MaxHunter
Mar 12 2006, 04:51 PM
After some quick exploring, every runner in my group is using XX rounds in almost every situation. I can completely understand that, ruleswise, there is no better option. (Considering mostly urban scenarios, and non awakened, lightly armored oponents)
However, I do not know how to describe the effects of combat using xx rounds. (other than higher body counts)
I do not know much about the “flavor” of X or XX rounds. I mean, do they exist in the Real World?
If they exist; how dangerous-unreliable are they and in which scenarios are they used?
Why would a runner NOT use XX rounds?
Easier to detect on chemsniffers?
Flamethrower spell?
Noisy?
Most importantly, how do you describe the use of these fraggers in combat?
Do they “explode” in a loud bang? Can they be used in silent scenarios? Are they visually different to regular rounds? Do they leave bigger holes than regulars or they just shatter on the inside leaving bloodier, messier wounds?
Cheers,
Max
Ps: As a sidenote, do you allow gas vents on pistols? Please elaborate...
Jaid
Mar 12 2006, 05:03 PM
they're explosive. i think the implications should be pretty obvious.
sure, you can silence the gun, but the bullet exploding inside someone else's body (or inside the drone, the walls, whatever) is going to make noise, and there's not much you can do about that.
visually, the bullets will also be more obvious when they hit.
thus, silenced guns will be fine if all you want is to keep people from finding your location by sound, but pretty much useless if you want to keep people from knowing you exist at all.
oh, and ex-ex are pretty unpleasant on critical glitches. not sure if that's enough to deter your players or not, but it is something to consider. and i personally might make them more susceptible to flamethrower spells, but that would be a houserule.
Brahm
Mar 12 2006, 05:05 PM
Fanpro really dropped the ball on ammo stats. With a group like yours getting rid of the XX is likely to just move them onto the nugget of insanity that is flechette ammo.
Do a search on ExEx or Ex-Ex and it'll pull up more.
@Jaid - As written it is all Glitches, not just Critical Glitches.
TinkerGnome
Mar 12 2006, 05:30 PM
You're just lucky they haven't discovered how insanely good Stick'n Shock is yet. 6S against half impact armor and there's about a 50% chance of stunning a relatively average human? Plus they can short out (at least for 3 rounds) drones up to the size of a doberman pretty often (nine dice vs. your attack hits). Sign me up!
Austere Emancipator
Mar 12 2006, 05:34 PM
QUOTE (Jaid) |
thus, silenced guns will be fine if all you want is to keep people from finding your location by sound, but pretty much useless if you want to keep people from knowing you exist at all. |
This is true for most applications of sound suppressors. They are best for masking your location, not for killing people without anyone noticing. When using relatively powerful handguns, even with a hefty sound suppressor you're talking about something like 110-120dB or so for the shot itself, and then you have to deal with the probably supersonic projectile, the noise of projectile impacting, and the propensity of severely wounded people (such as those suffering from a firearm-related injury) to scream loudly.
warrior_allanon
Mar 12 2006, 05:35 PM
well the thing is the effect is definately a plus, you get a shotgun sized hole for the ammo consumption of a pistol. detonation is inside the target so you definately get a nice loud thwock when hitting meat.
its only single rounds so its effectively useless against things like devil rats and the like in an enclosed space. that is where you want a burst fire shotgun loaded with flechette and using a 50 round drum magazine.
its also useless against vamps, they really dont like it when you burst fire flechette into their lightly armored selfs before they can mist form. it kinda ruins their day
and finally, being engulfed by fire elementals really sucks when your carrying large amounts of explosives or explosive ammo. and though the test in SR3 requires box cares (double 6's) for them to explode, if one goes, their all weakend and then they will start a chain reaction blowing the rest of the gear.
Austere Emancipator
Mar 12 2006, 05:49 PM
warrior_allanon: Do all those fucked up rules regarding elemental fire secondary effects still exist in SR4?
hobgoblin
Mar 12 2006, 06:02 PM
maxhunter, a word of advice. if you want to talk SR ammo or guns, dont summon the gun-gurus. all you get is moaning about how bad the rules are
Austere Emancipator
Mar 12 2006, 06:19 PM
Yeah, threads full of praise by the clueless are so much more enjoyable.
Eryk the Red
Mar 12 2006, 06:41 PM
Actually, the most enjoyable threads are the ones where the gun-nut doesn't call you "clueless" because you're not so into real world guns.
Austere Emancipator
Mar 12 2006, 06:50 PM
Sorry, it's a reflex action when I'm called a whiner, or a nut.
hobgoblin
Mar 12 2006, 06:59 PM
its more that im tired of reading the same old posts over and over. decrying the faults of the rules for the 1001'st time do not make them less so...
im not interested in praising the clueless either, but last time i checked, SR was not aimed at being a police training simulator in the effects of firearms use...
oh, and im sorry that you took offense austere, but i was aiming in the general sense...
Austere Emancipator
Mar 12 2006, 07:44 PM
No worries. Sticks and catapult projectiles, etc.
QUOTE (hobgoblin) |
its more that im tired of reading the same old posts over and over. |
So am I. You may note that us firearm-insane haven't been starting a whole lot of new threads about these things lately. It's just that new people start asking the same questions about some things in the game, so we keep giving the same answers. And then someone counters with the same stuff that we've debunked a dozen times in threads past, and on it goes.
And when someone asks about how weapons
really work (like MaxHunter did), it's hard to answer in a way that doesn't make the canon SR way of handling things seem a bit odd. Not that we even try, of course.
MaxHunter
Mar 12 2006, 08:28 PM
QUOTE |
Yeah, threads full of praise by the clueless are so much more enjoyable. |
Clyde
Mar 12 2006, 08:55 PM
For reasons not to use EX explosive -
1) Cost. EX is the most expensive bullet there is. If you plan on using a light, autofire weapon with a lot of ammo expenditure (and I've seen more ammo used in SR4 than previously), then this cost can add up fast. For one point of damage, is it really worth spending twice as much as regular Explosive and five times regular ammo? Check what you're paying your runners for little jobs.
2) Non lethal applications. Goes without saying, really. Gel and Stick-n-shock are better here. Gel is *really* nasty with its knockdown effect, Stick-n-shock is also really nasty for that instant stun potential and shorting out drones.
3) Silence. Fletchettes are the better choice, here. It's a bullet that explodes, so obviously it'll make some noise.
hobgoblin
Mar 12 2006, 09:44 PM
QUOTE (Austere Emancipator @ Mar 12 2006, 08:44 PM) |
And when someone asks about how weapons really work (like MaxHunter did), it's hard to answer in a way that doesn't make the canon SR way of handling things seem a bit odd. Not that we even try, of course. |
im not entirely sure if he asked about how it realy worked, or if he just asked how to handle them (or more specificaly, the EXEX ammo) in the SR world...
what im reacting to is the need to drag the silencer "debate" into this thread. done by jaid, followed up by you...
but as its allready here let me put som more bullets into it...
i would say for arguments sake that the SR silencer/supressor is somehow able to slow a normal bullet down to subsonic speed. ok so that should have some impact on range and penetration power. maybe reduce the range of all weapons by say 10%, and reduce the AP by 1-2 points. its not physics realistic but should illustrate the effect of subsonic ammo

still, the silencer reduce the number of dice on a perception test, it does not elimitate it totaly (alltho that -4 can realy make it hard to pick up, or atleast figure that it came from somwhere close by).
ok, so maybe EX and EXEX ammo should come with a +2 dice modifier on perception tests? that somewhat offset the use of a silencer...
allso, general gunfire only needs 1 hit to be noticed...
Austere Emancipator
Mar 12 2006, 10:22 PM
QUOTE (hobgoblin) |
im not entirely sure if he asked about how it realy worked [...] |
I'm pretty sure.
QUOTE (MaxHunter) |
I mean, do they [Ex and Ex-Ex ammo] exist in the Real World? If they exist; how dangerous-unreliable are they and in which scenarios are they used? |
QUOTE (hobgoblin) |
what im reacting to is the need to drag the silencer "debate" into this thread. done by jaid, followed up by you... |
Oh, I had no intention to "debate" sound suppressors. Jaid himself apparently separated the game mechanics of it and the logical explanation of what's happening, so I expounded on that. Since SR4 doesn't differentiate between noticing a shot fired and knowing where it came from, other than by the amount of successes required on the Perception test, I don't think the way suppressors are dealt with ruleswise is too much of a problem.
Personally, I don't think the subsonic ammunition thing is something to worry much about. For a quick fix, you could just change the perception test modifier to -2 when the ammunition is clearly supersonic, such as when the pistol or SMG ammunition was not acquired for suppressed use, or with rifle-caliber weapons.
hobgoblin
Mar 12 2006, 10:42 PM
QUOTE |
QUOTE (hobgoblin) | im not entirely sure if he asked about how it realy worked [...] |
I'm pretty sure. QUOTE (MaxHunter) | I mean, do they [Ex and Ex-Ex ammo] exist in the Real World? If they exist; how dangerous-unreliable are they and in which scenarios are they used? |
|
oops

in any case, he is asking about their existanse. and if so, what role they are used in and their stability when exposed to heat and other reasons to detonate...
QUOTE |
QUOTE (hobgoblin) | what im reacting to is the need to drag the silencer "debate" into this thread. done by jaid, followed up by you... |
Oh, I had no intention to "debate" sound suppressors. Jaid himself apparently separated the game mechanics of it and the logical explanation of what's happening, so I expounded on that. Since SR4 doesn't differentiate between noticing a shot fired and knowing where it came from, other than by the amount of successes required on the Perception test, I don't think the way suppressors are dealt with ruleswise is too much of a problem.
Personally, I don't think the subsonic ammunition thing is something to worry much about. For a quick fix, you could just change the perception test modifier to -2 when the ammunition is clearly supersonic, such as when the pistol or SMG ammunition was not acquired for suppressed use, or with rifle-caliber weapons.
|
heh, sounds simpler and more effective then my mess of modifiers

guess i did a bit of shooting from the hip there... (on the silencer "debate" that is)
Austere Emancipator
Mar 12 2006, 11:45 PM
QUOTE (hobgoblin) |
in any case, he is asking about their existanse. and if so, what role they are used in and their stability when exposed to heat and other reasons to detonate... |
As I mention in the thread I linked, ammunition that's in some ways similar does exist: a multi-purpose small arms cartridge that is pyrotechnically initiated (on impact, an incendiary mixture ignited, setting of the explosive) and designed to penetrate armor.
They are used for destroying equipment and vehicles at long ranges -- this is because they are only effective with very large caliber small arms (ie. .50 BMG rifles and HMGs), and because they have a much more destructive through-armor effect than conventional AP rounds. High explosive small arms ammunition designed for anti-personnel use does not exist, nor would it make much sense -- you can get the same effect easier by using smart materials with deforming bullets. Not that .50 BMG or bigger firearms really need dedicated anti-personnel ammunition in the first place.
They are less stable than explosive ammunition that is detonated with a fuze, but you can hit them with a hammer and they won't detonate, and you need to heat up the insides of the bullet to a temperature much higher than where the primer will go off -- ie. the propellant will pop off the bullet (and burn for a while) before the explosive in the bullet catches fire.
The cartridges are probably held in a container where the bullets won't fly away from the source of heat when this happens, so you would eventually start getting some *poofs* (not *booms*, the explosive will only burn since there's no sharp impact or massive pressure). Since all the everything inside the cartridge container would be in the high 3-digit Celsius temperature range at this point, you might even get a few short chain reactions where the bullets are lying right next to each other. Once the incendiary mixtures in the bullets catch fire (which requires a very high temperature), the cartridge container will continue burn very hot for a while on its own.
(This is all guesswork. I have never witnessed the effects of direct exposure to a conflagration on pyrotechnically initiated explosive ammunition, nor heard of anyone trying that.)
IRL, heating up all that metal stored inside a closed container worn on your body would require a very long, direct exposure to a conflagration, such as being covered in an incendiary material for a few minutes, at which point the person carrying the ammo is way past caring about the fate of those cartridges.
In canon Shadowrun, of course, things work very differently. Elemental fire can immediately detonate every flammable item carried by a person, and explosive small arms ammunition is extremely unstable. Run it however you want to.
b1ffov3rfl0w
Mar 13 2006, 01:28 AM
QUOTE (hobgoblin) |
i would say for arguments sake that the SR silencer/supressor is somehow able to slow a normal bullet down to subsonic speed. ok so that should have some impact on range and penetration power. maybe reduce the range of all weapons by say 10%, and reduce the AP by 1-2 points. its not physics realistic but should illustrate the effect of subsonic ammo |
Simpler would be just moving the range up one category. Short becomes medium, and so on. That way you've got a -1 on the dice pool, and the maximum range is reduced.
hobgoblin
Mar 13 2006, 03:02 AM
does reducing the range by 10% have that much of an effect. and how much of a range reduction do one get on subsonic bullets vs super sonic bullets?
but this is getting off track, and i belive the original question have been more or less answerd. alltho one should maybe give EX a +1 perception bonus and EXEX a +2 to reflect their noicy nature

i wonder does corp offices and high security areas use triangulating mic's that listen for gunfire? should make life real interesting for that person packing EXEX ammo

"sir, computer have picked up what it claim is EXEX ammo detonations in sector 32!"
"send a FRT, only runners pack that kind of ammo!"
Crusher Bob
Mar 13 2006, 06:30 AM
The range reduction for sub-sonic bullets depends on the 'normal bullets' you are comparing them to. For 'common' pistols (9mm, .45, .40, 10mm, etc), there is no appreciable range reduction. For sub-machine guns chambered in pistol cartridges, you might lose a bit of effective range (maybe 10%?) but it depends on the SMG and the exact cartridge it's chambered in. For rifles, you are looking at a range reduction of at least 50%, depending on the rifle and the cartridge. For the standard assault rifle (normal range of ~500 meters) you are probably looking at a max range with sub-sonic ammunition of ~150 meters, at best.
Note that this assumes you are firing ammunition that has been specifically loaded to fire a sub-sonic bullet (the bullet can be heavier), as opposed to firing normally super-sonic ammo through a suppressor that bleeds off excess propellant. In addition, there are a few cartridges that have been recently developed to still delivery something approaching rifle like performance while remaining sub-sonic (.300 whisper and the 9x39 both come to mind). These cartridges have effective ranges out to 250+ meters.
In short, the range reduction is usually only significant when firing sub-sonic loads out of rifles.
tisoz
Mar 13 2006, 08:39 AM
QUOTE (Brahm) |
@Jaid - As written it is all Glitches, not just Critical Glitches. |
Is this errata? My book says it follows the rules for Ex ammo, which requires a critical glitch.
MaxHunter
Mar 13 2006, 03:19 PM
Thank you all guys. I consider all your posts much helpful and enriching.
IMO Austere Emancipator has hit the right targets here.
As far as my group is concerned:
X and XX ammo are noisier than regular ammo and so a +1, +2 modifier will be eyeballed into gun perception tests.
My gunfight descriptions will accordingly be more pyrotechnic I presume.
As it seems, X and XX ammo should not be a greater liability than they are already.
Actually, they look safer in RL.
The run-o-the-mill runner should not worry that their guns exploding on a regular basis. Just keep away from fireballing mages (they will
magically burst all your personal explosives, but, hey, runners should always geek the mage first anyway.)
I have also found this link most useful;
Explosive ammunition (PIE), this is from raygun's page.
Cheers,
Max
mfb
Mar 13 2006, 03:29 PM
i've always thought the idea of explosive bullets for small arms is silly, for the reasons AE listed. as a result, i've always ignored the flavor text, instead calling Ex and Ex-Ex rounds "
blended metal bullets". basically, they're bullets that are hard when they hit armor and frangible when they hit flesh. now, don't get me wrong--i don't buy into the blended metal hype at all, myself. but i can suspend my disbelief more easily for that than i can for exploding 9mm parabellum. it also offers a better explanation for why Ex and Ex-Ex rounds are (in SR3) better at piercing armor than normal rounds.
The Jopp
Mar 13 2006, 04:15 PM
One way of modifying the rules for silencers would be to cut down the range of whatever using it by one range level. In the case of Heavy pistols they would go down to light pistol ranges.
An interesting thing: Unless your character is of above-average intuition they would never hear a weapon with a silencer going off by their ear unless they are actively listening for it.
Not taking “Observe in detail” action = -2
Silencer modifier= -4
If the average human has perception of 3 and intuition of 3 their skill pool just dropped to 0. This means that your average guard would probably be distracted by watching the AR information on his image link than listening for gunfire…
And it would mean that my runner would NEVER hear a gun going off.
mfb
Mar 13 2006, 04:38 PM
heh. depends on whether or the GM determines that a gun going off next to your ear "stands out in some way".
Shrike30
Mar 13 2006, 11:57 PM
I just flat-out removed EX-EX ammunition. EX's +1/+1 was pretty impressive, but when Super Warhawks started performing better than sniping rifles, I decided it was getting a little out of hand.
The basic EX is okay by me... I don't put too much overthinking into how it works, and the occasional problem trying to shoot through cover with a detonate-on-impact round is always amusing. The EX-EX had to go, though.
hobgoblin
Mar 14 2006, 12:14 AM
QUOTE (The Jopp @ Mar 13 2006, 05:15 PM) |
If the average human has perception of 3 and intuition of 3 their skill pool just dropped to 0. This means that your average guard would probably be distracted by watching the AR information on his image link than listening for gunfire… |
ill interpet that as him hearing it but not finding it any diffrent from a old car backfiring and similar. hell, the detonation of a big firecracker may get more attention then this gets.
hmm, even the supersonic part of the bullet may be explained away as some air drone going high speed past the building

ie, he will notice no problem, but he will not think of it as anything other then a odd noise. but the next one may get that observer in detail mod if it happens close together (first time makes him wake up and pay attention).
btw, where did you get that "not take a observe in detail" modification?
are you equaling that to the modifier for being distracted?
i would rather say that observing in detail gives you the seriously looking for mod, or +3 on the test.
overall it comes down to how one wants to interpet the modifiers on på 117. funny thing is that silencers give a -4 modifier, and require 2 hits to spot...
maybe they are a bit over the top silent?
still, people can be very oblivious to things that happen if they are not on alert. and even more so if they try to focus on some task...
hyzmarca
Mar 14 2006, 12:17 AM
QUOTE (The Jopp) |
One way of modifying the rules for silencers would be to cut down the range of whatever using it by one range level. In the case of Heavy pistols they would go down to light pistol ranges. |
But that makes no sense. A silencer should increase range, no decrease it.
Shrike30
Mar 14 2006, 12:25 AM
Whether or not a suppressor increases, has no real effect, or decreases the range of the weapon you're using depends entirely on the design of the suppressor. There's no universal rule that can be applied.
Austere Emancipator
Mar 14 2006, 12:36 AM
It depends, sure, but since the majority of sound suppressors used in SR games are basic dry muzzle suppressors, you could say that as a general rule suppressors would either very slightly increase (mostly through increased accuracy, not so much the increased velocity) or have no effect on the effective range. Integral suppressors don't really "affect" the range of the weapon, since it's designed around the bleeding off of the propellant gases. Wipe and mesh suppressors should be pretty rare among shadowrunners.
Shrike30
Mar 14 2006, 12:38 AM
I was under the impression that wipe suppressors were actually remarkably simple to homebuild compared to other types. They might be more common than you'd first think...
Austere Emancipator
Mar 14 2006, 12:43 AM
Maybe among the cheap-ass wannabes and gangbangers, but I would hope shadowrunners would steer clear of them, if only because they preclude the use of most special ammunition types, nevermind their effect on accuracy.
BookWyrm
Mar 14 2006, 12:44 AM
If your characters are going to pack THAT heavy kind of firepower, put them up against something that makes it worthwhile....like a seriously ticked-off Dzoo-noo-qua. Or a Leviathan.
The Jopp
Mar 14 2006, 05:59 AM
QUOTE (hobgoblin) |
btw, where did you get that "not take a observe in detail" modification? are you equaling that to the modifier for being distracted? |
Page 119 SR4
USING PERCEPTION
To determine how observant a character is of her surround-
ings, the gamemaster can call for Perception Tests. Unless a
character specifically takes an Observe in Detail Simple Action
to perceive, she is considered to be distracted by whatever task
is at hand (suffering a –2 dice pool modifier).
So unless you observe in detail (actively listening for suspicious sounds) then you have a -2 modifier while doing whatever other task you have at hand (like looking at a screen etc). Here's the fun part, someone with no perception skill would have to default and get an additional -1, and would probably not hear a thing even without silencer.
hobgoblin
Mar 14 2006, 06:54 PM
figures that i would be something in the text that i had overlooked...
btw, the page is 117, not 119...
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