*whew* finished reading the whole thread and I've made a list of issues that have come up. I'll try to list them in an easily readable format so people can vote or whatever. These aren't just issues from this thread, but the main thread. Comments and corrections are welcome.
Agreed upon rules:
Ranged combat
- Remove called shots except for style
A) Skills
- Laser weapons skill is in the Firearms category
- Bracers and gun canes use pistols skill
- Rifles and assault rifles use the same skill
- Eye-guns, cyberguns, etc. use Ranged Cyber-implant Combat
- Blowgun is under Projectile Weapons
B) Ammo
- Armor-piercing rounds are only available in HP and heavier varieties
- AV rounds are only available in rifle-class or larger weapons
C) Guns
- Remove shotgun 'choke' rules
- Grenades that decrease in power by 1/m are defensive, 1/.5m are offensive
Under dispute changes:
A)Anything less than a heavy pistol is useless
1) Increase hold-outs to 6M at minimum
2) Decrease Heavy pistols (and SMGs) to 5, 7, or 9M maximum
3) Decrease pistols & SMGs to 7M max, ass. rifles to 11M max, sport/battle rifles to 11S, increase armor values
B) Rifle penetration
1) Rifles divide non-hardened armor value in half (quarter with APDS)
i) hardened armor acts like vehicle armor, ignores bonuses from AP. APDS results in no reduction in DL against hardened armor
2) Each weapon lowers barrier and armor ratings by a flat amount (like -4/-5). Special ammo generally modifies this rating.
3) Rifles subtract a flat amount from armor ratings
C) Better chemical rules, so pepper spray isn't more debilitating than a bullet to the chest
D) Define how armor affects chemical delivery systems like narcojet
1) Narcojet must inflict damage for poison delivery to work
i) Set power to that of light pistols, damage of L
E) Fix shotguns
1) Shotguns CANNOT hit multiple opponents
2) Everyone other than the main target caught in a blast takes at most Moderate damage
3) -2 power, -1 DL per range category (8D/6S/4M/2L), allow the -1TN to stack with SL & laser
4) Choke is set at 1 (or .5)m spread. Alter range categories, including a penalty to power based on range
5) Can reduce TN by 1 by reducing power by 1, to a max of -2 to both
6) Shot uses flechette rules, flat -1TN to hit, can only hit 1 target
7) Reduce TN to hit, but greatly decrease power (opt. no power decrease vs. unarmored opponents)
+2 power vs unarmored opponents, -1DL vs armored, -1TN at medium+ ranges
9) Make all clothing or armor hardened vs. shot
10) Invert burst staging rules, every -3 to power reduces DL by 1
11) Every 3m of spread reduces DL by 1, damage never stages up
X still doesn't work for high-powered guns
12) Make them high powered holdouts (8L damage)
13) Add a third ammo type, real flechettes, combining shot and AP rules
X Can this be staged up? If yes, overpowerful, if no, not special
F) CQB rules
1) No change
2) CP is reduced by the difference between the weapon's conceal rating and the Terrain Threshold (open: 0, tight: 3, restricted: 5)
3) Reduce CP based on the type of weapon in question
G) Some rifles (and shotguns) are bolt or pump action, should they be SS or SA?
1) Action makes shot SA
2) Make manual advancement a free action
3) Action makes shot SS
4) Perhaps change the Remington rifles into non-bolt actions, then offer SS bolt and pump guns as new weapons?
H) Autofire problems
1) Recoil modifiers change how many shots in a burst hit, as opposed to TN to hit with entire burst
2) Auto (and burst) fire can be done 5 ways, at shooters option:
1. DL increased per 3 rnds, as standard
2. +1 die to your ranged attack test per round fired to a max of your base skill
3. Increase dodge TN by +1 per round
4. Reduce uncompensated recoil by -1 per 2 rnds
5. Any combination of the above
(In all but the fourth, recoil is calculated as normal. The Power is not modified in any case.)
3) Roll each shot individually
Odds & Ends (unresolved, no suggestions):
1-Remove conceal penalty on SL, laser sight, shock pad
2-SL does not require you pull the trigger to fire
3-Disallow laser sights when using a scope
4-Allow dual-wielding smartlink action!
5-Remove the current gun creation system
6-Scopes require an Aim action to use
7-SL2 reduces launched grenade scatter
8-When hit by a deadly wound, use the attackers successes to stage the power up, then roll to soak, allowing the defender to survive with only 2 successes
9-Remove flechettes, except in shotguns
10-Knock-down rules, if used at all, should be based off damage, not power (since it isn't power of the bullet that knocks you down but a reaction to the damage it causes)
11-Remove/define caseless
12-More available modifiers, especially cover
13-Armor layering needs to, at minimum, be formally defined.
14-Monocular vs. binocular vision - remove monocular penalties for ranged weapons?
15-Regroup launch weapons skills into direct and indirect fire
16-Change offensive grenade damage to -3/m?
17-Smoke grenades expand at a set number of m/turn
*whew*