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Westiex
Vehicle Turrents

I'm having some problems working on incorporating a weapon turret into a vehicle and I'd like some help. I've written out what I can work out, help would be appreciated.

The desired outcome is a concealed medium machine gun on a Body 4 SUV chassis.

A MMG has a weapon value of 2, which requires a Mini turret, which has a requirement of one hard point. A pop up torret lowers the weapon value by one, however requires double the normal CF consumption.

So (P139 - 141, R3 revised)

MMG w/ standard mount has a weapon value of two, which is a Mini turret (One hardpoint)
MMC w/ pop up turrent has a weapon value of one, which is a Mini turret OR a micro remote turret (one hardpoint)

The problem is that an earlier section discusses the cost of internal/external hard and firmpoints, yet the turrent page only says how many each turrent requires. Now, the question is whether or not one has to purchase them seperately, or if the page only talks about it because of how many hard/firm points a vehicle can have dependant on the body of the vehicle.

Question two, how easy is it to swap a weapon in a mount for another one? Does it have to be the same type (MMG for MMG), or can one also include other weapons up to the max value of the turret?

Question three, how does a smartlink intergration kit work with a drone brain? Assuming that a rigger hasn't jumped into the drone and its piloting itself, does it get the standard bonuses for either smartlink one or two?
Tarantula
First, MMG w/ standard mount takes 1 hardpoint, or a mini turret, correct.
MMg w/pop up turret still requires a weapon value of two, however pop-up turrets get -1 to their weapon value, required a Small turret to fit (3 weapon value -1 popup = 2).

So you can add a pop-up small turret (requirement 2 hardpoints (4 body)) onto the SUV, and have a MMG on it. Or you could add two mini turrets, and have 2 MMGs on those, but have them be obvious.

Two: The weapons have integration kits, so very easy. As long as it fits in the turret, make your b/r checks, you're fine.

Lastly: It gets the standard bonuses for smartlink 1/2 provided it has a smartlink integration kit, and the weapon itself has a smartlink accessory. Keep in mind that drone brains must use sensor enhanced gunnery, so every new target they want to shoot at takes at least one complex action to lock-onto first before fireing.
Kagetenshi
Woah. Deja vu; anyone else remember a topic about a year ago that was more or less identical, right down to the use of the misspelling "turrent"?

Incidentally, Sensor-Enhanced Gunnery owns manual gunnery on anything without ED or Sig+ECM 7 or under. As far as I know, the smartlink doesn't aid in sensor-enhanced gunnery, though.

~J
Westiex
QUOTE
Woah. Deja vu; anyone else remember a topic about a year ago that was more or less identical, right down to the use of the misspelling "turrent"?


I wasn't around a year or so ago, so ....

QUOTE
MMg w/pop up turret still requires a weapon value of two, however pop-up turrets get -1 to their weapon value, required a Small turret to fit (3 weapon value -1 popup = 2).


How so?

The weapon value of a standand turret mount for a MMG is 2. For a pop up turret its -1, so 2-1=1. Granted I was a bit confused about somehow getting a micro pop up turret, but you still should only need a mini turret if you go with a pop up.

If one were to get, say, a assault cannon which had a weapon value of 3, thus normally requiring a small turret/2 hard points, where as if one used a pop up turret it'd drop down to a mini.
Edward
Changing to a pop up turret reduces the turrets capacity to hold weapons by 1 weapon value.

It dose not (as you interpreted) reduce the weapon value fro the weapons within the turret.

An easy enough mistake to make.

QUOTE ( Kagetenshi)
Incidentally, Sensor-Enhanced Gunnery owns manual gunnery on anything without ED or Sig+ECM 7 or under. As far as I know, the smartlink doesn't aid in sensor-enhanced gunnery, though.


I disagree.

With reasonable skill and a SL integration kit as well as the recoil advantages of vehicle mounted weapons a burst fired from a vehicle will kill most targets within a single action wether you use sensor enhanced or not. The disadvantage is with sensor enhanced because you can only kill a target every 2 actions instead of every action.

Take for example the MMG in use hear. Total recoil elimination is easily achieved the base damage code is 9S. firing a 10 round burst with regular ammunition gives 19D+2 base. Very few targets can soak this. Assuming only 1 net success when hitting 6 successes are needed to avoid a deadly wound, only the most durable of brick shithouse builds in excessively heavy armour have a chance of surviving a single hit.

Now you will no doubt bring up penalty such as bad conditions or rain to make it harder to hit. In such circumstances change to regular ammunition with tracers. With 4 tracers among the 10 rounds we can recover fully from 4 points of environmental and range penalties. The damage code is now 15D+2 with 1 net success after dodge, six successes still needed to avoid a deadly wound. It would take the same build with slightly less armour to survive. It gets worse when you start using EX EX or AP rounds.

Sensor enhanced gunnery is for drones that can’t do it any other way and riggers that lock on before they can start the shooting (while talking or from outside of firing range) or are in a very bad situation (can’t cram enough tracers in)

Edward
Tarantula
Thank you for clarifying what I was trying to say edward.

Kage, the smartlink does aid in sensor-enhanced gunnery, provided the gun has a smartlink acccessory and the mount is configured with a smartlink-integration kit. Since the dogbrain (Drone Pilot Rating) already is aiming with sensor data, the smartlink simply provides it better and more accurate sensor data, allowing it to aim better, and getting the normal -2 to the TN.

Sensor-Enhanced only owns provided you think you can lock on reliably. Most drones have pilots in the range of 2-3. So, 2-3 dice vs TN of 7 or less as you said, has some chance of getting successes. I couldn't find any probability charts quickly, so someone here can figure it out. Regardless, I don't like the odds. What happens if you fail? Oh, you wasted a pass. Also, just a note, the drone can't determine one thing from another until it starts getting 4 successes (or is it 5). 1 success tells it "Something here!". 2 is "Person/Car/Helicopter here!" 3 is "Troll/Ford Americar/Dwarf here!" 4 is "The troll in the picture I saw/Joe bob/My rigger". So, sure, you got a success on your sensor test. Whoopidy doo, now you know something is there. Oh, you got two? Well, at least now you know you're not locked onto his car instead. But all it gives you is "metahuman" so, unless you have smartlink integration kits, and give your teamates mini-traceivers to let it know don't shoot these ones, I'd just randomly (with a dice roll) pick which metahuman you wanted to shoot at. Depending on signatures, you'll probably pick up all the trolls first, and the others with a 6. So, I might go, you see 4 metahumans on sensors, which one do you want to shoot. I suppose you could have it shoot the farther away ones first, but that has its own issues. This is why its good to have a rigger controlling, as after you say, well, I want it to pick that one, its a pilot test to see if it decides in your favor or not. It might decide to shoot the closest one, as thats the one its most likely to hit, (result of bad interpretation) without the friend/foe transmitters, you just geeked your own mage.
Kanada Ten
Yeah, but isn't direct LoS on a target is a -3 TN and you pretty much want direct LoS if your using an MMG. If it's all on a Smartlink 2 then the rigger can designate a target with a spotter drone and have everything else go apedrek on it.
Tarantula
K10, yes, direct LOS is -3. To achieve direct LOS you either need to be on an open field/road with you and the target and no obstructions (including smoke) in the way. Note, a city street doesn't give you LOS, if theres other cars, even off to the side between you and the target, not direct LOS, etc. That, or be airborne, as airborne drones typically always have it. If they don't they can't target the thing.

Also, no, smartlinks (or sl2s) do NOT allow indirect fire via a spotter drone. That takes the battletac fddm control unit on the deck, the transmitter on the spotter drone, and another one on the fireing drone. Keeping in mind the master unit has an availability of 10, and you can't start out with indirect fireing drones. Don't even look at the costs, you'll cry.

Its usually easier to have recoil compensation on the turret for dealing with the recoil of the big guns. I think depending on the size of the turret decides how much recoil comp you can get... if I remember right, its 8 or 10 for a small turret, and 6 or 8 for a mini-turret, but don't quote me on those, no books atm.
Edward
My usual solution to the witch object is a target if I have multiple drones is to sit in captions chare mode. The drones identify “things” I tell them witch they can shoot.

Edward
Tarantula
Witch: What they burned in Salem
Which: one thing out of a number of them.

Now that thats out of the way, yeah, thats nice, you see 6 things, one is 2 meters in front of you, the next is 2.5 and slightly to the left, another is 3 and to the right. Theres another one 4 meters ahead of you, with the other 2 things behind it. Which do you shoot?
Kanada Ten
QUOTE
Also, no, smartlinks (or sl2s) do NOT allow indirect fire via a spotter drone. That takes the battletac fddm control unit on the deck, the transmitter on the spotter drone, and another one on the fireing drone.

What's the point of designators then?

On sensor tests
1 success identifies biological, building, aircraft, ground vehicle
2 successes is general subtype - dragon, helicopter, hovercraft

1 success is also a target lock
Tarantula
I believe they're for things like guided missiles, which can follow a laser/microwave designator that is painting a target and be indirectly fired that way. However it simply locks onto the painted target, not getting any targetting information passed between the drones.
Kanada Ten
Well, in theory, though not quite by the rules, indirect fire with a MMG using a spotter drone and smartlink2 would provide a -3 TN to the +8 Blind Fire, but still nerf the attack by making the drone use only it's pilot rating to fire.
Tarantula
Again, no, because you can't indirect fire with only a SL2. Also, you wouldn't get a -3, because its from the fireing drone, not from the spotter. Unless you had LOS from the drone fireing, you don't get -3. You do get the OPTION to use the MMG for blind-fire without having any los (direct or otherwise).

The drone would also get the complementary dice of half the spotters sensor rating with its pilot ala sensor-enhanced gunnery for fireing though.
Kanada Ten
I'm reading the rules now. Indirect fire can happen with a designator OR battletac. Using a spotter drone with battletac (or in theory a designator - sensors can read reflected lasers, that's how the missiles work) can reduce the blind fire penalty on direct fire wepaons by -2 and Smartlink2 provides a -1 on indirect fire. In theory, that's a -3 TN to the +8 blind fire.
Tarantula
Yes, -3, but not due to direct LOS, and thanks for clarifying up that last little bit. I'll have to go over the indirect-fire rules in R3R/CC when I get home.
Austere Emancipator
QUOTE (Kanada Ten)
[...] indirect fire with a MMG [...]

Personally, I think there's no way rules can be too harsh on anyone trying to pull that off.
Kanada Ten
I suppose, technically, it's not indirect fire and thus wouldn't gain the -1 from the smartlink2. And, by the rules, only the battletac provides the -2 blind fire with a spotter drone.
Tarantula
Spotting with another drone ALLOWS you to indirect fire a direct fire weapon AE. That is what it LETS YOU DO. Thats about all it lets you do, you still get +8 blind-fire, and its quite unlikely you'll hit anything most of the time, but you get the chance to try. The battletac gives you a -2 to do so, dropping it to +6 for attempting it. At best, since it still is indirect fire, you might be able to get another -1 from a sl2 on the gun and sl2 integration kit. Thats still +5 for indirect fire, add on recoil, feasibility, and usefullness, and it almost never comes up in a game. If it does, its usually to shoot someone through a wall, get a micro-roto drone behind the wall spotting, and the armed drone can now shoot at the people through the wall, and with a MMG, you might actually have a chance of getting THROUGH the wall in the first place to hit them, much less actually hit them.
Kagetenshi
QUOTE (Tarantula)
K10, yes, direct LOS is -3. To achieve direct LOS you either need to be on an open field/road with you and the target and no obstructions (including smoke) in the way. Note, a city street doesn't give you LOS, if theres other cars, even off to the side between you and the target, not direct LOS, etc.

Basically, unless your vision modifier is +8 for blindfire, your sensor lock TN is -2 (and your attack roll TN is -3). I'm not seeing the disadvantage here.

Even then, three dice against TN 7 will get a success half the time, and in my experience it makes more sense to be jumped in during combat than not. I personally have yet to rely on a drone for combat.

~J
Kanada Ten
There is acutally a funny shift between Uniterrutpred LOS (-2 Sensor) and Direct LOS (-3 TN) which make Tarantula correct. Just read it.
Austere Emancipator
QUOTE (Tarantula)
Spotting with another drone ALLOWS you to indirect fire a direct fire weapon AE. That is what it LETS YOU DO. Thats about all it lets you do, you still get +8 blind-fire, and its quite unlikely you'll hit anything most of the time, but you get the chance to try.

If 'indirect' means firing through 100% concealment but 0% cover (say, through a paper wall), then I might buy that. In just about any other case, if a player of mine suggested indirect fire with a conventional, high-muzzle-velocity small arm, I'd give them a Cannon Companion enema.
Tarantula
"indirect" means somehow hitting a target you have 0% visibility on. As far as indirect vehicle weapons go.
Austere Emancipator
Yes, I realize that. And, incidentally, the "paper wall" example is the only situation I can think of where there'd be zero visibility from the MMG to the target and where indirect fire could reasonably help. Well, either that or sensor blackout of some kind. If there's any kind of actual obstacle inbetween, as is the case with anything called "indirect fire" outside of SR, that's when I'd start rolling up the CC.
Kagetenshi
So you reject the possibility of firing through hard cover?

~J
Tarantula
Something inbetween, use rules for fireing through a barrier. The spotter still has to be able to see the target in order to spot for the gunning drone. Basically, the spotter knows where the gunner is, and says (if you shoot your gun at x angle by y angle you'll hit the target, so the gunning drone aims at that spot and fires at it. Thats how I see it working.
Austere Emancipator
QUOTE (Kagetenshi)
So you reject the possibility of firing through hard cover?

Unless the target is directly behind the hard cover, yes I do. As a rule of thumb, the unmodified Barrier Rating would have to be lower than 1/2 the weapon Power (which basically makes it more like Concealment than Cover, really), and the distance between target and the object a single-digit number of meters. (Not that I'd ever actually count those things in a game, I'd just use my own very special kind of Common Sense™.)

After hitting any kind of hard cover, the bullets will be deformed and they'll be tumbling wildly -- they'll fly all over the place, in random directions within a several-degree cone from the point of impact with the obstacle.
Kagetenshi
Fair enough; I hadn't considered that part of it.

~J
Tarantula
Sure, but if you keep shooting, you'll start blowing a hole in the wall according to the rules, then you could shoot through said hole.
Fortune
Assuming the target doesn't have a brain and stays in front of the hole. biggrin.gif
Austere Emancipator
And that also means you now have a direct line of sight at the enemy (through said hole), which means there's no need for "indirect fire" of any kind.
Tarantula
It might be creating a sensor-deadzone however, preventing a drone from having any line of sight through said hole, but able to shoot through it due to the indirect targetting through the spotter.
mfb
i've been pondering the same idea as a houserule, actually, in relation to suppressive fire. if the BR of the 'cover' you're hiding behind isn't at least 1/4 of the base power of the weapon that's suppressing you, it counts as a vision modifier--not as cover. that means that the cover TN mod isn't applied to the suppressing shooter's attack test. this ensures that hiding behind a bush is no more effective against suppressive fire than standing in dim light.

less useful for drones, i guess, since the vision mods still make it hard for the drone to get a lock.
Austere Emancipator
QUOTE (Tarantula)
It might be creating a sensor-deadzone however, preventing a drone from having any line of sight through said hole, but able to shoot through it due to the indirect targetting through the spotter.

...Which then falls under concealment/sensor blackout situation I mentioned earlier.

mfb: That's a decent idea, at least when the 'cover' is indeed close to the target it/him/herself. You might want to use Power/3 instead of Power/4, because otherwise you're only really ruling out using BR 1 barriers as cover.
Kagetenshi
I'm going to have to disagree with mfb on this one; shooting through barriers already covers this. Accepting your opponent's cover involves trying to hit someplace that isn't behind cover.

~J
Austere Emancipator
Guess I should read through the Rules section of CC again some time...
mfb
it doesn't cover it for suppressive fire, though, kage. i mean, if you're just spraying bullets over an area, why should a bush or a curtain make you harder to hit than full darkness?
Tarantula
Because, you're surppressing around the bush/curtain. If you wanted to hit them, you'd surpress the meter the bush/curtain is in, then use fireing through barrier rules to hit whats on the other side.
mfb
uh. hm. actually, i think that may work. attacking through a barrier incurs a +8 TN for blind fire, which is a vision mod, which doesn't apply to suppressive fire.

this is hilarious. that rule makes so much sense that i'm having a really hard time accepting it.
RunnerPaul
It's times like this that I'm glad there's heavy Japanese influences in Shadowrun. Sliding ricepaper screens and the like, don'tchaknow.
Dog
back to turrets:
for the sake of imagery, ever put multiple weapons firing together on a single turret? ie: two belt fed machine guns that use the same attack roll. You can use the 20 round burst or whatever to calculate damage or area covered for searching or suppressing fire, but also factor in all of the recoil.
I've done this myself, have I missed rules on it somewhere?
Crusher Bob
QUOTE (Austere Emancipator @ Feb 24 2005, 12:29 AM)
QUOTE (Kanada Ten)
[...] indirect fire with a MMG [...]

Personally, I think there's no way rules can be too harsh on anyone trying to pull that off.

Eh? It was done all the time in WWI, especially with the water cooled Vickers, which could fire all day... You fire the Vickers sorta like a mortar and come down all over the trench of the bad guys, who are only a few hundred yards away.

From a Vickers Manual:

CHAPTER 14. – INDIRECT FIRE DRILL
Introductory notes 60
75 Mount gun and cease firing 62
76 Paralleling 64
77 Obtaining direction and elevation 66
78 Application of indirect fire control orders 67
79 Fire control charts 70
80 Changing for indirect fire to night firing and vice versa 71
81 Coming into action by night and cease firing 72
82 Obtaining direction and elevation by night 74

[edit]
There is another thread recently covering multiple weapons in a single turret. If someone else dosen't dig it up in a while, I'll see if I can find the link.
[/edit]
Austere Emancipator
QUOTE (Crusher Bob)
Eh? It was done all the time in WWI, especially with the water cooled Vickers, which could fire all day... You fire the Vickers sorta like a mortar and come down all over the trench of the bad guys, who are only a few hundred yards away.

There's plenty of stuff that was done all the time in WWI that doesn't make a whole hell of a lot of sense. wink.gif I think a better indication of the usefulness of this method of fire with firearms is whether it's used now. AFAIK, not a single modern army teaches anything of the sort.

Still, if you've got an enemy whose location you can pinpoint within a few meters and the movement from that location of which is of extreme tactical importance, and you happen to have shitloads of ammunition and a machinegun on a fixed mount, it just might be worth a shot. That's not a very likely situation in modern warfare, and in shadowrunning...

[Edit]Depending on weather conditions, a 7.62x51mm rifle 150gr bullet fired straight up at 2750fps (840m/s) will gain an altitude of ~2400 meters in ~17 seconds, after which it will take ~40 seconds to come back down with a terminal velocity of ~230fps (~70m/s). The bullet spends about 8 seconds between 2300 and 2400 meters of altitude, traveling at a vertical velocity of less than 40m/s, during which time it is extremely susceptible to lateral movement caused by the wind.

For indirect fire at short-ish distances (within 1-2km), you'd have to calibrate your fire by firing long bursts several hundred meters in front of your position (or some other method, which I'm sure the Vickers Manual describes), and then slowly shift or calculate the correct angles. Even then your accuracy will be measured in how many tens of meters you're off target, and a gust of wind at high altitude can throw your fire off by tens of meters. And if you do hit, you better hope the guy doesn't have a helmet.

So I'm sticking with my original sentiment: The SR rules cannot possibly be too harsh.[/Edit]
Crusher Bob
Here's some modern commentary on indirect fire of mgs...

Linky

Interesting reading
Austere Emancipator
That thread mostly talks about rather low elevation, firing above obstacles. That's slightly easier to accomplish, but note how the only specific mention of target area was "the size of a football field" and the amount of rounds fired was "60-70,000". Sure, that can in extreme cases be a useful tactic against unfortified or lightly fortified infantry, but it's clearly out of the scope of anything Shadowrun can portray.

It is interesting, though, that some modern militaries still do make some attempts at making this possible, re: the Australian MG platoon equipment on battalion level.

If your accuracy is measured in how many meters you're off target and a single-digit figure is considered extremely good, what kind of TN modifiers in SR would you consider "too harsh"? +30? wink.gif

QUOTE (Dick Fillery @ http://www.villman.com/forums/topic.asp?TOPIC_ID=1087)
Julian S. Hatcher records a similar experiment in Florida immediately after the First World War. A 0.30 calibre machine gun was set up on a 10 feet square stage in a sea inlet where the water was very calm so that the returning bullets could be seen to splash down. A sheet of armour above the stage protected the experimenters. The gun was then adjusted to centre the groups of returning bullets onto the stage.

Of over 500 bullets fired into the air, only 4 hit the stage at the end of their return journey. The bullets fired in each burst fell in groups of about 25 yards across.

The bullets rose to approximately 9000 feet before falling back. With a total flight time of about a minute, the wind has a noticeable effect on the return point.
Crusher Bob
Well, considering that I'm using searchinf fire and firing a 1000 round burst, that ought to lower my target number some... biggrin.gif

Dunno, with the very good ballistic and fire control computers of SR, even 20-50 round MG bursts might be useful... Assuming you want a 5 meter diameter beaten zone and put 50 rounds into it, that gives you roughly 2.5 rounds per square meter. Dosen't sound too healthy.

[edit]
The main problem would seem to be wind and drift, with the wind measuring targeting computers (as used on modern day tanks) you can adjust for this some at the time of firing. Assuming you are using 12.7mm and are limiting yourself to around 1km of range, the deviation probably won't be too bad. (Of coure, how bad is too bad? Several meters almost certainly... But beaten zones of 5 to 10 meters in diameter are probably doable...)
[/edit[
Kagetenshi
QUOTE (Austere Emancipator @ Mar 6 2005, 10:13 AM)
what kind of TN modifiers in SR would you consider "too harsh"? +30? wink.gif

Anything above +16. Actually, I'd probably apply a base TN of about 6 and just use a huge Scatter.

~J
Austere Emancipator
QUOTE (Crusher Bob)
Assuming you want a 5 meter diameter beaten zone and put 50 rounds into it, that gives you roughly 2.5 rounds per square meter. Dosen't sound too healthy.

Thing is, to get only a 5-meter diameter beaten zone, the total flight time of the bullet has to be pretty short. High-angle fire is right out of the question, because that way the beaten zone is going to be something like 15 meters in diameter at best, only taking inaccuracy of the weapon itself into consideration. 15 meter diameter ~= 177 square meters, which means ~0.33 bullets per square meter per Combat Turn @ 1200rpm. Not much in the way of Suppressive Fire...

But yes, for Suppressive Fire (and I am tempted to say only for Suppressive Fire) over rather low obstacles at what SR considers the Extreme range of these weapon systems, it just might work.
Austere Emancipator
QUOTE (Kagetenshi)
Actually, I'd probably apply a base TN of about 6 and just use a huge Scatter.

The problem with that is that it'd then be possible for someone with a very high skill to reliably hit someone in this way, while in reality the absolute limit to accuracy is set by the weapon and bullet in question. When 100 subsequent shots fired with the weapon pointing in the exact same direction in the exact same weather conditions land randomly in a 15-30 meter radius area, skill only goes so far in helping you hit a point target with any single shot.
Kagetenshi
Scatter: 6d6, -2 meters/success?

~J
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