QUOTE (shinryu @ Mar 8 2010, 04:30 AM)
for my first post, let me ask questions which are likely to have been discussed before! (though i did employ the search...)
1) so smart armor only reduces the AP of incoming attacks, right? it's not rolled as part of the damage resistance test nor does it stack as far as the total armor rating of the vehicle is concerned? otherwise wouldn't something with a normal armor 20/smart armor 10 be basically invunerable to every weapon in the game except the railguns? (as an aside, can the vehicle cannons fire all the normal ammunition types? APDS rounds at -12 make this suck a little less).
2) more of a color thing than a mechanics thing: is it generally considered that the shadowrun HMG is more equivalent to the modern MMG/GPMG class of weapons? it's sort of hard to believe that the lightest available sniper rifles are firing .50 cal equivalents; suggests the barrett is in fact one of those nasty payload rifle prototypes and that assault cannon must be 30mm at least, none of which appeal to my sense of verisimilitude.
3) the damn launch weapons. it seems like the consensus is 1 standard weapon mount per + ammo bins? i would think that they would be better off as light drone rack equivalents (as medium drones are considered to be up to motorcycle size (say 250 kilos), in line with your standard AAM/AGM), but then there's the multimount problems. i prefer to play as close to RAW as possible but this is one thing they really, really need to clear up. On a related subject, why aren't people abusing the Heimdall more? as a closer equivalent to modern missiles it's way better than what we get in the arsenal writeup, and you can stuff ten of them in a multilaunch rack for macross missile massacre recreation. something like:
1) A vehicle cannon sure should be able to fire AP ammo, probably better than small arms versions. Even today a 120mm at gun firing APFSDSDU (armor piercing fin stabilized discarding sabot depleted uranium) can penetrate any tank out there and probably cause critical damage in one hit. The closest I can find in Arsenal is the GM heavy cannon, although that is probably firing something close to HEDP (high explosive dual purpose) since the shell has a large blast radius. A true armor piercing shell would probably not have a blast radius at all. Also, tank guns have very good sighting mechanisms and would probably not suffer scatter at all. I'd on use the scatter rules for HE weapons targeting groups. AV rounds could probably be used to represent AT rounds, although they would have to cost more than the small arms version. I'd probably invent my own heavy weapons rules anyway, the Arsenal and BB ones are not very good.
Smart armor are supposed to be like Reactive Armor. I don't know what discovery program the developers have seen when designing this kind of armor, but the fact is that they have existed since the 70s and works well to counter High Explosive Anti Tank (HEAT) rounds which were common in tank gun and even still are common in most infantry rockets and AT missiles.
As written the entry is very confusing and contradictory. The designers seem to have forgotten than "good" armor penetration value is negative, so when it says Smart Armor reduces incoming attacks AP I'm assuming they mean "adding to" rather than "subtract." Then afterwards it is said you roll one die per Smart Armor rating and add hits to the attacks AP value.. this is supposed to make Smart armor less effective but it's not unless you interpret "add" as "subtract" again. Thus you roll dice for the smart armor too find out how effective the smart armor really is, and then apply the remaining Smart Armor as a positive modifier to the weapon's AP, meaning you get more dice for soaking and hardened armor. Phew.
2) Yes the heavy weapons rules are generally not realistic. Heavy MG is supposed to be like the M2HB (.50 cal), and is also designed for using on tripods and weapon mounts. Thus the damage it has is too little - I would raise it to 9 base damage, same as the Barret. Medium machineguns should have 7 or 8 base damage, while Light MGs could keep damage at 6.
It's kind of confusing though since the writers of Arsenal has used the name of a light machinegun (RPK) as a heavy one, and used the picture of a PK machineguns (GPMG, like a Medium machiengun). Not only is it lazy it is confusing. A proper russian heavy machnegun would be the DSHK HMG, firing 12.7mm rounds (like .50 cal), or they could have invented a 2070s version of it. Also, in the main book it is assumed humans cannot use HMG standing up, while in Arsenal one of them is equipped with Hip-pad brace system...
Now as for the lightest available Sniper Rifle, it's probably firing something like .308 ammuntion. The high damage one might be like the Artic Warfare Magnum - not as much punch as the .50 cal but fairly close. And with less recoil and weight.
QUOTE (Saint Sithney @ Mar 8 2010, 09:18 AM)
For busting through any level of armor, another completely broken mod is that there's no rule saying you can't mod a laser weapon for high-velocity. Soaking 20P at -half AP is enough to punch through anything, and that's just for handheld. But, yeah, smart armor doesn't count as actual armor or stack with it. It's just there to reduce AP - or increase it - whatever.
HMG should be something like a Browining .50cal. DVs are pretty inconsistent. I think that accuracy factors into it some. FA makes up for the difference though.
The Hemidall thing is pretty great. Just make sure to leave room for a satellite link, or at least some sort of specialized optical sensor for a laser target designator. Too expensive for a runner, but yeah, military will be all over that. Runners should do just about anything to avoid confrontations with military forces.
High velocity is full-auto only, and it doesen't increase penetration. Full auto affects the damage value, but not until after the modified DV is compared to the modified armor.