Jaid
Dec 8 2006, 05:16 PM
QUOTE (Kyoto Kid) |
QUOTE (James McMurray) | I believe the point was that if you can drop their armor to 0 they won't get the +5 armor from the ammunition. That's a GM call though, unless the FAQ is clear on it. |
...I agree +5 modifier shouldn't come into play. However, the base armour of the target still does. For example, if the target is wearing an armoured jacket this reduces the DP by -6. If the attacker has a DP of around 12 (the usual case for most non-sammies since they have other things than just combat to spend BPs on) your DP is effectively reduced by 50% or worse if other penalties like range, cover, or vision mods come into play. Also, risk of a Glitch or Crit Glitch goes up as the DP goes down and the target's chances to dodge the shot altogether improve.
If I were running a straight Street Sam, I definitely would be using better ammo than flechette and a something other than a heavy pistol as my primary (with maybe the exception of a Super Warhawk w/APDS).
|
sure. but why is the other person blowing that much money on ammo they aren't skilled enough to use reliably in the first place?
Shrike30
Dec 8 2006, 05:35 PM
QUOTE (Kyoto Kid) |
If the attacker has a DP of around 12 (the usual case for most non-sammies since they have other things than just combat to spend BPs on) your DP is effectively reduced by 50% or worse if other penalties like range, cover, or vision mods come into play. |
DP of around 12 is "the usual for non-sammies" shooting at someone in your games? Jesus.
Sorry, but Agil 5/Pistols 5 and a smartlink (12 dice) sounds pretty sammie-scale to me. Sure, you can get higher than that, but 12's an awfully solid DP for anybody.
Moon-Hawk
Dec 8 2006, 05:53 PM
I don't know, an agility of 3, a chosen gun skill of 4 (since their two 5's or one 6 is in their specialty), a specialization, a smartlink, and a reflex recorder gives 12 dice.
I think I agree with KK, a 12 DP is pretty typical for a non-sammie, but still a character expecting to get in a fight now and then.
Jaid
Dec 8 2006, 05:58 PM
QUOTE (Shrike30 @ Dec 8 2006, 12:35 PM) |
QUOTE (Kyoto Kid @ Dec 8 2006, 09:14 AM) | If the attacker has a DP of around 12 (the usual case for most non-sammies since they have other things than just combat to spend BPs on) your DP is effectively reduced by 50% or worse if other penalties like range, cover, or vision mods come into play. |
DP of around 12 is "the usual for non-sammies" shooting at someone in your games? Jesus.
Sorry, but Agil 5/Pistols 5 and a smartlink (12 dice) sounds pretty sammie-scale to me. Sure, you can get higher than that, but 12's an awfully solid DP for anybody.
|
so what you're saying is:
1) you don't include agility boosting 'ware in your definition of street sam?
2) you don't expect a street sam to specialise for those extra 2 dice?
3) you don't expect a street sam to have a reflex recorder for firearms?
because personally i would expect 5(7) agility, 5(specialisation) in the skill, and a reflex recorder, for around 16 dice. [edit] oh, and of course the smartlink would add another 2... almost forgot... that's 18 dice [/edit]
James McMurray
Dec 8 2006, 06:10 PM
QUOTE (Jaid) |
QUOTE (Shrike30 @ Dec 8 2006, 12:35 PM) | DP of around 12 is "the usual for non-sammies" shooting at someone in your games? Jesus.
Sorry, but Agil 5/Pistols 5 and a smartlink (12 dice) sounds pretty sammie-scale to me. Sure, you can get higher than that, but 12's an awfully solid DP for anybody. |
so what you're saying is:
1) you don't include agility boosting 'ware in your definition of street sam? 2) you don't expect a street sam to specialise for those extra 2 dice? 3) you don't expect a street sam to have a reflex recorder for firearms?
because personally i would expect 5(7) agility, 5(specialisation) in the skill, and a reflex recorder, for around 16 dice. [edit] oh, and of course the smartlink would add another 2... almost forgot... that's 18 dice [/edit]
|
He's referring to non-street sams as having less than 12 dice. Street same would of course have plenty more.
Jaid
Dec 8 2006, 06:56 PM
no, he's talking about street sams.
QUOTE |
Sorry, but Agil 5/Pistols 5 and a smartlink (12 dice) sounds pretty sammie-scale to me. Sure, you can get higher than that, but 12's an awfully solid DP for anybody. |
he was stating that his expectation is for a sammy to have about 12 dice, and that therefore non-sammy types will have less.
i can agree with less, if we're talking about someone who is not combat optimised at all (for example, a pure face character, a support magician, a decker who never shows up in the meat if he can avoid it, and so forth). but 12 dice is pretty reasonable for someone who is likely to face combat, but is not geared to be a combat monster (for example, combat deckers, infiltration specialists, and so forth).
Big D
Dec 8 2006, 07:14 PM
Note that SNS, which didn't get touched, is now even slightly better in comparison.
It is rather neat to see so many things discussed here making it into official publication.
James McMurray
Dec 8 2006, 07:21 PM
QUOTE (Big D) |
Note that SNS, which didn't get touched, is now even slightly better in comparison.
It is rather neat to see so many things discussed here making it into official publication. |
It's because the SR4 Gods actually care about their supplicants enough to listen to their prayers, unlike some other games. The answer may not always be what you wanted, but you'll get one nonetheless.
Kyoto Kid
Dec 8 2006, 09:58 PM
QUOTE (Jaid) |
QUOTE (Kyoto Kid @ Dec 8 2006, 11:14 AM) | QUOTE (James McMurray) | I believe the point was that if you can drop their armor to 0 they won't get the +5 armor from the ammunition. That's a GM call though, unless the FAQ is clear on it. |
...I agree +5 modifier shouldn't come into play. However, the base armour of the target still does. For example, if the target is wearing an armoured jacket this reduces the DP by -6. If the attacker has a DP of around 12 (the usual case for most non-sammies since they have other things than just combat to spend BPs on) your DP is effectively reduced by 50% or worse if other penalties like range, cover, or vision mods come into play. Also, risk of a Glitch or Crit Glitch goes up as the DP goes down and the target's chances to dodge the shot altogether improve.
If I were running a straight Street Sam, I definitely would be using better ammo than flechette and a something other than a heavy pistol as my primary (with maybe the exception of a Super Warhawk w/APDS).
|
sure. but why is the other person blowing that much money on ammo they aren't skilled enough to use reliably in the first place?  |
....for the character in question, the Viper was the best bang for the buck at the time while remaining fairly concealable. It is the only burst fire HP on the list for now (until Arsenal comes out and "hopefully" the Svalette Guardian is back), which also had a built in SL & recoil comp. At a 10DV (burst mode) it had one of the best damage codes of the heavy pistol class. Actually it is (was) a pretty good weapon for someone who is not a combat monster sammie (like my hacker Violet, who had done pretty well with it on previous missions).
Fortune
Dec 8 2006, 10:01 PM
QUOTE (Kyoto Kid) |
It is the only burst fire HP on the list for now (until Arsenal comes out and "hopefully" the Svalette Guardian is back), which also had a built in SL & recoil comp. |
Since when does the Viper come standard with a 'built in' Smartlink or Recoil Compensation?
blakkie
Dec 8 2006, 10:07 PM
QUOTE (Jaid @ Dec 7 2006, 10:02 PM) |
QUOTE (James McMurray @ Dec 7 2006, 09:19 PM) | I believe the point was that if you can drop their armor to 0 they won't get the +5 armor from the ammunition. That's a GM call though, unless the FAQ is clear on it. |
how is that GM call?
it goes like so:
player: i shoot him where his armor doesn't cover.
GM: ok, since he's not getting his armor, the flechette AP mod does not apply.
i can't really see what other ruling the GM might use... i mean, by definition, you have just bypassed his armor. i suppose you could randomly just decide otherwise, but then you could just randomly decide that everyone can fly at double their running speed too, and i don't recall ever seeing that suggested as an option before.
|
Flechette is not a single point wound. Therefore it is not, circumstances pending, unreasonable to keep
some of the Armor value even if they are aiming for an unarmored portion of the target.
Of course the numbers are pretty bizzaro compared to what flechette actually does. But as long as you check any knowledge about that at the door it looks like it should work.
Too bad they didn't remove the halving of the armor for Stick'N'Shock to run the board.
Fortune
Dec 8 2006, 10:08 PM
QUOTE (blakkie) |
Flechette is not a single point wound. Therefore it is not, circumstances pending, unreasonable to keep some of the Armor value even if they are aiming for an unarmored portion of the target. |
I believe that the fluff describes (or at least used to) the flechette ammunition used by a Viper as a single sliver, and not multiple shards like buckshot.
Moon-Hawk
Dec 8 2006, 10:11 PM
It does? Really? I know that's consistent with RL flechette, but I thought SR flechette was more "Gibsonian". (don't even start with the Gibson stuff, here)
i.e. multiple shards
Konsaki
Dec 8 2006, 10:13 PM
QUOTE (Pg 307 - BBB) |
Ares Viper Slivergun: The Slivergun is a sleek weapon with burst fire capabilities and built-in sound suppression. It fires metal slivers that count as flechette ammunition (already factored in to the Damage Code). |
Moon-Hawk
Dec 8 2006, 10:14 PM
I can easily see that being interpreted either way. Saying "metal slivers" could still mean one at a time, as in, "my gun fires lead bullets", or it could be implying plural metal slivers per cycle.
edit: I was questioning the "used to" part of Fortune's post, as I personally don't remember that. I always thought it was lots of metal slivers.
blakkie
Dec 8 2006, 10:17 PM
QUOTE (Fortune @ Dec 8 2006, 04:08 PM) |
QUOTE (blakkie @ Dec 9 2006, 09:07 AM) | Flechette is not a single point wound. Therefore it is not, circumstances pending, unreasonable to keep some of the Armor value even if they are aiming for an unarmored portion of the target. |
I believe that the fluff describes (or at least used to) the flechette ammunition used by a Viper as a single sliver, and not multiple shards like buckshot.
|
Er, it says:
QUOTE |
It fi res metal slivers that count as fl echette ammunition (already factored in to the Damage Code). |
Yeah, you could read the plural as 'each time you fire a single sliver comes out'. But there isn't really anything concrete supporting that assumption to override the basic definition of what flechette ammo is. *shrug*
Fortune
Dec 8 2006, 10:17 PM
Bummer. Gotta dig up the older fluff versions in Street Samurai Catalog to see if it differs. I seem to recall a description of a plastic disk from which single slivers were sliced each time the weapon was fired. Seemed odd at the time, but then again it is the Ares Viper Slivergun, so oddness is inherent.
Moon-Hawk
Dec 8 2006, 10:20 PM
QUOTE (Fortune) |
I seem to recall a description of a plastic disk from which single slivers were sliced each time the weapon was fired. |
This tickles my brain, in a way that reminds me of a memory. In other words, this fluff sounds vaguely familiar. You definitely read something like this somewhere about something, because I definitely read something like this about something, somewhere, too.
blakkie
Dec 8 2006, 10:26 PM
QUOTE (Fortune) |
Bummer. Gotta dig up the older fluff versions in Street Samurai Catalog to see if it differs. I seem to recall a description of a plastic disk from which single slivers were sliced each time the weapon was fired. Seemed odd at the time, but then again it is the Ares Viper Slivergun, so oddness is inherent. |
If you do find it definately mention it, I'm curious about it.
Not that whole of how flechette is handled isn't wierd. All seemingly sprouting from an all-too-literal reading of Gibson's description of Molly's gun in action, even though it isn't a complete rip-off because it doesn't have the option of firing a single posion dart versus the huge barrage of darts from multiple barrels.
Fortune
Dec 8 2006, 10:33 PM
It'll be somewhat difficult for me to access my older books, so hopefully some knight in shining armor will come and resc ... er, drop us off a relevent quote in a more timely manner.
Mistwalker
Dec 8 2006, 10:59 PM
In SR1, SR2 and SR3, the description is almost identical
QUOTE |
This pistol fires flechette ammunition (already factored into its Damage Code). The slivergun has the range of a heavy pistol even thought it is really a light pistol. The Viper features a built-in silencer. |
That is from SR2 description.
The Viper is not listed in the Street Samurai Catalog or the Cannon Companion.
Kyoto Kid
Dec 9 2006, 01:34 AM
QUOTE (Fortune) |
Since when does the Viper come standard with a 'built in' Smartlink or Recoil Compensation? |
...don't have my BBB (or character sheet) with me at the moment, so I may have been confusing it with another weapon she carries (the Hammerli which does come with an internal SL). Nonetheless, her Viper is configured with both the internal SL & GV2.
Fortune
Dec 9 2006, 01:37 AM
Custom is cool. You just made it sound like both of those are standard issue on every Viper, and that isn't the case.
James McMurray
Dec 9 2006, 01:49 AM
It's most definitely custom, and house ruled at that. Canon gas vents can't be installed in pistols. Not that there's anything wrong with the house rule.
IvanTank
Dec 9 2006, 01:57 AM
Ok, that's it, I am house ruling the flechette ammo AP.
Essentially, the amount of the AP penalty is +5, but it is limited by the actual armor rating. Thus, if the target has an armor of 3, then the flechette is +3AP, if the target has armor 5, then its +5AP, if the target has armor of 6, then it is still just +5AP
Basically, if the target has an impact armor rating of 0-4, then you double the armor. If the target has an armor rating of 5 or more, then you add 5 to the armor rating.
That way, flechette works well against both unarmored and lightly armored targets. So you can't just put on an armor rating 1 shirt and get 6 points of armor against flechette.
Jaid
Dec 9 2006, 01:59 AM
QUOTE (IvanTank) |
Ok, that's it, I am house ruling the flechette ammo AP.
Essentially, the amount of the AP penalty is +5, but it is limited by the actual armor rating. Thus, if the target has an armor of 3, then the flechette is +3AP, if the target has armor 5, then its +5AP, if the target has armor of 6, then it is still just +5AP
Basically, if the target has an impact armor rating of 0-4, then you double the armor. If the target has an armor rating of 5 or more, then you add 5 to the armor rating.
That way, flechette works well against both unarmored and lightly armored targets. So you can't just put on an armor rating 1 shirt and get 6 points of armor against flechette. |
oooooo... good houserule. i like.
*yoink* (actually, i'm not GMing anything atm... but if i was... )
Konsaki
Dec 9 2006, 02:02 AM
Wouldnt adding 5 to a rating 5 armor double it?
IvanTank
Dec 9 2006, 02:06 AM
QUOTE (Konsaki @ Dec 8 2006, 09:02 PM) |
Wouldnt adding 5 to a rating 5 armor double it? |
yes, it would, but it would also increase it by 5, so its equivalent.
you say tomato, i say ketchup
PlatonicPimp
Dec 9 2006, 06:53 AM
QUOTE (Serbitar) |
All in all, a very good errata. The only thing that is missing is TM balancing and Decrytion Thresholds. Apart from that, almost all the big issues have been addressed. |
So when will you have updated your house rules, then?
Moon-Hawk
Dec 9 2006, 03:59 PM
QUOTE (SR2 pg 241) |
Flechette Rounds: Tiny, tightly-packed slivers function as the business end of a flechette round. They are devastating against unprotected targets, and will cut through standard ballistic protection. Impact armor can easily stand up to this ammunition. |
So anyway, that's where I got my idea of how flechette works.
Regarding the AP house-rule for flechette, I think that's a really good idea, but I think you should make it a little more general. Rather than making a house-rule for flechette, you should make it a house-rule for AP. Basically, "Positive AP modifiers can not more than double the target's armor" It does the same as what you're saying for flechette, but then when another ammo type comes out with a huge positive AP modifier, you don't have the problem of the impenetrable armor 1 t-shirt again.
QUOTE (Moon-Hawk) |
QUOTE (SR2 pg 241) | Flechette Rounds: Tiny, tightly-packed slivers function as the business end of a flechette round. They are devastating against unprotected targets, and will cut through standard ballistic protection. Impact armor can easily stand up to this ammunition. |
So anyway, that's where I got my idea of how flechette works.
|
The issue I see is that this still doesn't make sense.
SR4 P 149
Ballistic armor protects against projectiles that deliver large amounts of kinetic energy to a small area in short amounts of time, such as bullets, bolts, and arrows.
If this isn't what a flechette does then how does it work, being sharp and fast moving and all?
Remember that SR's ballistic armor isn't like modern soft ballistic armor, where arrows and icepicks can often penetrate armor that stops bullets.
James McMurray
Dec 9 2006, 09:32 PM
It's the sharpness part that differs from regular bullets. Flechette ammo is more closely related to a tiny knife then a bullet.
At least, in SR4 terms.
Glyph
Dec 9 2006, 10:05 PM
They have fixed a number of things. Now APDS actually is the best ammo in the game, and you can't spend 8 build points to start out with a limo and a yacht with money left over. But they need to note where their changes affect things in other parts of the book - for example, the Face should no longer have a Mitsubishi Nightsky.
Fortune
Dec 9 2006, 10:15 PM
QUOTE (James McMurray) |
It's the sharpness part that differs from regular bullets. Flechette ammo is more closely related to a tiny knife then a bullet. |
How does that differ from the pointy end of a razor sharp arrowhead?
James McMurray
Dec 9 2006, 10:20 PM
How the hell should I know? It's SR4, not the real world.
Dissonance
Dec 9 2006, 10:24 PM
I thought arrows always went against impact armor, though.
Fortune
Dec 9 2006, 10:25 PM
Not in SR4.
James McMurray
Dec 9 2006, 10:28 PM
I couldn't find anything that said arrows use impact.
Fortune
Dec 9 2006, 10:29 PM
That was the case with SR1-3, but it was changed for some unknown reason with the release of SR4.
Dissonance
Dec 9 2006, 10:36 PM
I couldn't find anything that said they used ballistic, however, and given the history of the old games, I just assumed they stayed with impact. Given the capped strength, you're less likely to see the birth of the troll that could kill a tank with an 18 strength bow.
You'll still see it to some degree, but, really. Even though I'm not playing, due to geographic reasons, I'd still houserule them back to impact. It's not as if you've got people lining out the gate to play archer adepts.
Fortune
Dec 10 2006, 01:32 AM
QUOTE (Dissonance @ Dec 10 2006, 09:36 AM) |
I couldn't find anything that said they used ballistic ... |
QUOTE (SR4-pg 149) |
Ballistic Armor Ballistic armor protects against projectiles that deliver large amounts of kinetic energy to a small area in short amounts of time, such as bullets, bolts, and arrows. |
Dantic
Dec 10 2006, 04:32 AM
QUOTE (kzt) |
Remember that SR's ballistic armor isn't like modern soft ballistic armor, where arrows and icepicks can often penetrate armor that stops bullets. |
True, but I still give arrows a +1 AP for my house rules, because they are sharp buggers where bullets are just small blunt objects with a LOT of force behind them. I think that when some of the optional rules are released in the new books, that ammo assortments for projectiles will return.
Fortune
Dec 10 2006, 06:58 AM
Flechettes are 'sharp buggers' which also have a 'lot of force behind them'. Why would they be so much worse?
kzt
Dec 10 2006, 07:15 AM
QUOTE (Fortune) |
Flechettes are 'sharp buggers' which also have a 'lot of force behind them'. Why would they be so much worse? |
Considering that the word Flechette means something like "little arrow" in French, why indeed?
Garrowolf
Dec 10 2006, 07:36 AM
I thought that Flechettes had little to no mass, so that they were fast and good against soft targets but just stuck to the outside of armor. They move faster then shot but have less mass. That was why they have the bad AP.
kzt
Dec 10 2006, 09:42 AM
QUOTE (Garrowolf) |
I thought that Flechettes had little to no mass, so that they were fast and good against soft targets but just stuck to the outside of armor. They move faster then shot but have less mass. That was why they have the bad AP. |
Flechette is a general description, like Bullet. Not all are lightweight stamped aluminum. Tungsten or DU flechettes penetrate like mad.
For example:
Anti-Armor FlechettesWDU-500X/B GPF: General Purpose Flechette
* anti-light armor warhead
* contains 80 tungsten flechettes weighing 280 grains (18 grams) each
* each flechette is capable of penetrating light armor (1.5 inches RHA)
* warhead functions at motor burnout, causing the flechettes to be expelled from the canister
* flechettes disperse in flight to maximize hit probability
WDU-5002/B FAT: Flechette Anti-Tank
* warhead loaded with five tungsten penetrator rods
* each rod weighs 1.5 lbs, capable of penetrating Main Battle Tank (MBT) side and rear armor NATO Triple Heavy Spaced
* 10 lb. class FAT warhead uses a fuze which expels flechettes from canister at motor burnout
* five penetrators per warhead dramatically increases hit probability over unitary warheads
The real issues with flechettes, which shadowrun blithely ignores, it that they are only effective in large numbers. Single shot flechette weapons (That is, one flechette at a time) were found to be ineffective in actually putting down bad guys. A dozen or two are a whole other matter, but a single one just isn't very effective. It's like getting stabbed once by an icepick. It might kill you eventually, but unless it hit something really vital it isn't going to keep you from doing violtent things for the next few minutes.
Serbitar
Dec 10 2006, 01:28 PM
QUOTE (PlatonicPimp) |
QUOTE (Serbitar @ Dec 7 2006, 10:19 AM) | All in all, a very good errata. The only thing that is missing is TM balancing and Decrytion Thresholds. Apart from that, almost all the big issues have been addressed. |
So when will you have updated your house rules, then?
|
SHP is already done (v 1.9). Working at SGM 1.0 at the moment.
blakkie
Dec 10 2006, 01:46 PM
QUOTE (kzt @ Dec 10 2006, 03:42 AM) |
The real issues with flechettes, which shadowrun blithely ignores, it that they are only effective in large numbers. Single shot flechette weapons (That is, one flechette at a time) were found to be ineffective in actually putting down bad guys. A dozen or two are a whole other matter, but a single one just isn't very effective. It's like getting stabbed once by an icepick. It might kill you eventually, but unless it hit something really vital it isn't going to keep you from doing violtent things for the next few minutes. |
Exactly. Flechette in RL, vs SR, are actually pretty good at penetrating light personal armour. The problem being that they do relatively low damage, even against unarmored targets. So +2DV, +5AP are values that go in the opposite direction of what you'd give for something even remotely trying to envoke flechette.
But if you just play it as a game and are willing to overlook that wierdness, then the new numbers are at least an improvement or the originals.
SCARed
Dec 11 2006, 03:22 PM
jup. it's a big advantage.
and flechette in SR is more like shrapnel. just think of the damage codes (or their changes) when using flechette ammo on shotguns vs. slugs on said shotguns.)
even in RL, if you shot somebody with a shotgung (not using slugs) and he wears armor (even a simple armor vest) he (or at least his chest) should be quite good protected. he will be punched back REALLY hard, but except from some bruises would be much better of than without the vest (just imagine ...).
so the name itself is somewhat misleading, but in SR (at least from SR2 on, that's were i got in), flechettes were always like little arrows/splinters/shrapnel. so what?
Rotbart van Dainig
Dec 11 2006, 03:31 PM
Basically, it's capsuled multiple flechette.