Riley37
Oct 24 2007, 02:57 AM
Spoofing/misdirecting the shot sound is an evil idea, by which I mean brilliant; using small fireworks might be cheaper than speakers, though you still need a triggering mechanism.
I have heard/read that even if the point of aim is placed exactly, any weapon has more or less inherent possibility of the bullet going slightly in a different direction, measurable in degrees (or just seconds) of arc, or as the radius of a group of hits at a set range (eg a pistol clamped into place and shot 10 times might have 6 inches between the two widest-apart hits at 100 meters, depending on that pistol's barrel length and other factors). Is that a worthwhile consideration for SR range penalties? eg if you're using a scoped pistol, even if aimed perfectly, at the range for which its circular error probability exceeds a meter, you can't buy hits anymore?
I myself have only a little experience with long arms, but did once get to fire a scoped rifle, and wow, it seemed very different from iron sights, for reasons listed above. It had been used to kill attacking bears a few times in rural Idaho, and I had a feeling of "if I can see it, I can break it", although trying that at long ranges woulda deflated my overconfidence balloon. Similarly, hitting soda cans at 50-100 meters with an iron-sights low-end .22 rifle was so, so much easier than with a handgun, at my low skill level.
In tactical FPS eg "Rainbow Six", I've learned to always pair a sniper with a SMG-armed partner, because the sniper will not notice an enemy approaching from outside their sniping arc.
Cabral
Oct 24 2007, 03:11 AM
An alternate to spoofing ... or in conjunction with it, this is SR. Magic has returned. How about the silence spell?
Simon May
Oct 24 2007, 03:19 AM
Silence could work, just not as well:
- It's a resisted test, which means it might not work on everyone.
- Because the bullet creates a sonic boom, you'd have to cover the entire area of travel and not just the local the bullet originates from. While blocking the origin will prevent them from pinpointing you, they'd still be able to infer your location from the farthest point back that's audible.
By creating sounds elsewhere, you're more likely to cause confusion and delays. And while both issues can be surpassed with some perseverance and a fast response, if you're quick, you'll be gone before they get there. With Silence, you'll be found more quickly, cause they'll only have one direction to check. Plus you'll leave an astral signature (or delay yourself erasing it) by casting the spell, making it that much easier to follow you after.
Tarantula
Oct 24 2007, 04:27 AM
Cast silence on the bullet, and use a silencer. The silencer quiets the noise from gas escaping the weapon, and the spell keeps the boom from the bullet from making noise.
HappyDaze
Oct 24 2007, 04:36 AM
QUOTE |
Cast silence on the bullet, and use a silencer. The silencer quiets the noise from gas escaping the weapon, and the spell keeps the boom from the bullet from making noise. |
Hopefully your magician will have Flexible Signature and won't have to worry what will happen if the target's magical friends get ahold of the bullet - likely after pulling it from the target's body. This 'magic bullet' will also set off alarms as it passes through wards.
Still a good option, just not a perfect one.
Simon May
Oct 24 2007, 04:37 AM
I'm not sure casting silence on the bullet would work. Silence is an area effect spell, not an object spell. As soon as the bullet starts moving, it would pass out of the area.
Ed_209a
Oct 24 2007, 12:57 PM
If you are high-end enough to have access to magic, then you are probably high end enough to have access to high-performance subsonic rounds like the .300 Whisper, and that Russian round that is similar. (PL-1?)
You avoid a sonic crack, and still have several hundred meters effective range.
TheOneRonin
Oct 24 2007, 01:32 PM
QUOTE (Riley37) |
Spoofing/misdirecting the shot sound is an evil idea, by which I mean brilliant; using small fireworks might be cheaper than speakers, though you still need a triggering mechanism. |
It's a mixed bag. If you need to down a single, high-priority target and then exfil, it's a good deal. But you are planning an entry and need to quietly take out roving sentries, it doesn't work. Then again, taking out sentries quietly is a task best handled by the group mage/shaman.
QUOTE |
I have heard/read that even if the point of aim is placed exactly, any weapon has more or less inherent possibility of the bullet going slightly in a different direction, measurable in degrees (or just seconds) of arc, or as the radius of a group of hits at a set range (eg a pistol clamped into place and shot 10 times might have 6 inches between the two widest-apart hits at 100 meters, depending on that pistol's barrel length and other factors). Is that a worthwhile consideration for SR range penalties? eg if you're using a scoped pistol, even if aimed perfectly, at the range for which its circular error probability exceeds a meter, you can't buy hits anymore? |
The accuracy of rifles (and their ammo) is measured with a unit called MOA, or Minute of Angle. A rifle rated at 1 MOA accuracy will
generally put a projectile within 1" of the point of aim at 100 yards. Even if locked in a vice grip (like your pistol example), it still will have that variance. At 500 yards, the same rifle will put a projectile within 5" of your point of aim. Precision ammunition is often rated the same. For example, general factory loads of .308 Winchester (7.62x51mm NATO) will probably have about 1 to 2 MOA. When you add that to the MOA rating of your rifle, you might end up with 3-4 MOA. That's perfectly fine when doing CQC or shooting under 100 yards. But when you really need accurate fire a >300 yards, you need an accurate rifle (1 MOA or less), and precision (sometimes hand loaded) ammunition.
Are those factors significant enough to play a part in how hard it is to hit a target at long ranges? Absolutely. Is it worth adding house rules to reflect that? I'm not so sure. Depends on how important it is to your game. I'd like to do it in mine, but haven't come up with something that is elegant, simple, and works well within the framework of the SR4 ruleset.
I'm probably just lazy and don't feel like adding an "accuracy" stat to all 200+ firearms I use in my games.

BTW, if you want to know the rated accuracy of some conventional firearms circa 2007, click the spoiler link below.
[ Spoiler ]
M16A2: 2-3 MOA
Barret M82A3 "Light Fifty" .50 cal AMR: 1.5-2.0 MOA
McMillan TAC-50 .50 cal sniper rifle: .5 MOA
HK PSG1 7.62mm sniper rifle: SUB 1 MOA
SR25 7.62mm sniper rifle: SUB .5 MOA
Remington 700 bolt action 7.62mm: SUB 1 MOA
Dragunov SVD 7.62x54mm sniper rifle: SUB 2 MOA
TheOneRonin
Oct 24 2007, 01:50 PM
QUOTE (Ed_209a) |
If you are high-end enough to have access to magic, then you are probably high end enough to have access to high-performance subsonic rounds like the .300 Whisper, and that Russian round that is similar. (PL-1?)
You avoid a sonic crack, and still have several hundred meters effective range. |
Yeah, the .300 Whisper is a pretty good solution when you need an effective and completely suppressed weapon to use on targets out to about 300-400 yards.
Check out this video:
http://www.youtube.com/watch?v=0Mz6KoQving
TheOneRonin
Oct 24 2007, 02:01 PM
A little OT here, but while looking for vids on the .300 Whisper, I came across this little gem:
http://www.youtube.com/watch?v=VDwz2e1Vj3o9mm HKMP5SD integrally suppressed SMG. Note how the sound of the rounds hitting the target makes more noise than the action. Gotta love it!
Ed_209a
Oct 24 2007, 03:19 PM
Another important thing to consider with suppressed sniping is that all semiauto weapons make mechanical noise similar in pitch and volume to hitting one hammer with another.
Subsonic ammo and suppressors have no effect on this noise. It is just the mechanism doing it's job. This is a good reason to use a bolt-action weapon if you need total stealth.
So, when something says "The action operating is louder than the gunshot", that is still a lot of sound.
TheOneRonin
Oct 24 2007, 03:42 PM
"A lot of sound" all depends on your criteria. If you need need to shoot a hostile while his buddy is reading a book in the next room and it's dead fucking silent throughout the whole building, then yeah, any kind of firearm, suppressed or not, isn't going to be optimal. However, if you are 200 yards away and shooting a suppressed .300 whisper, then no, the action sound is not going to generate any significant sound...or at least not enough to compromise your position.
Ed_209a
Oct 24 2007, 04:00 PM
QUOTE (TheOneRonin @ Oct 24 2007, 10:42 AM) |
"A lot of sound" all depends on your criteria. |
Valid point. I was mainly trying to dispel the hollywood whisper gun myth.
There isn't really such thing as a _quiet_ firearm, but they can be _quiet enough_.
Course, if you have a .22 with a slide lock and a can as large as the gun, you might actually be able to fire the gun without startling the guy in the next room.
You _better_ be able to make a headshot before you pull the trigger, though.
eidolon
Oct 24 2007, 04:11 PM
kzt
Oct 24 2007, 04:41 PM
QUOTE (TheOneRonin) |
For example, general factory loads of .308 Winchester (7.62x51mm NATO) will probably have about 1 to 2 MOA. When you add that to the MOA rating of your rifle, you might end up with 3-4 MOA. |
Umm, the total of the rifle and ammo is typically what is measured. It's really hard to measure the accuracy of the rifle without shooting ammo, and it's really hard to measure ammo accuracy without shooting it from a gun.
Riley37
Oct 24 2007, 09:24 PM
Sure, but if you fire .30-06 M1 Ball from a M1903 Springfield rifle and then .30-06 M72 Match, you now know the difference between the MOA of those two kinds of ammo; if you fire the first ammo from a M1903 Springfield and from a M1 Garand, you know the difference between the MOA of the rifles; do some tare math and you can isolate the MOA of the rifle and of the ammo, no?
Or are there synergistic factors that make it more variable than simply adding the combination?
Jaid
Oct 24 2007, 09:24 PM
QUOTE (kzt) |
QUOTE (TheOneRonin @ Oct 24 2007, 06:32 AM) | For example, general factory loads of .308 Winchester (7.62x51mm NATO) will probably have about 1 to 2 MOA. When you add that to the MOA rating of your rifle, you might end up with 3-4 MOA. |
Umm, the total of the rifle and ammo is typically what is measured. It's really hard to measure the accuracy of the rifle without shooting ammo, and it's really hard to measure ammo accuracy without shooting it from a gun.
|
fire two guns with the same ammo, measure the difference.
fire two rounds with the same gun, measure the difference.
do this enough times with different guns, and you have as many variables as you have equations. you can now start solving for specific variables.
kzt
Oct 24 2007, 09:57 PM
QUOTE (Riley37) |
Or are there synergistic factors that make it more variable than simply adding the combination? |
You typically get some very interesting variations between rifles, and often between ammo lots.
So what you have determined is how accurate that particular lot of ammo is in that particular rifle. In the next serial numbered weapon this lot of ammo is likely to be more or less accurate than it was in your rifle. And if you replace the barrel of your rifle with an "identical" barrel it might well work best with a different round.
Which is why people will choose to test their particular rifle with a variety of match ammo, and why often end up handloading once they figure out exactly what characteristics work best for them.
When you are trying to optimize ammo selection for something like all USMC Snipers you get some interesting issues in that you have to test with a large number of rifles. You then have the manufacture of the ammo build it with really tight specs that you test regularly. You then can get the rifle manufacturer to run acceptance tests with that particular ammo to show this particular rifle is as accurate as it's being sold as.
Which I suspect has a lot to do with why an XM-3 rifle costs $9000 before the night scope and suppressor are included.
Falconer
Oct 25 2007, 12:23 AM
DerMonkey:
I've been thinking about your house rule and I rather like it. Add +1 required success for each additional range bracket (or even if only applied at long and extreme range). I have nothing against requiring someone to get 2 hits to hit w/ a pistol from 6-15m. 3 hits to hit a target at 16-30m... that's rather realistic in fact!
The only other item I'd add if you want more realism w/o making things unwieldy for game mechanics is +1 AP penalty per range bracket as well for direct fire weapons (EG: doesn't apply to rockets and grenade launchers... IE: high explosives covered by scatter rules). This is just a blunt reflection of the way that the farther the bullet is from the shooter the slower it's moving (drag is the square of velocity times ballistic coefficient so high velocity lightweight objects bleed off speed very quickly).
Actually you can buy bolt guns with .25MOA guaranteed by the manufacturer in some cases. (the rifle costs 2-3k granted, but hey you get what you pay for).
Some fun misdirection ideas....
You could also have your decker buddy have some fun w/ random commlinks in the vicinity rather than planting speakers. Or you could have him deck in and snow crash their sensors. So long as the commlink is louder than your actual shot it would make it bloody tough to locate. (I don't trust wireless imagelink and the like IC... I'd rather go w/ glasses or goggles w/ a fibreoptic connection. basically I don't care much for the whole PAN bit). I quickly get reminded of Ghost in the Shell... wtf! he hacked my eyes! Where are you you !#@$@!$.....
Also raises the spectre of a technological 'invis' spell... technomancer goes in and fucks w/ your goggles pulling the high tech equivalent of putting a polaroid in front of the camera.
This got me thinking what would be the best sniping teams in shadowrun. Probably either an adept or stealthy samy on the gun paired w/ a mage as their spotter. Why mage can cast and maintain spells (invis, silence, detection spells like that one which locks on targets at range in street magic w/o a take aim action, etc.), summon nifty spirits with things like concealment. Do astral recon, notice other casters (making things like astral chameleon and masking important for him). Mage can also double as cheap long area effect artillery w/ fireballs and the like.
Another option would be a rigger w/ a nice stealthy drone, or some kind of a leave behind automated tripod he can snipe remotely through. (the whole active/passive targetting thing etc... I still don't understand all the SR4 rules on that subject...)
Suppression:
Frankly, I think a lot of people are a bit too hungup on full silencing. Modern day military snipers commonly work from 600-900yards either with or without a can. Yes there's a ballistic crack, but the sonic boom you hear is that of the bullet as it passes. You hear a sharp crack from your SIDE (not the direction the sniper came from) which is the sonic boom produced by the bullet. Put another way the sound of the bullet does NOT come from the direction of the sniper. It's not really until followon shots are fired at 'now alert' targets that it becomes possible to localize the sniper at those ranges. Generally a bullet which starts subsonic isn't going to have enough velocity at the target at any respectable extended range. And a bullet which starts supersonic and goes subsonic has another nasty problem... aerodynamics.. the boundary zone the rules change radically leading to precision problems.
The bigger purpose of the suppressor is to muffle the initial gunshot, and more importantly to truly hide the muzzle flash, especially at night. What most people call 'flash hiders' don't hide the flash, they only protect the shooters night vision so he's not nightblinded by his own muzzleflash. It's not easy at all to locate the shooter by sound alone, harder when it's muffled somewhat. The point of the suppressor isn't to make it so you can't hear it, but to make it so you don't know exactly where you heard it from on a highpower extreme range precision rifle.
Also another item a lot of people don't realize is some semi-auto's have a gas selector switch on them which you can use to disable the semi-auto action using the spindle valve (originally this was used for rifle grenades). In any weapon in which suppression is going to be expected, the ability to disable semi-auto and work the action manually is a big plus.
Also military doctrine is such that one shot is all you get. If you need two shots your position is probably blown. By this I'm referring to snipers, not necessary the designated marksman they've finally started adding to platoons/squads again. Compare that to a truly silenced SMG firing subsonic rounds. Here you truly are going for real heavy duty stealth because you are in close quarters and your only other 'silent' option is knife range or full evasion, you're using a SMG because you're expecting to take on groups or people and full auto may be a tactical necessity w/o giving away your position. (also I'm amused by SR4 in that you can get SMG's with built in suppression for 'R' legality, but as soon as you buy an external can it's an 'F' rated item!).
Riley37
Oct 25 2007, 12:33 AM
Glad I asked, rather that assuming I was right

This seems relevant at the high end, hobbyist distance shooters or professional/military snipers. When comparing which handgun to buy on a $500 budget, or quick-and-dirty houserules for max accuracy, rougher estimates might suffice for some people.
Many players would say "well OF COURSE my character practices daily, cleans his gun after each use, and has compared results on a few different ammo loads." I would not. My PC might be careful with his car; he identifies as a rigger, though built more as a sammie, and he enjoys tinkering when he has time, but he doesn't feel the same way about his guns. Heck, I haven't even checked pressure on my car's tires (in RL). I'm a novice with guns, which actually makes me extra careful when I do handle them, since I know I *better* be careful.
I propose a new Quality: Zealous Maintenance. A character with this 5-point quality will always have one category of their gear (eg guns, electronics, blades, foci) in peak condition, which will sometimes grant a +1 DP modifier, or reduce penalties, or ameliorate glitches, at the GM's discretion. The 10-point version applies that bonus to all categories of the character's gear. At -5 points, the character has Sloppy Maintenance; they never get around to checking oil, they rarely change passwords, and so forth. Level 1 thugs often have Sloppy Maintenance.
I'm gonna post that quality set separately.
On a side note, the H&K MP5SD is one of the best guns in Rainbox Six, nice to see the real-world confirmation! Would any of the variant ammo types, eg stick&shock or poison, be useful for subsonic sniping? Could there be a sniper version of the Soaker? Big subsonic explosive bullets?
Would a STR 12-15 trollbow (presumably using injection arrows) have flatter trajectories and thus a better range table than standard for bows?
Falconer
Oct 25 2007, 12:57 AM
Big subsonic explosive bullets exist already..... It's called a grenade launcher
kzt
Oct 25 2007, 03:48 AM
QUOTE (Riley37) |
Many players would say "well OF COURSE my character practices daily, cleans his gun after each use, and has compared results on a few different ammo loads." |
I've had one character that would have fit that mold. He had a full multi-story shoot house (enclosed by huge shock absorbing concrete blocks able to handle frag grenades and moved by the overhead crane) installed in the old warehouse the team bough.
Simon May
Oct 25 2007, 05:23 AM
QUOTE (Falconer) |
It's not easy at all to locate the shooter by sound alone, harder when it's muffled somewhat. The point of the suppressor isn't to make it so you can't hear it, but to make it so you don't know exactly where you heard it from on a highpower extreme range precision rifle. |
I'm sure that's true now, but given the fact that cyberears and adepts actually have powers designed solely to locate the origin of a sound, it's probably not as farfetched or difficult as it is today.
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