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l33tpenguin
post Jul 30 2007, 01:29 AM
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First, what book contains more fire arms, like the cannon companion from v3, if any?

Second, to what extent do you allow your players to modify their weapons, given that they have or hire someone that has, the appropriate skills? In reality, it isn't overly difficult to convert a semi automatic weapon to a fully automatic one. What if I wanted a Predator IV in full auto? What about modifying a pistol to include recoil compensation, since there are real pistols with gas vented recoil compensation?

This kinda brings me to a nit pick about weapons in most rpgs. I wish firearms were handled on a more realistic term for damage. A handgun that fires a 9mm round will inflict basically the same amount of damage as any other weapon firing the same 9mm round. What the different weapon will effect will be rate of fire, accuracy, durability, etc.
A list of fire arms would include name, caliber, rate of fire, accuracy
A sublist would include capacity of clips available.
A list of ammunition would include name, damage, effective range, effectiveness against armor

Beretta 92, 9mm, semi auto
-standard magazine 9 rounds
Glock 18, 9mm, full auto
-standard magazine 9 rounds
-extended magazine 20 rounds

Ares Predator IV, 45 cal, semi auto
-standard magazine 9 rounds
-extended magazine 15 rounds (-1 con)
Glock 23, 45 cal, semi auto
-standard magazine 7 rounds
Colt Python, 45 cal, semi auto
cylinder 6 rounds

9mm Damage X, Effective Range Y, -1 vs armor
45 cal. Damage X, Effective Range Y, +2 vs armor
etc.

Any thoughts? how much would you let players modify their weapons? and when do we get more guns?
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jklst14
post Jul 30 2007, 01:44 AM
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New firearms and rules for modifying them will be in the upcoming supplement, Arsenal which is slated for holiday release later this year. Until then, you'd have to house rule it.

As for firearms and realism, if you do a search, you'll find many, many threads here on Dumpshock that discuss those issues in detail.
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l33tpenguin
post Jul 30 2007, 01:49 AM
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QUOTE (jklst14)
As for firearms and realism, if you do a search, you'll find many, many threads here on Dumpshock that discuss those issues in detail.

yea! ugh... I hate doing searches on here, too many of the common terms are used for so many different topics that searches are always returning everything in the database :(
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Fortune
post Jul 30 2007, 02:02 AM
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Check out this site by Raygun. I know it's for SR3, but it should give you some ideas at least. :)
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Ol' Scratch
post Jul 30 2007, 02:08 AM
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While I understand your desires, you just have to accept that this is a game based on abstracts for the most part. Firearms don't deserve to be any more realistic and highly detailed than any other item in the game despite your personal expertise in a given field.

For instance, there's a lot of subtle and not-so-subtle differences between a Toledo Longsword and a Fencing Sabre, yet both use the same generic rules for "Sword" and even the same weapon skill. So why should firearms get special treatment when almost everything else in the game works similarly to how they do?

For me, just using a variant name works just fine. Example: "Colt Python (Ruger Super Warhawk)" is exactly the same as "Toledo Longsword (Sword)" or "Ford Americar (Mercury Comet)."
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l33tpenguin
post Jul 30 2007, 02:17 AM
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QUOTE
Check out this site by Raygun. I know it's for SR3, but it should give you some ideas at least. smile.gif


omg wow.

Now to convince my GM to use those rules :D:D:D:D

QUOTE
While I understand your desires, you just have to accept that this is a game based on abstracts for the most part. Firearms don't deserve to be any more realistic and highly detailed than any other item in the game despite your personal expertise in a given field.

For instance, there's a lot of subtle and not-so-subtle differences between a Toledo Longsword and a Fencing Sabre, yet both use the same generic rules for "Sword" and even the same weapon skill. So why should firearms get special treatment when almost everything else in the game works similarly to how they do?

For me, just using a variant name works just fine. Example: "Colt Python (Ruger Super Warhawk)" is exactly the same as "Toledo Longsword (Sword)" or "Ford Americar (Mercury Comet)."


I understand that. Its not the name adaptations compared to what is available today. I wasn't really suggesting a massive change, but merely a more accurate system where the gun was the delivery platform with traits appropriate and the round was what effects damage.

Part of this was spurred from two different styles of GMs. One GM wont let me take rounds from a dead bad guy and use it in my weapon because they are "specific to that gun" while another GM will, assuming that they are the same sub-type "heavy pistol" etc.
The desire to pull SMG rounds from a clip and load them into my heavy pistol (as SMGs usually just load magnum quality pistol ammunition) developed into this
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Ol' Scratch
post Jul 30 2007, 02:30 AM
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QUOTE (l33tpenguin)
Part of this was spurred from two different styles of GMs. One GM wont let me take rounds from a dead bad guy and use it in my weapon because they are "specific to that gun" while another GM will, assuming that they are the same sub-type "heavy pistol" etc.

That's a house rule, which is perfectly fine to have. SR4 p. 312 goes into ammunition and compatibility with other firearms.

QUOTE
The desire to pull SMG rounds from a clip and load them into my heavy pistol (as SMGs usually just load magnum quality pistol ammunition) developed into this.

This particular example is actually supported by the aforementioned rule. However, the same rule also says that a GM is free to allow (or disallow by default) exchanging ammo between different types of weapons, which Heavy Pistols and SMGs are in the rules. The GM that was disallowing you to do so was simply using the basic rules while the one who would let you was exercising the GM discretion clause.
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Begby
post Jul 30 2007, 03:45 AM
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QUOTE (l33tpenguin @ Jul 29 2007, 08:29 PM)
A handgun that fires a 9mm round will inflict basically the same amount of damage as any other weapon firing the same 9mm round.  What the different weapon will effect will be rate of fire, accuracy, durability, etc. 

Palladium does this.

Don't forget that there's many types of rounds too, so in my mind a penetration value is useful. Ball ammo causes much smaller damage to flesh as it does not mushroom very well, but it goes through layers better, say if you're shooting at a car and want it to go through the door.
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sunnyside
post Jul 30 2007, 04:54 AM
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Well I'd just refer you to the cannon companion, which covers a lot of that. You could, of course, simply listen to what the players say they're doing, but they tend to casually leave things, like drawbacks, out.

I think SR deliberatly tries to avoid being too explicit with firearms. If you think DS threads on firearms are bad the ones by people talking about real life get worse. (sometimes we get a taste of that).

Also SR4 is particularily tricky because of the low granularity of damage. +2 DV corresponds to going up to a whole different class of weapon typically.

If you want to houserule stuff I would suggest adding factors that might not be so good. Otherwise you'll wind up with guns that are a lot better and mess with game balance. For example you could add "accurcacy" as a modifier to rolls but additionally add "max hits" to a firearm. The latter becuase if your firearm shoots foot wide groups at 100 yards from a locked bench you aren't going to be hitting someone in the eye at that range regardless of the cyber in your system (edge would probably let you bypass that limit).
By adding max hits you now have something your players can improve, but you effectivly made guns a little worse before they made them better.
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kzt
post Jul 30 2007, 06:08 AM
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My personal bias is to reduce the damage of pistols about 2 points (so holdout, MPs & light does 2, heavy does 3), keep the damage of assault rifles and LMGs at 6P, increase the damage of rifles and MMGs to 8P and HMGs to 12P. But I've never actually done this, as it also needs doing armor hit locations, which is a pain and I haven't found a pain free (enough) system to do this.

In terms of trying to come up with clever gun distinctions and models, they are pointless. At the scale SR is trying to simulate a Beretta M9 and a Glock 19 are the same other then magazine capacity. In the real world it tends to be personal preference and long-term durability that you really see differences, and I doubt that you really care that the Beretta frames tend to break at about 25,000 rounds while glocks don't.

For that matter, a .45, .40 and 9mm are close enough that you can't distinguish them in SR terms. They are all heavy pistols. It's .380, .25 and .22 that are light pistol calibers, if you want to think of it that way.

There are modifications you can make to pistols to make them really cool and spiffy. Go to an IPSC shoot some Saturday morning you will see people pull way cool pistols out of cases. They are called race guns, and using their assorted optical sights, compensators and assorted doohickeys they can shoot astonishingly well. Then they will lock them back up and shove a stock Glock in a belt holster before they get in their car and drive home.

Race guns are delicate and expensive toys used in competition, not what rational people would carry around with them for self-defense. And while a grand master IPSC shooter does indeed shoot measurably better with his race gun than without it, he can still shoot vastly better without it than an average shooter can with the experts race gun.

A factory stock gun doesn't have delicate parts that result in the gun going click instead of bang at an important moment. I'd let someone have a gun that allowed them to shoot a little better or draw a little qucker, but every time they drew it I'd roll to see how it worked this time, or if it had fallen out of his skeletonized super quick-draw holster while he was rolling around on the floor with some punk.

And the magazine sizes in the original post are about 50% too small vs reality.
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l33tpenguin
post Jul 30 2007, 06:22 AM
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Yes, I know the numbers were too low, they were just used as places holders since I didn't do any detailed research.

I don't know if I would change damage all that much. Getting hit with a 45 cal. round from a hand gun is usually more deadly than a .223 rem rifle round. The 45 is going to mushroom and do more damage while the 223 is going to just go right through the target. HOWEVER, a 223 is also going to be far more effective against armor. 9mm has been show to penetrate body armor better than 45 as well, even though it isn't as 'powerful' of a round. Against soft targets, though, the 45 has the upper hand.
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psychophipps
post Jul 30 2007, 07:10 AM
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QUOTE (l33tpenguin @ Jul 29 2007, 11:22 PM)
Getting hit with a 45 cal. round from a hand gun is usually more deadly than a .223 rem rifle round. The 45 is going to mushroom and do more damage while the 223 is going to just go right through the target.


Not the case at all. In fact, this is quite inaccurate on all points. The 5.56mm NATO round all but explodes when it hits a person and causes a wound that is best described as "absolutely devastating" provided it has enough meat around it to produce it's full potential effect. The "lack of stopping power" sometimes slated at the 5.56mm NATO round is based upon poor marksmanship than a real failure of the caliber as this caliber has been killing people just fine for about 50 years now, thanks.
One issue with older hollow point ammunition (standard ball or FMJ ammo, as is used by the military, doesn't expand) in pistol calibers was the lack of effective expansion of the bullet on impact with the target. Low muzzle energies and lack of effective metallurgical studies created a veritable expansion crapshoot when it came to HP handgun ammo. Modern hollow point ammunition has largely solved this issue except in extreme cases like shooting someone wearing a parka and having a large pillow up to their chest or something similarly unlikely.
The 9mm Para penetrates armor and light cover better than the .45ACP. This is what the round was designed to do and it's still a very lethal round by any standard. Ask any WWII vet on the european side how well the MP40 killed people.
The heavier .45 ACP bullet really shines when used at close quarters, as the heavy bullet quickly sheds accuracy at range, and against unarmored opponents, as it's larger size makes for a correspondingly larger hole in the target and it's lack of penetration ins't an issue. Of course, body armor is becoming more and more common on the battlefield and the street so the days of this cartridge for military and police uses are probably numbered.

Mark(psycho)Phipps( HAHAHA! )
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kzt
post Jul 30 2007, 07:23 AM
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QUOTE (l33tpenguin)
I don't know if I would change damage all that much. Getting hit with a 45 cal. round from a hand gun is usually more deadly than a .223 rem rifle round.

Do you happen to have a study that support this? I've tried and never been able to find one. All the ED mortality/morbidity studies I've found do too much lumping to be very useful for much other than showing that getting shot sucks. It's hard to even show that shotguns are particularly lethal, as they tend to get lumped into long arms along with .22 rifles. And ED mortality/morbidity studies don't include people who were clearly dead on the scene.

But from what I've seen and read Shadow Run's "regular" (FMJ) ammo the .45 will typically put a .45 inch hole in your chest, while the 5.56 will tumble and fragment. That's at reasonable ranges, at silly range for an assault rifle (over several hundreds of meters) the 5.56 will put a 5.56 mm hole in your chest while the .45 won't hit you. If you go to fancy ammo the .45 gets a lot more effective, but so does the 5.56 using TAP and similar. And the 5.56 will shoot through all soft body armor, while a .45 certainly won't.

Everybody wants every single hit to alway take out their opponent. Sorry, it isn't highly probable that it will until you reach M2 HMG scale rounds. And I strongly suspect you'll be really hard pressed to find a SWAT or other specialized tactical unit that chooses to use .45 pistols for the entire entry team instead of ARs or 9mm SMGs. There also has been a continuing shift from 9mm SMGs to 5.56mm assault rifles for several reasons, such as the body armor penetration issue you mentioned.
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Whipstitch
post Jul 30 2007, 07:28 AM
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Erm, yeah, I have to agree with psycho on that one. High velocity rounds tear themselves apart pretty damn fast once they meet meaningful resistance because it's damn hard to make anything that can resist those kind of forces. And if it's a body causing that resistance, it's pretty much goodnight Gracie. Over penetration isn't -that- big of a deal with such weapons either. The reason rifles are a safety concern and not allowed for hunting in some populated areas is more about their effective range than anything else. A typical hunting round generally isn't going to tear through some deer and nail some poor hunter on the other side of the field (mostly because the round may exit the victim, but there's very little of the round left at this point, most of it's torn up and expended its energy on the victim), but you could very well end up hitting someone you can hardly even see if you miss. I don't know crap about -actually using- handguns and couldn't comment on .45s though. I only have personal experience with the weapons used to routinely kill innocent li'l woodland critters.
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psychophipps
post Jul 30 2007, 07:38 AM
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QUOTE (l33tpenguin)
What if I wanted a Predator IV in full auto? What about modifying a pistol to include recoil compensation, since there are real pistols with gas vented recoil compensation?

This kinda brings me to a nit pick about weapons in most rpgs. I wish firearms were handled on a more realistic term for damage. A handgun that fires a 9mm round will inflict basically the same amount of damage as any other weapon firing the same 9mm round. What the different weapon will effect will be rate of fire, accuracy, durability, etc.
A list of fire arms would include name, caliber, rate of fire, accuracy
A sublist would include capacity of clips available.
A list of ammunition would include name, damage, effective range, effectiveness against armor

Beretta 92, 9mm, semi auto
-standard magazine 9 rounds
Glock 18, 9mm, full auto
-standard magazine 9 rounds
-extended magazine 20 rounds

Ares Predator IV, 45 cal, semi auto
-standard magazine 9 rounds
-extended magazine 15 rounds (-1 con)
Glock 23, 45 cal, semi auto
-standard magazine 7 rounds
Colt Python, 45 cal, semi auto
cylinder 6 rounds



Any thoughts? how much would you let players modify their weapons? and when do we get more guns?

Well, the standard magazine capacity of a Beretta 92F pistol is 15 rounds (17 for the recent revision of this excellent weapon), not 9. The standard magazine capacity of the Glock 18 was (they're not made anymore) 17 rounds just like the G17 (as the 18 was just a modified 17 with a selector switch). A glock 23 (which is .40 S&W not .45 ACP) has a standard magazine capacity of 13 rounds and the Colt Python was a .357 magnum revolver with a .38 special target variant, not a .45 caliber revolver.They have aftermarket magazines for these autoloading weapons with higher capacities but the above magazines come with the weapon standard when you purchase one.
Gas venting a handgun is largely a waste due to short barrels (less time to control recoil impulse before the bullet has already left the barrel and the gasses expand out the muzzle) and low energies to divert to the purpose of recoil compensation (a 9mm Para round generates less than 1/3 the useful energy of a 5.56mm NATO round). Non-large magnum cartridges (.44 magnum+) simply lack the basic energy to make gas venting truly effective at anything but looking cool.
A fully automatic Predator (which I see as being the .44 Desert Eagle of SR) would make for an excellent extremely short-range anti-aircraft weapon. The recoil after shot #2 or so would simply drive the barrel up to make it all but impossible to effectively bring back down on the target. It would be like one-handing a jackhammer. Looks cool as hell for sure, but doesn't get much real work done.

Mark(psycho)Phipps( HAHAHA! )
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l33tpenguin
post Jul 30 2007, 07:48 AM
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QUOTE (psychophipps @ Jul 30 2007, 02:38 AM)

Well, the standard magazine capacity of a Beretta 92F pistol is 15 rounds (17 for the recent revision of this excellent weapon), not 9. The standard magazine capacity of the Glock 18 was (they're not made anymore) 17 rounds just like the G17 (as the 18 was just a modified 17 with a selector switch). A glock 23 (which is .40 S&W not .45 ACP) has a standard magazine capacity of 13 rounds and the Colt Python was a .357 magnum revolver with a .38 special target variant, not a .45 caliber revolver.They have aftermarket magazines for these autoloading weapons with higher capacities but the above magazines come with the weapon standard when you purchase one.
Gas venting a handgun is largely a waste due to short barrels (less time to control recoil impulse before the bullet has already left the barrel and the gasses expand out the muzzle) and low energies to divert to the purpose of recoil compensation (a 9mm Para round generates less than 1/3 the useful energy of a 5.56mm NATO round). Non-large magnum cartridges (.44 magnum+) simply lack the basic energy to make gas venting truly effective at anything but looking cool.
A fully automatic Predator (which I see as being the .44 Desert Eagle of SR) would make for an excellent extremely short-range anti-aircraft weapon. The recoil after shot #2 or so would simply drive the barrel up to make it all but impossible to effectively bring back down on the target. It would be like one-handing a jackhammer. Looks cool as hell for sure, but doesn't get much real work done.

Mark(psycho)Phipps( HAHAHA! )

like I said before, don't take apart those numbers, I was just jotting down stuff to provide a variance of platforms as an example.

The whole intent of this is to look at a system in SR that uses the firearm as the delivery platform for the ammunition that carries the actual damage stats.

The original post wasn't supposed to be a "these are real specifications of real guns"
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kzt
post Jul 30 2007, 08:21 AM
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The problem is that the system doesn't allow much variation without creating a super weapon. Which, I'd argue, is what the predator IV is. It's a supergun, shooting bullets that do as much damage as an short barreled AK, but with armor piercing.

It's also absurd. To make something absurd any more effective would be insane from a game balance point of view.

Other note, pistols should all have negative AP ratings. Pistols suck at putting holes in hard, tough objects. It's just the nature of pistol cartridges and bullets. (The exception are insanities like the various AR and AK "pistols" and monstrous handguns for hunting dangerous game.) That's one of the reason why I feel need the hit location system that I can't yet make work, so you can shoot people where their armor doesn't work.
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TheOneRonin
post Jul 30 2007, 12:45 PM
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I've managed to put together a spreadsheet of firearms for Shadowrun that, IMHO, does modern calibers and terminal ballistics justice (within the framework of 4th Ed rules). I'd be more than happy to share with anyone who is interested, though the info does have a few caveats:

1. I have "caliberized" most Shadowrun specific firearms and listed them along with their real world counterparts. Not everyone will agree with my selections, so just be prepared.

2. I have made some significant changes to the damage/AP codes for the different weapons. They do, however, remain largely consistent when comparing the same caliber ammunition when fired from different platforms.

3. The change in damage and ap ratings necessitated an overhaul of the armor ratings as presented in the BBB. I used the NIJ Body Army white paper for guidance. For these firearms to work as intended in a Shadowrun game, you'll need the armor rules too.

4. These rules have been field tested several times by my players. Although they work for my group, they won't always work for yours.


Once I get the files hosted, I would be more than happy to answer any questions about the stats I chose and how I came to those conclusions.

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MaxHunter
post Jul 30 2007, 02:46 PM
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Well, I haven't tinkered around much with damage values and other stats, but I am using some hard and fast pseudocaliber rules just to add a little more depth into my game. So far my players are loving it, so here's the buzz.

SMGs and Heavy Pistols may share ammo

Hold outs, Light pistols, machine pistols and similar guns share ammo.

Rifles share ammo according to damage value, same as shotguns

Assault rifles can share ammo only among themselves.

Additionally, some guns, like the Superwarhawk, Ak 97 or the Sakura Fubuki use different calibers and can't really share within their class. However, in some combat environments it pays off to have the same kind of gun that the opposition has, in order to "liberate" ammo from bodies.

In a current game, a group of runners are in the middle of the Yucatán conflict. Both the rebels and the Aztlán forces use AKs. Three runners are packing FN-HARs and an Alpha, they really must conserve ammo because in the jungle they won't be able to get new clips. [and they lost some of the XX clips when the Aztlaners napalmed their campsite]
A couple of them are carrying Aks and are having a much easier time. Also, I asked them all to roll armorer [2] after a week or so, if they failed their rifles had become dirty and more unreliable [basically gained the Gremlins 2 quality], hits reducing the penalty. Of course, the threshold for the Ak was less, because the gun is well known for its reliability. Maybe I am a fan of Aks! Anyway these rulings are working just fine, sound sufficiently realistic for our game, are not so complex as to require any bookeeping and have added lots of new dimensions into the game.

Cheers,

Max

Now I would like to do something like that for concealability...








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eidolon
post Jul 30 2007, 03:41 PM
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QUOTE (kzt)
That's one of the reason why I feel need the hit location system that I can't yet make work, so you can shoot people where their armor doesn't work.

Isn't that the explicit purpose of the called shot rules?
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Cursedsoul
post Jul 30 2007, 04:03 PM
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I think he might be getting at the need for a system that allows you to potentially hit someone where their armor doesn't count and vice versa.

For someone with an Armor Vest they aren't getting any protection in the arms, legs, and head which means that simply getting hit could result in getting tagged in the arm or something and thus you'd have no armor protecting you.

Called shots are there for intentionally bypassing armor/aiming at a critical location so you can make it a certainty (if you hit) that you rob them of their armor or hit'em where it's least effective or gonna hurt the most if it penetrates.

That being said, a hit location system is rather hard to hammer out because I think it's implied that an unaimed shot is aiming center mass because that's the easiest thing to hit, at least if the target is standing still. A guy walking/running/ducking/diving/dodging/weaving/etc reduces the chance of that happening so...yeah. Still going to be the most likely area you'll get hit, but the probability drops a fair amount I should think.

I think a hit location system could be relatively easy to do if someone is walking into a suppressive fire zone because the whole point of that is to make sure you keep your head down and make it a very bad idea if you don't. You could simply roll a d6 and call it maybe 1-2 is a limb, 3-4 is a torso, and 5-6 is a headshot, or maybe 1 is a limb, 2-5 is a body shot, and 6 is one in the brainbox.

I suppose the same could potentially be said for grenade shrapnel (or just shrapnel in general) but then things start getting way too complicated I think because it's not just bullets it's the shockwaves and whatnot that result from a grenade being detonated that come into play.

While I don't have much experience in-game at all, I think it'd just overcomplicate things. Combat already has things like cover and visibility to keep track of that this could slow things down a bit further.
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Ed_209a
post Jul 30 2007, 04:05 PM
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Regarding ammo compatibility, I bet the security/military field uses the ammunition Ares tells them to.

I can see Ares (or some other AAA) just monopolizing ammo production to the point that you either use 10mmA (for Ares) in your heavy pistol, or you handload.

Speaking of the AK series, I have always pictured the AK97 as the AK100-series, just re-engineered to be smartgun-friendly.

I also think that the AK47 will be alive and well in 2050, made in the machine-shop equivalents of street doc clinics, on cheap CNC machines.
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Eleazar
post Jul 30 2007, 04:13 PM
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QUOTE (Cursedsoul)
I think he might be getting at the need for a system that allows you to potentially hit someone where their armor doesn't count and vice versa.

For someone with an Armor Vest they aren't getting any protection in the arms, legs, and head which means that simply getting hit could result in getting tagged in the arm or something and thus you'd have no armor protecting you.

Called shots are there for intentionally bypassing armor/aiming at a critical location so you can make it a certainty (if you hit) that you rob them of their armor or hit'em where it's least effective or gonna hurt the most if it penetrates.

That being said, a hit location system is rather hard to hammer out because I think it's implied that an unaimed shot is aiming center mass because that's the easiest thing to hit, at least if the target is standing still. A guy walking/running/ducking/diving/dodging/weaving/etc reduces the chance of that happening so...yeah. Still going to be the most likely area you'll get hit, but the probability drops a fair amount I should think.

I think a hit location system could be relatively easy to do if someone is walking into a suppressive fire zone because the whole point of that is to make sure you keep your head down and make it a very bad idea if you don't. You could simply roll a d6 and call it maybe 1-2 is a limb, 3-4 is a torso, and 5-6 is a headshot, or maybe 1 is a limb, 2-5 is a body shot, and 6 is one in the brainbox.

I suppose the same could potentially be said for grenade shrapnel (or just shrapnel in general) but then things start getting way too complicated I think because it's not just bullets it's the shockwaves and whatnot that result from a grenade being detonated that come into play.

While I don't have much experience in-game at all, I think it'd just overcomplicate things. Combat already has things like cover and visibility to keep track of that this could slow things down a bit further.

Shooting a target in a specific location should not be left to chance. It should be based upon skill. I do understand that sometime you can only shoot in the general direction and hope for a hit. In this case though, you will always be aiming for the body. Location to some degree is already covered in the rules, though abstract. The more hits you get, the more accurate your shot was in hitting a vital organ, thus more damage. The less hits you get, the less accurate your shot was in hitting a vital organ, thus less damage. If you want to do any other type of shot I think it is already very well covered in the rules. The only thing one might want to do is house rule some of the called shot options.
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Cursedsoul
post Jul 30 2007, 04:34 PM
Post #24


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QUOTE
The more hits you get, the more accurate your shot was in hitting a vital organ, thus more damage. The less hits you get, the less accurate your shot was in hitting a vital organ, thus less damage. If you want to do any other type of shot I think it is already very well covered in the rules. The only thing one might want to do is house rule some of the called shot options.


Yeah, I was thinking of that while posting but the thing is, your target still gets to roll their armor for the damage resistance, no matter how many hits you got on your initial shot. A guy who got a bunch of hits on his attack roll did indeed hit more accurately and in a more damaging fashion but their target's armor still gets to absorb it which would be why a hit location system would be necessary to determine if armor is in fact, a factor.

I think the rules work pretty well as is but I agree with both sides.

On the one hand the whole point of the opposed test with the attacker rolling attribute + skill versus the defender rolling Attribute + skill is so that the guy getting shot at CAN get his armor in the way. While I'm not gonna wanna get shot if I can help it, I'm also gonna try to get out of the way in such a manner as to maximize the chance of my armor getting in between me and the bullet if possible.

For a guy with the dodge skill using full defense, I think that's exactly what they're doing to a certain extent. I don't think it's any real stretch to imagine it encompassing training in how to properly duck n' dive so as to maximize the effectiveness of armor and/or the surroundings.

For a guy without the dodge skill and simply rolling their reaction, they're still gonna be doin' that to the best of their ability or what have you.

Meanwhile your shooter is doing their best to anticipate what their target is going to do and make sure to aim and fire where and when it's gonna be to maximum effect.

Now on the other hand, you have all of that but if you're hit in the arm or the foot and aren't wearing an armored jacket or armored shoes, you're gonna get hit in THAT area without protection and the difference between a guy rolling 8 armor dice and a guy rolling no armor dice is well, a very happy guy versus a very unhappy guy, although I'm sure they're both equally mad at having just been shot.
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eidolon
post Jul 30 2007, 05:17 PM
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I suppose that, like a lot of things in RPGs, it all comes down to how comfortable you are with the level of abstraction used.
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