Some time back in Shadowrun Supplemental #12 an Adept power was introduced called Ricochet of Page 23.
Ricocheting was also discussed in the forum back in 2006 here, but as a regular skill and under SR3.
Seeing the Gunslinger Adept from Previews, this could make for an interesting add on to his repertoire, plus the magic aspect could make it a bit more feasible ( or as feasible as playing Cyclops with a pistol can get)
So going with the premise that it could be possible, let's see what can be done to bring it up to date....
Note: Any advice on tweaking this is welcome. Simply saying it can not work is not being helpful, we are trying to find something that COULD work, especially as we have a little adept magic helping it.
So we present for SR5 the Adept Power Ricochet 2.0
Cost: 1 PP
1)So what is the purpose?
To allow an adept with this ability to bounce their shot off one or more surfaces to hit a target.
Could be anything from an opponent hiding behind a dumpster to hitting a button situated on a wall perpendicular to the shooter and thus would not be normally targetable.
2) So what can we shoot with?
Can only be used for firearms firing in SS or SA mode using a Simple Action for the shot.
Only regular ammo can be used with this ability.
While bouncing shot from a shotgun is possible, it's a bit more random and outside of the remit of this ability.
Flechette’s low mass will not survive the bouncing, APDS are a souped up version of this and the end change in mass of the sabot after it discards it’s jacket again makes the skipping problematic .
Explosive , Ex-ex, gel , stick and shock and taser rounds are all unsuitable as they will go off/blowup/smear/discharge on the first ‘bounce’.
3) Now what can we bounce it off of?
For purposes of the ricochet to work, the object being used to bounce off must have a barrier Rating of at least 8. Originally it called for same value as DV, but in the interest of streamling this, a Barrier 8 should be sufficient for a skipping shot of this nature. So even if you are using a lighter pistol you still need a solid bankboard to bounce it off of.
SPECIAL: Due to the properties of water when struck by an object at high velocity, one can also ‘bounce’ a shot off the surface of water or similar liquid with GM’s permission.
4) How many surfaces can we bounce this shot off of?
Each ‘bounce’ will reduce the base DV of the shot by 2 and if the DV drops to 0, the bullet falls to earth, its energy spent. So if your using a Predator V with a base DV of 8, you could potentially bounce the shot 3 times and hit with DV2 remaining plus whatever extra hits the shooter can scrape together. Skill can increase the damage of the final hit, but it is the initial energy of the weapon that gets it there.
Attempting 4 bounces with this same weapon would have the bullet stop at the last bounce. (8 – (4 bounces * 2 dv/bounce) for a 0 DV) and fail to reach the target at all.
5) What kind of ‘bounce’ or skip can we do?
For simplicity we will use the law of reflection as a baseline with a tolerance of 30 degrees to either side, we can call this the cone of reflection. A straightedge and a triangle with a 30/60/90 triangle will help show in better detail, but you can pretty much eyeball this. Imagine a line running perpendicular from the surface (we will refer to this as ‘True’)
So if you shoot at a wall from a 45 degree angle from True, the bullet can bounce away as a baseline of 45 degrees on the other side of true with a cone of reflection of 30 degress to either so the exiting bullet may be travelling at 15 to 60 degrees from true.
In actually it probably should be tighter to 15 degrees but a 30 angle gives a little more playability and can be done pretty much by eye without getting into staggering amounts of calculations and breaking out the triangle, protractor and straightedge. Unless you like that kind of thing..
So what if you shoot perpendicular to the wall, ie 90 degrees flat on. That bullet will be coming back your way but with that same cone of reflection of 30 degrees to either side of true.
For example, you have chased some Halloweenies into a dead end alley and they are making their stand behind a dumpster near the end of the alley which ends in a solid brick wall (next time use gps and avoid those embarrassing escape snafus next time ....punks )
One could shoot past a dumpster , hitting the wall behind the Weenies and having it bounce back at at an angle toward their backsides for fun and mayhem if they were closer to the end of the dumpster and were within the cone of reflection.
If the punks are further to the side right along the walls of the alley you might have to do it with 2 bounces to get the angle to them. One off the side wall, then off back wall at greater angle.
6) Ok, so HOW do we do it?
Free action Called Shot (Ricochet) to set up the shot obviously. For every surface you plan to bounce off is a -2 penalty to your dice roll. Can be combined with the other types of called shots (ie, hitting a vulnerable spot, damage boost, shoot something from their hand), but keep in mind these additional effects and their penalties are cumulative and will add to the penalties making it that much harder.
Figure your projected path as above.
Take Aim is optional, but giving the penalties for the shot, this may be a very good idea.
Figure all your modifiers. In the example above you may be facing a -4 for those behind the dumpster if you can still figure roughly where they are behind the object, otherwise it will probably be -6 for the blind fire. Don’t forget the -2 for the Ricochet per surface used in the flight path plus any other applicable modifiers like visibility/damage/ etc..
Resolve the rest as normal, remember to use the now reduced DV of the weapon (Base DV - 2DV per bounce used) and you must still have a base of 1DV remaining after the bouncing for the shot to have enough energy to reach the target and hit.
That's the base bones, probably can be tweaked a bit to fit gameplay.