From: | Graht <dbuehrer@******.CARL.ORG> |
---|---|
Subject: | Re: Full Auto |
Date: | Sun, 8 Dec 1996 14:34:32 -0700 |
> I've used this house rule for quite some time, and I'm much happier with
> it than the over-damage rules from Fields of Fire and the SR Companion.
> In comes down to letting over-damage start at Light, and every damage
> level increase works as normal -- so if you shoot 9 rounds with a weapon
> doing 8M damage (your target rolls against 17 here), and you get 2
> successes, the target takes 16 boxes damage: 10 for the normal Deadly
> wound, and then there is enough left to stage it up 3 times, to Serious
> again.
[P = Power, DL = Damage Levels]
[8M + 9P&3xDL = 17D + L, +2 successes (1xDL) = 17D + M]
Uh... Gurth, did I miss something?
And someone else said that this is pretty deadly, but its actually
more in line with the basic rules. For example, someone can do more
damage with a heavy pistol than with an LMG on full auto. Fire the
pistol twice and hit your target, both times staging each shot up to
a Deadly Wound, and you've just done 20 boxes of damage. Whereas
with the LMG even on full auto the most you can do is 10 boxes of
damage, even if you just peppered your target with all fifteen
rounds.
Maybe SR assumes that only some of the rounds from a full auto burst
will hit the target. But then that doesn't seem to fall in line
with their recoil modifiers. I'd say that if you hit your target
even after taking the recoil into account that everything hits and
increase the base damage, or toss the recoil rules and say that
extra successes increases the number of rounds that hit (increasing
damage).
-Graht
"I entered the cave and set off some sort of fire
trap. So I went running down the tunnel with my
ass on fire when I come into this room with a pool
in the middle. I jumped into the pool, not knowing
that an alchemist had created it to turn copper
into gold. I was carrying 500 cp at the time :)"