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> Some Newbie Weapon Questions
JaronK
post May 13 2004, 08:53 PM
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For the record, I'm quite new to Shadowrun (preparing to play my first game), and only have access to the core rulebook (with errata).

I want to buy a Viper Silvergun, with some decent recoil reduction. The gun comes with a silencer, standard. Am I allowed to add a Gas-Vent system to it, or does the silencer use up that slot?

I've heard of adding a customized grip for -1 recoil... but I can't find that anywhere. Assuming it's in another book that I don't have, is it okay for me to ask here how much it costs?

The silvergun says it fires flechette rounds, and I notice it has a huge clip. Does this mean it only fires those kinds of rounds, so I can't ever use any other type? Is the large amount of ammo available in the clip because those rounds are smaller or something?

The damage code for the flechette rounds is factored into the stat line given in the rulebook. Is the concealment reduction for the built in silencer also factored in... in other words, with the silencer, do I have the written concealment of 6, or does it drop to 4? Can I remove the silencer, then, if I need more stealth?

Thanks in advance.

JaronK
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RedmondLarry
post May 13 2004, 08:56 PM
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You're correct. Can't get Gas Vents, because Silencer takes up the Barrel Slot.

The Personalized Grip is in another book. If your GM allows other book rules, one of the optional ones is that Strength 6 or more gives you one point of recoil compensation.

Yes, the Ares Viper Slivergun only fires Flechette ammo. The damage code in the book 9S(f) indicates the flechette/shotgun staging up of damage has already been counted in the damage code. If you fire at someone wearing armor, you only get the 9M (before burst).
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I Eat Time
post May 13 2004, 08:57 PM
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If it comes with a silencer integral to the gun in the listing, all the other stats apply for the silencer, including concealability, so you're gold in that respect.

The Sliverguns are only built to fire smaller flechette rounds, so they can't use other rounds and the clips are for the small rounds. I will warn you that flechettes, true to real life, suck against ballistic armoring, and they're better for unarmed targets.
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RedmondLarry
post May 13 2004, 09:02 PM
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Note, however, that some GMs do not allow the Ares Viper Slivergun (AVS) in their games. Many consider it to be unrealistic or unbalancing in several ways (huge clip, built-in silencer with good concealability, burst-fire mode). By making player characters not have the AVS that also means that your opposition in the game won't have them either. Many players like that.

/Edit: Here is a link to an earlier discussion of flechette ammo and the AVS. There are many older topics on the AVS. We don't need to re-discuss it, but we'll be happy to point you to such discussion if you want.
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Dweller on the T...
post May 13 2004, 09:04 PM
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You can add a customized Personalized Grip for 125 :nuyen:. There's another recoil compensation option available, but it requires GM consent since the rules for pistols don't allow underbarrel accessories despite the fact that a few of them come with them by default. That other option being an Underbarrel Weight which costs 50 :nuyen: adds 1kg to the weight and lowers Concealability by -1.

Both of those combined with a Strength of 6 or higher will give you 3 points of recoil compensation.
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JaronK
post May 13 2004, 09:08 PM
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Well, this character is an elven special ops/assassin, so strength 6 really isn't going to happen. Does him being strength 4 help in any way, or is there any other way to add recoil reduction? 3 points of it would be wonderful, though if it's not meant to be, c'est la vie.

JaronK
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JaronK
post May 13 2004, 09:11 PM
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Added question. I've got Ultrasound Goggles (customized to look like sunglasses) and an ultrasound sight... is there anyway to just make the goggles "see" using ultrasound, without needing the sight on the weapon?

JaronK
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Kagetenshi
post May 13 2004, 10:12 PM
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You could probably stick the emitter somewhere on the frames, or tape it to your head or somesuch. Strength 4 adds nothing; without Cannon Companion, I think you're stuck as for recoil compensation.

Also, I Eat Time is incorrect, flechettes in real life tear through armor but don't do so great in terms of actual tissue damage. It's more or less the exact opposite of SR flechettes, but don't think about it too hard or your brain will explode.

~J
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Kagetenshi
post May 13 2004, 10:13 PM
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A double-post sometimes offers recoil comp, though.

~J
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I Eat Time
post May 13 2004, 10:21 PM
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Just so I can get it clear, I was under the impression that shotgun buckshot was practically useless against Kevlar, except for some serious knockdown? And that Kevlar was designed to absorb kinetic energy, and flechettes on a whole have much, much less kinetic energy than a normal 9mm round?
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Kagetenshi
post May 13 2004, 10:29 PM
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You're right, shotgun buckshot is pretty much useless against kevlar. It's also not flechette-related in any stretch of the word; even SR doesn't make that claim past having shot use the same rules as flechettes.

Flechettes are essentially darts, spikes rather than mostly-blunt bullets. They typically are lighter, and thus much faster, than ordinary bullets, hence more kinetic energy. Flechette means arrow, IIRC, and as a sharp object will lose much less energy to armor. It will also not deform much, if at all, inside a person. Actually, what it will do is generally make a small hole in the person, whatever they're wearing, and possibly whatever's behind them as well.

~J
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Austere Emancipa...
post May 13 2004, 10:46 PM
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Here are some earlier discussions about flechette ammunition. You'll want to pay most attention to Raygun, Crusher Bob, and maybe a few others like Arethusa and me. Especially Raygun and Crusher Bob know their stuff, I mostly just repeat what they've said earlier.

Flechette Ammo Question
Firearm Damage Codes, Penetration vs. Wound level
Flechette Ammo rules descripency, GMs at war over Flechette
Flechette Rounds, Rule Clarification
On "Called Shot" and flechette, Some thoughts
Flechette, Let's see if I get this right...

Here you can see some pictures of flechette ammunition for an assault rifle caliber weapon. The weapon in question fires only that ammunition, and can defeat most common types of body armor far beyond the effective range of most conventional assault rifles. However, it will never do much more to a human than punch a 6mm-across + -shaped hole right through.

In case you don't want to read through all those threads (quite likely...), it should be mentioned that flechette ammunition sometimes takes a form other than a single such "arrow". In shotguns you sometimes get flechette ammunition which consists of a bundle of very small projectiles like small nails with tiny fins attached to the rear.

These perform slightly better against soft targets than single arrows do (they punch a large number of really tiny holes in humans instead of a single small hole), but much worse against armor. They still penetrate armor far better than buckshot will -- and they have (IIRC) a better range than buckshot, which is the main reason why they're used. Similar "flechette bundles" are used in in weapons such as grenade launchers and recoilless rifles on some occasions.

This post has been edited by Austere Emancipator: May 13 2004, 10:56 PM
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JaronK
post May 13 2004, 10:53 PM
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While I don't know Shadowrun well, I do know physics. Due to the lower mass of the Flechette bullets, they fly faster, but have lower kenetic energy. Thus, they don't penetrate armour nearly as well. In fact, the reason they do more damage is they can't penetrate well inside the body, causing them to pierce the soft bits and richochette off the hard bits, resulting in increased internal bleeding and organ damage. Thus, while you might get shot in the gut by such ammo, the flechettes may curve inside the body and hit your heart, or otherwise richochette around inside your ribcage. Meanwhile, a standard bullet might go straight through, which would still be very bad for you, but they might miss all the vitals.

Thanks for the help, by the way... I think I'll have to go with a AVSilvergun with Internal Smartlink and personalized grip for my assassin... it really seems like the right sort of weapon for him.

JaronK
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Austere Emancipa...
post May 13 2004, 11:02 PM
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JaronK, please do read through the stuff I mentioned above. If you want further proof, Google for some RL flechette ammunition.

They might have less kinetic energy; the Steyr ACR 9.85 grain tungsten flechette I linked to above certainly does have less muzzle energy than a 5.56x45mm M855 FMJ -- although this might be reversed around 600 meters. But kinetic energy doesn't determine whether you penetrate armor or not, or at least it's not the only thing that determines it. Flechette ammunition is extremely hard, sharp and fast, so it does punch through armor without trouble. Read the Steyr ACR link above.

They penetrate right through humans. Most single-flechette rounds would probably penetrate a whole lot of humans, if necessary. I seriously doubt they have a habit of changing direction inside living targets when they hit something hard, because the fins keep them really stable, and they are capable of zipping right through bones without trouble. They do not curve inside a body, the fins take care of that.

Might I ask where you've read that stuff about flechettes?

[Edit]If you're interested in terminal ballistics of firearms, check here for some discussion. This is a great introductory reading and contains further links.[/Edit]
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Cain
post May 13 2004, 11:04 PM
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I'm no physics or ballistics expert, but I believe that the flechettes being described are similar to discarding-sabot rounds. You use the same amount of propellant to fire a much smaller bullet; the outer casing is stripped off in flight. So, a real-world flechette does penetrate armor much better, since it actually has more kinetic energy behind it. It has less mass, which might seem to reduce the force; but since the original energy is unchanged, it ends up with a higher overall force.

The reason why it does less damage is due to the lack of mass. Damage to the human body depends on how much energy is transferred. The higher speed and lack of mass not only leads to overpenetration; but with less mass, it can't transfer the energy as effectively.

Think of it this way-- if we use the exact same amount of force on a needle and a one-ton boulder, we'd end up moving them at radically different speeds. The needle would go supersonic in a huge way, while the boulder would barely move. But if you're hit by the supersonic needle, it'll go right through you, transferring very little energy. The one-ton rock would roll right over you and stop, neatly transferring all of its energy.
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Kagetenshi
post May 13 2004, 11:04 PM
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You apparently don't know physics all that well. Kinetic energy is 1/2MV^2. Note the squared on velocity. Much more important than mass for kinetic energy.

~J
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Austere Emancipa...
post May 13 2004, 11:16 PM
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QUOTE (Cain)
So, a real-world flechette does penetrate armor much better, since it actually has more kinetic energy behind it.

They do not necessarily have more kinetic energy than conventional bullets. At least neither of the two examples I can come up with have: Steyr ACR 5.56mm flechettes nor the Steyr IWS-2000, whatever caliber those were. They might retain that energy better, however, because they don't slow down as fast.

The main factors in why they penetrate better are small diameter, sharpness and hardness. You can get more kinetic energy in other ways. I'm not sure how important are mass and velocity for penetration (of rigid armor), compared to their relation in kinetic energy.

QUOTE (Cain)
The reason why it does less damage is due to the lack of mass.

Nope, the reason why it does less damage is because it leaves a tiny little hole in a living target. Bullets can leave some amazingly large permanent cavities in people, sometimes several times the bullet's diameter in size. A flechette won't. The size and shape result in a tiny little permanent cavity, and the rigid construction and design that gets rid of yaw make sure of that.

QUOTE (Cain)
Damage to the human body depends on how much energy is transferred. The higher speed and lack of mass not only leads to overpenetration; but with less mass, it can't transfer the energy as effectively.

I urge you to read the Terminal Ballistics site I linked above, originally linked by Arethusa in some other thread. Good stuff, and will rid you of these vicious rumors.

In short: Energy transfer alone doesn't decide the amount of permanent damage dealt to tissue. Overpenetration is not necessarily bad. Mass has little if anything to do with transferring energy efficiently from the projectile to the target.
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Kagetenshi
post May 13 2004, 11:21 PM
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Having the bullet lodge in the body would result in a lot of potential health consequences that I can think of, so overpenetration is still probably good to avoid if you're going for maximum adverse effect.

~J
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Austere Emancipa...
post May 13 2004, 11:22 PM
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I'm frantically trying to dig up some serious, factual sources for the effectiveness of flechette bundles, such as those used in shotguns, grenade launchers and the like. And it's not easy, since most sites are all about "Flechette ammo is teh shit!!!11222". I thought I'd found a decent site, when it actually said "The accepted casualty producing force criteria for an incapacitating wound is 58 ft. lbf. for an unprotected human." For fuck's sake...

QUOTE (http://www.sciencedaily.com/encyclopedia/flechette)
Because of the hard nature of the flechette, it does not deform on impact, and while it penetrates exrememely well, it produces very little tissue damage.


[Edit]Several sources talk about US DoD research initiatives to increase the effectiveness of flechettes in a personal weapon against humans (or indeed to make them at all effective). These have mostly looked into the possibility of using soft noses, bi-metallic or otherwise deforming/fragmenting flechettes that wouldn't just zip right through humans leaving only a tiny wound.

Because the DoD has deemed it necessary to research such things in length, I doubt simple steel flechettes do it well. Also, any such modification to the basic principle of flechettes will drastically reduce the armor penetration capability of such ammunition, while still not achieving as good terminal performance as you can get with good old Soft Point rifle ammunition.[/Edit]

This post has been edited by Austere Emancipator: May 13 2004, 11:31 PM
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Kagetenshi
post May 13 2004, 11:29 PM
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QUOTE
"The accepted casualty producing force criteria for an incapacitating wound is 58 ft. lbf. for an unprotected human."


I have no idea what this is supposed to mean. Care to enlighten me?

~J
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Austere Emancipa...
post May 13 2004, 11:33 PM
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I don't even know if "ft. lbf." is an accepted unit of force... Basically what it means is that there alledgedly is some amount of force that is required and enough to incapacitate an unprotected human. Which is a completely ridiculous idea, because a human can survive a .50BMG hit to the toes and still die instantaneously when hit in the eye with a .22LR.

Let alone the fucking moronic results that kind of thinking gets you when you start thinking about objects that weigh a hundred kilograms or more, or objects that weigh fractions of grams.

[Edit]It seems foot-pound-force is a unit of work. I have no idea how you could measure that from a projectile.[/Edit]

This post has been edited by Austere Emancipator: May 13 2004, 11:41 PM
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Arethusa
post May 13 2004, 11:37 PM
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Unless that's some unit of force I've never seen, it's just a misspelling of ft lbs, which is a wacky and stupid unit of force. Joules are much nicer, but a lot of Americans like their stupid standard system.
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Austere Emancipa...
post May 13 2004, 11:47 PM
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QUOTE (Kagetenshi)
Having the bullet lodge in the body would result in a lot of potential health consequences that I can think of, so overpenetration is still probably good to avoid if you're going for maximum adverse effect.

Well, first of all, it should be kept in mind that there never is a choice between 2 completely equal gunshot wounds with the only difference being the exit wound or lack thereof.

Second, opinions vary. To me, it seems an exit wound is a good thing, because it promotes faster bleeding. The entry wound is usually very small (at least compared to the exit wound), and blood might get "stuck" into the cavity produced by the bullet, so the pressure in the cavity would not drop, and bleeding would be slower.

Third, when discussing the lethality of firearms, the possible long-term health effects of a bullet inside a human body is rarely a consideration. When the objective is to incapacitate a human within a minute or two, tops, the classic James Bond "I've Got A Bullet In My Brain That Will Kill Me In 2 Years" Syndrome is rather insignificant. :silly:
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theartthief
post May 14 2004, 05:18 AM
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QUOTE (Arethusa)
Unless that's some unit of force I've never seen, it's just a misspelling of ft lbs, which is a wacky and stupid unit of force. Joules are much nicer, but a lot of Americans like their stupid standard system.

Why yes, yes we do. ;)

- theartthief

P.S. I do have to concede that the metric system makes life easier when doing mathematical calculations but I have never really wrapped my head around kilograms or meters or litters the same as I have around pounds, feet, and gallons.
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I Eat Time
post May 14 2004, 06:58 AM
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Ok, I think I've realized what's going on here. My original argument on kinetic energy dealt with the fact that kevlar is good against high-kinetic incoming attacks, which is why knives only moderately struggle against them. However, IRL, flechette rounds are nothing but tiny knives, or more appropriately, a sharp point that punches the round straight through. Not a lot of damage. So IRL, flechette rounds keep all their kinetic energy going straight through, armor does crap against them, and they do LESS damage to unarmored targets than normal rounds. Needless to say, by the standard (and might I add correct) definition of a 'flechette' round, FASA got it all wrong.

(A note here, before we depart reality: Kagetenshi, absolutely right on the physics thing, KE is much more dependent on velocity than it is mass. However, for a given velocity (read: muzzle velocity) the lead solid bullet is going to have more kinetic energy than a light arrow round. I think you're with me on this. However, if flechettes travel much much faster (square root of bullet's mass over arrow's mass times bullet's velocity to break even), then the flechette does indeed have more KE, you're right. I haven't seen the numbers.)

I think what happened was this: When I first heard what flechette did in SR, I imagined it as a bullet that simply fragmented in the body in a specific way, lots of little slivers of metal and lead that tore through your body in all directions because they had little inertia and lots of kinetic energy. Shotguns were the same concept, because shot has lots of kinetic energy but almost no inertia, compared to a bullet. Needless to say, a bullet that fragments on impact is going to do nothing to a kevlar vest, since the bullet hits, the vest absorbing the Kinetic energy with no penetration, then the bullet slivers with much less energy (most of the impact energy to be specific), at most embedding themselves in the vest.

Maybe this is what FASA is thinking of, correctly or not, when they think of flechette rounds. No penetration in kevlar, specialized bullets, and extra damage to softies. On another note, a really sick version of this round is a ceramic Hi-C version, if possible. Sticks in your body, and it's nigh impossible to fish it out (no x-ray scans).
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