) on a bipod, and it's quite possible to hit man sized targets up to a few hundred meters away. Sure you won't hit with ALL rounds, but even I could hit 30-50% on a 1.2 x 0.6 meter (4' x 2') target at 150 meters. But your point still stands, I completely agree with your wording there.
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Kagetenshi
post Oct 30 2003, 02:06 PM
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I'd imagine that with a high volume-of-fire weapon it'd be somewhat easier to hit at long range due to spread, though if you hit the number of bullets hitting will be, as you say, lower.
Or that could just be the misperception of someone who has never fired anything larger than a pistol.

~J
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Austere Emancipa...
post Oct 30 2003, 02:17 PM
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You're right, and this is partly why I ranted about SR suppressive fire getting nowhere near the actual damage caused with really high volume-of-fire weapons (like miniguns) earlier in this thread.

Even without aiming specifically at it but the area around it, you'd score many, many hits on a man sized target with a minigun, let alone if you really do aim at the target. At long ranges, the latter is not really possible, and you're stuck with attacking just area targets; but a character standing in the area target of a minigun would still get riddled, several hundred meters away.
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Kagetenshi
post Oct 30 2003, 04:00 PM
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Houserule time... does the following sound reasonable?
Minigun still takes one turn to spin up, afterwards it must be fired at a rate of 200 rounds/turn, divided up evenly amongst all of the initiative passes of a character. All normal recoil modifiers apply, and if used by a character they must make a knockdown test against a TN equal to 1/2 modified recoil (even if used for area denial). Proper mounting (GM discretion as to how much work this is, but it should be immobile for the duration) will prevent the knockdown test.
On the one hand, if you try to point it at someone it should still turn them into swiss cheese, but with rules like this no one is ever going to actually try to aim it. It also makes the weapon a lot less likely to be used by runners, as the minimum cost of firing this weapon once is Ą400 (less street index, but still).
Thoughts?

~J

edit: Or I might just require that firing this consumes all Complex Actions, leaving the character open to make Free Actions but nothing else for the remainder of the turn.

edit^2: I might also increase the power of the round with respect to hardened armor by 1 for every 50 rounds, or possibly for every 40.
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Raiko
post Oct 30 2003, 05:36 PM
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This is how we houserule autofire & miniguns.

Autofire

1. All autofire uses the supressive fire rules.

2. Max rnds/metre is shooters skill + recoil compensation.
eg UCAS Army Grunt with assault rifles 5 firing M23 (RC 3 iirc) can concentrate a maximum of 8 rnds/m

3. This Number is divided by 2 if the weapon has +2/rnd recoil or by 3 if the weapon has +3/rnd recoil.
eg UCAS Army Grunt with Heavy Weapons 4 firing a Bipod mounted MMG (RC 2) gets (4+2)/2 = 3 rnds/metre.

4. The concentration is per metre at short range, per 2m at medium range, per 3m at long range, and per 4m at extreme range.

5. When making the dodge test against the suppressive fire, each success lets you dodge one of the bullets. No successes means that all the bullets in that metre hit.
eg If the Grunt with the M23 is concentrating his fire on you at short range, you need 8 successes to dodge completely, if you get 3 successes you get hit by 5 bullets for 13S base damage.

6. If you're using tracer rounds the tn to stage damage up is reduced by 1 to 5.

Vindicator Minigun

1. Since it's a LMG scale minigun it's recoil mod should IMO be +1/rnd not +2, but...

2. As minigun ROF in Shadowrun is far too low, instead of 15 shots they now fire a fixed 15 "3 rnd groups."
Each of these "groups" is treated as a separate +2 recoil shot for 9D damage if using tracer/regular ammo or 10D if using regular.

So for example, the UCAS Army Grunts above with heavy weapons 4 firing a Vindicator from a Helicopter door mount (RC 6) could concentrate (4+6)/2=5 "3 rnd groups" per metre at short range.

A troll street-sami with 12 points of recoil comp and skill 6 would get (6+12)/2= 9 "groups"/metre.


Changing miniguns in this way increases their ROF to 900rpm per action which seems more reasonable.

And as it's difficult to dodge all the bullets with short & medium range autofire everybody tends to duck for cover very quickly (especially if they hear minigun barrels start to spin :D )

What do think.
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Austere Emancipa...
post Oct 30 2003, 05:59 PM
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QUOTE
6. If you're using tracer rounds the tn to stage damage up is reduced by 1 to 5.

Suppressive fire, by the rules, doesn't stage damage up with successes. So does this mean something else, or do you also house rule it that successes DO stage damage up?

QUOTE
5. When making the dodge test against the suppressive fire, each success lets you dodge one of the bullets. No successes means that all the bullets in that metre hit.

I think that might be a bit too harsh. Maybe you could use halves, ie NumberOfRoundsHit = RoundsInChar'sMeter - DodgeSuccesses. After all, character's are not often a meter wide (trolls aside).

The minigun bit sounds very reasonable. You might even go as far as making those groups more than 3 rounds in size. 6 might be overdoing it (13D+1 with regular rounds), but 4 is still quite reasonable, which brings the minigun to a respectable 1200rpm per action. Nevermind the damage, it's all about the ammo consumption.

Kagetenshi's rules might work, too, if only you cap the recoil at some point like I suggested earlier. Otherwise you are basically saying that the miniguns can never be used for anything but suppressive fire from a proper mounting, which is still quite useless since it would only ever do 7S damage, albeit in a VERY large area (almost certainly to everyone in a 40 meter arc).
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Kagetenshi
post Oct 30 2003, 06:23 PM
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Sorry, I'd forgotten the Suppressive Fire rules didn't account for staging. After CSSE I'll get to working on a way to stage it.
Either that or I might just give miniguns their own initiative, always 40, 50 rounds/pass. 7S damage ought to be enough if it's done 4 times every 3 seconds.
Well, except for trolls... well, I'll post some better thought-out rules later.

~J
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easytohate
post Oct 30 2003, 06:30 PM
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QUOTE (TheScamp)
QUOTE
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..

No, I'm pretty sure you're right. At low speeds, the A-10 pilot has to keep the bursts short to avoid stalling the plane.

This is, of course, unless the A-10 book I read for that report Senior year of HS was lying.

It seems we have some other A-10 fans here.

A-10 can fire at full auto even at low speeds. The jet was built around the GAU-8 and has the effective compensation to fire the Gun when flying at any speed, or even on the ground without adversely affecting the aircraft.

http://www.a-10.org/

www.dm.af.mil
(Davis Monthan AFB is a major training site for Warthog crew chiefs and pilots.)

http://www.af.mil/factsheets/factsheet.asp?fsID=70
The A-10 Factsheet
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Kagetenshi
post Oct 30 2003, 06:34 PM
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It may not have horrible shake-the-airplane-apart recoil, but it's still launching quite a bit of mass forwards at high speeds, which means it's going to get pushed back. Do that in the air at too low a speed and you've got problems.

~J
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Austere Emancipa...
post Oct 30 2003, 06:43 PM
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I use a system where the amount of rounds in a meter reduces the TN to hit with suppressive fire, as well as adding damage. Currently, suppressive fire is declared in 2 meter areas, but I think 1 meter/range category (like Raiko put it) might be better. I think it was every 10 rounds in the char's 2 meter area that lowered the TN by 1, and every 15 that added 1 round for damage purposes. However, every dodge success (TN 4) reduces the amount of potential rounds by 4. Using Meter/Category areas, that should probably be 3 potential hits in char's meter for TN reduction and 5 for extra damage round.

UCAS Army Grunt fires his Vindicator Minigun at full auto (200/CT, 4000rpm) at a bush where he thinks an enemy might be lurking, 500 meters away. That's extreme range, thus the 50 rounds per meter. The unlucky Joe OpFor rolls his 5 CP dice vs TN 4, getting 3 successes, bringing the amount of potential hits down to just 38. UCAS AG now rolls his Gunnery skill (4) against a TN of 6 (the base TN for extreme range suppressive fire in my games) - 12 (38/3 = 12.6666) = 2, getting 4 successes.

Joe OpFor is thus taking 15D+1 damage; 7S (base damage of the Vindicator with FMJ rounds at extreme ranges in my games), 8 rounds (1 + 38/5 = 8.6). Good luck with that.


The A-10 carries 1100 ready rounds, ~300 gram projectiles each, 1067m/sec, 320.1 kgm/s momentum each, 65 per second (3900rpm), for a thrust of 20806.5 Newtons. Assuming a combat weight of 20,000kg, that's 1m/s^2 acceleration backwards, or one tenth of the gravitational pull. Doesn't seem like something that will make the plane stall. But, again, physics work in mysterious ways.

However, put that on a TROLL and you've got a ~900kg creature (225kg + 300kg (GAU-8 ) + ~375kg (half the weight of the 1100 rounds, or the average over the period of shooting)) being pushed back at 23m/s^2, or twice the gravitational pull, for a duration of 17 seconds.

Or think of a KLEINBUS... :D

This post has been edited by Austere Emancipator: Oct 30 2003, 06:56 PM
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Buzzed
post Oct 30 2003, 06:51 PM
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CC pg. 26
QUOTE
When activated, the barrels require 1 Combat Turn to reach fireing speed and make a very recognizable and audible electric whirring sound. The Vindicator cannot be fired until the barrels reach the required speed...

...The batteries last for 10 minutes of fireing and require 1 hour to recharge.


You could activate the barrels before hand, that way you would not have to wait a Combat Turn before fireing. The obvious drawbacks about that is you give your position away and you drain the battery.
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Siege
post Oct 30 2003, 06:53 PM
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Yeah, but the second you crank down on the trigger, the muzzle flashes and the rain of spent ammo will be equally evident.

Besides, allowing for ambient sounds the whirrr may not be that easy to detect.

-Siege
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Buzzed
post Oct 30 2003, 06:59 PM
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Ignore this post.
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Raiko
post Oct 30 2003, 07:22 PM
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CC Page 107 (Suppressive Fire):

QUOTE
If the attack succeeds, the defender takes damage equal to the weapon's base Damage Code, staged only by successes.


This means damage can be staged up by the attacker, it's just harder because of the +2TN for the attack roll, (reduced to +1 using my house rules if you're using tracer rounds).

QUOTE

QUOTE

5. When making the dodge test against the suppressive fire, each success lets you dodge one of the bullets. No successes means that all the bullets in that metre hit.



I think that might be a bit too harsh. Maybe you could use halves, ie NumberOfRoundsHit = RoundsInChar'sMeter - DodgeSuccesses. After all, character's are not often a meter wide (trolls aside).



Yeah I agree, I just wanted to keep the total required number of sucesses the same as for canon.
I'll probably use Half the rounds hitting, and reduce hits by 1 for every 2 dodge successes now.
This is better now because it means there are more "wasted" bullets to cause collateral damage. :P
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Austere Emancipa...
post Oct 30 2003, 07:27 PM
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Whoops, sorry about that success thingy. But I guess it shouldn't shouldn't surprise me that that bit TOO is just a house rule of mine...

Yeah, wasted rounds rock :)
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TheScamp
post Oct 30 2003, 11:58 PM
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QUOTE
A-10 can fire at full auto even at low speeds. The jet was built around the GAU-8 and has the effective compensation to fire the Gun when flying at any speed, or even on the ground without adversely affecting the aircraft.

The A-10's engines each put out about 9,000 lbs of thrust. The GAU-8 has a max peak recoil force of 19,000 lbs. Someone with more knowledge than I of such things should do the math, but it's not looking too pretty.
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Herald of Verjig...
post Oct 31 2003, 12:20 AM
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Two engines at 9,000 lbs each are together less than one counterforce at 19,000.
So, slow the rate of fire or only apply it for short portions of a strafe.

Not hard to work around, but a real problem for the novice.
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Austere Emancipa...
post Oct 31 2003, 09:05 AM
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QUOTE (TheScamp)
The A-10's engines each put out about 9,000 lbs of thrust. The GAU-8 has a max peak recoil force of 19,000 lbs. Someone with more knowledge than I of such things should do the math, but it's not looking too pretty.

Can give us a regerence on this? It wouldn't surprise me at all that my math was off by a factor of 4 (~84,500 Newtons vs ~20,800 newtons), but I'd still like to see where the 19,000lbs comes from.

Basically, that would mean that the propellant gases exiting the muzzle when firing weigh 3 times as much as the projectiles, per shot. And since the thing actually vents gasses, the actual number would have to be closer to 4 times as much gasses.

I guess this just goes to prove just how mysterious physics is...
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TheScamp
post Oct 31 2003, 01:04 PM
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Your source.
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Austere Emancipa...
post Oct 31 2003, 01:21 PM
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It also says that at 4200rpm, the average recoil force is 9,000lbs (40,000N, not THAT different from what I got, considering that the round weights were also off by up to 50%). That's the actual force that the engines will have to work against, when considering acceleration. Currently, the A-10 GAU-8s are set to 3900rpm, so that force will go down to ~8,360lbs (37,000N, not a significant drop but worth mentioning). That's well under a half of the thrust of the engines.

Now, if the A-10 opened up with the GAU-8 while flying straight up, or when flying very slow (engine malfunction, or simply having the engines powered down), that might cause problems. In the kind of situation where the weapon is supposed to be used, in a dive, the recoil will certainly not stall the plane.

Oh, and thanks for the nice info packet on the GAU-8.

PS. What is it with the "kilogram" force figures you can see on US sites? The rest of the world has NEWTONs (1kgm/s^2) to measure force with. If these guys can't be bothered to do the conversion to a reasonable unit, they might as well not do it at all.

PPS. Yes, I know that kilogram-force is an actual unit of force, but I at least have never seen it used anywhere but on american sites as "metrifications" of their units.

This post has been edited by Austere Emancipator: Oct 31 2003, 01:25 PM
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TheScamp
post Oct 31 2003, 01:58 PM
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QUOTE
Now, if the A-10 opened up with the GAU-8 while flying straight up, or when flying very slow (engine malfunction, or simply having the engines powered down), that might cause problems.

Right. Like I said in the first place. :)
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Austere Emancipa...
post Oct 31 2003, 02:15 PM
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Oh, right, so you did. So we agree completely. Wow. That's a rare outcome of discussions like these. :)
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TheScamp
post Oct 31 2003, 08:34 PM
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Do we get to snuggle now?
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ialdabaoth
post Oct 31 2003, 08:40 PM
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How absurd and unbalancing would this house rule be:

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.
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