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> Pistol design.
Wounded Ronin
post Oct 14 2004, 05:02 PM
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In years of playing I can remember few instances where someone actually had to reload a pistol in the middle of a fight. This is because when the rest of the party is also opening fire you generally make less than 10 attacks per battle yourself. I mean, just adding more and more enemies eventually leads to GM overload from all the number crunching and keeping track of what is happening to each person.
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Young Freud
post Oct 14 2004, 05:20 PM
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QUOTE (Canid13)
A Royal Marine Commando carries, on a normal route march into combat, roughly 35 to 40 kilos of weight, quite possibly more.

The emcumberance rules for SR are way too wrong for my tastes. I've actually brought in a sliding scale for calculating the weight of things. This was put to vote by my group, and they voted for that as opposed to recalculating weapon and ammo weights into kilos.

In my games, the value for each point of strength varies. STR 1 to 3 generates 7kg per point, STR 4 to 7 generate 6 per point and STR 8+ generates 5kg per point.

This means an average human (STR 3) can carry 21kg, while the average Troll (STR 7) can heft 45kg without problem. I also only include half the weight of worn armour and clothing since we're talking encumberance and the clothes you're wearing don't impede you as much as if you were carrying it in a pack or bag.

Note: it's a normal foot march into combat, not actual combat. Most armies, and I know the British do, will drop their unessential gear and going into combat with their rifle, their helmet, whatever body armor they're wearing, a knife, a canteen, maybe a few grenades, and around six magazines of ammo. This usually equals out to around 20kgs. It's lighter for recon units, with no helmet, no body armor, and four magazines for their rifle (usually a carbine).

I don't have the time, but I could point you to Army Manuals detailing Approach Load (which is what you're talking about) and Combat Load. I agree there needs to be some modification, especially for non-combat and combat situations.
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Canid13
post Oct 15 2004, 10:10 AM
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Yeah, that's true Freud. But since no-one I've ever played a RPG with, save myself, uses their first available free action as "I unhitch my pack" I take approach loading as combat loading for SR.

A British soldier will carry 120 rounds for his rifle, a couple of grenades and other essentials in his webbing, a torch, canteens (more than 1, probably as many as 3) and his emergency survival stuff, plus rifle and helmet. Body armour isn't common in the British Armed Forces yet, but it does happen.

SOTA63 has something which vaguely passes for webbing (45 different pouches in various shapes and sizes becomes 5 or 6??? But an A* for effort) and properly military rucksacks which can be released quickly and easily. That's something I've recommended to my players since pockets don't work right - and getting something from a pcoket without takeing 2 complex actions is tough.
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Crusher Bob
post Oct 15 2004, 11:04 AM
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The magazine sizes sounds a bit off, aauming its a full length grip, with a single column magazine (to keep grip width odwn) 7-8 rounds seems more likely. For the extended magazine ~18 rounds seems much more likely if you aren't using something odd like a drum that hangs of the bottom of the magazine. If the grip is shorter than 'normal' then the 6 rounds sounds about right. Rather than using the tedious 'barrel reduction rules (so you can't refer to the range tables), just make it use light pistol ranges instead). If you view the extended magainze as a ~twice as long magaize that projects from the bottom of the pistol, then conceal 4 is probably more appropriate (most SMGs), if the magainze is something closer to the luger drun, then conceal 3 is ok.

You'll probably want to add a conceal rating for the larger magazine (6 is its 2X size and ~4 if its a drum) to keep them from being brought in and then just mated up with the pistol a second later.

Reducing its base damage to 7M, and making the silencer and integral part of the gun might produce and interesting alternative. This makes carrying it much more of a trade off. In a real fight you're going to have to use burst fire, which will run you dry very fast, but shooting some poor guard in the back of the head (no CP), 7M will do just fine.
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