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Message no. 1
From: Matthew Deatherage <mddeath@*****.CIRC.GWU.EDU>
Subject: Re: Mil-spec armor and HV rounds
Date: Thu, 8 Jun 1995 13:50:18 -0400
On Thu, 8 Jun 1995, Lindblom Fredrik, Training wrote:

> >Ha, wait untill someone gets their hands on the mil suits in FOF (its
> >reach ont and catch the missile time) (not that my players have the
> >contacts I just see the possabilities). On the other hand the new
> >super guns (15 rnds/max/burst) are neat, load up with APDS attach
> >recoil comps, hit someone with a burst of 15 (and in that armour they
> >ain't jumping out of the way), and start scraping them off the walls.

A couple of things to be aware of here. First is the
availability codes for the equipment you're talking about. Military
Armor from the Fields of Fire sourcebook is just short of impossible to
acquire under any circumstances. You could try to get it from a Fixer,
but with an availability of 18 for the lightest stuff the probability of
having one is 1 in 216(that's 3 sixes in a row). Or, you could try to
steal one from the military(hahahahaha). Basically your players should
NEVER acquire this stuff.
As to the super-guns such as the Super-Mach, the Assault Rifle
and the LMG, it should be noted that they accept no barrel-mounted
accessories. That means no gas-venting systems to reduce recoil. You
could mount Shock Pads and Bipods on the heavier weapons but the
Super-Mach is hopeless. You try firing 15 rounds with only 3 points of
recoil reduction and see what you hit(besides the ceiling). Of course
you could hook up a gyro-mount but that would look silly now wouldn't it?


-Prophet
Message no. 2
From: Jani Fikouras <feanor@**********.UNI-BREMEN.DE>
Subject: Re: Mil-spec armor and HV rounds
Date: Fri, 9 Jun 1995 13:16:19 +0200
> As to the super-guns such as the Super-Mach, the Assault Rifle
> and the LMG, it should be noted that they accept no barrel-mounted
> accessories. That means no gas-venting systems to reduce recoil. You
> could mount Shock Pads and Bipods on the heavier weapons but the
> Super-Mach is hopeless. You try firing 15 rounds with only 3 points of
> recoil reduction and see what you hit(besides the ceiling). Of course
> you could hook up a gyro-mount but that would look silly now wouldn't it?

Absolutely right, however you forgot supression fire. Recoil modifiers
dont count when using supression fire rules, and a Super-Mach supressing
a 1 meter area (where your target is standing) will give you 15 dice.
A pretty cheap way to get a firearms skill no ?
OTOH resisting multiple 6L hits should be that hard :) for the target,
but still. It makes for an excellent backup for ceratin mages that
cant spare the karma to get themselves a decent skill.

--
GCS d H s+: !g p1 !au a- w+ v-(?) C++++ UA++$S++L++$>++++ L++>+++ E--- N+ h*(+)
W(+)(---) M-- !V(--) -po+(---) Y+ t++ 5++ R+++ tv b++ e+ u++(-) f+ r- n!(-) y?

Moderator of alt.c00ld00z (coolness in general)
Message no. 3
From: Gurth <gurth@******.NL>
Subject: Re: Mil-spec armor and HV rounds
Date: Fri, 9 Jun 1995 11:05:55 +0200
> As to the super-guns such as the Super-Mach, the Assault Rifle
>and the LMG, it should be noted that they accept no barrel-mounted
>accessories.

I just look at the pictures and to which accessories are already there. Take
the SuperMach: "...with the equivalent of 3 points of recoil reduction.
(...) The weapon accepts under-barrel and top-mounted accessories." I read
that bit as saying "It's got a gas vent level 3 on the barrel," something
which is also borne out by the drawing of the gun. So take out your hacksaw,
remove the level 3, and screw on a level 4. Also looking at the picture,
it's got a surface you place against your shoulder, so I allow shock pads --
if you can't clip 'em on, glue 'em on :)

>That means no gas-venting systems to reduce recoil. You
>could mount Shock Pads and Bipods on the heavier weapons but the
>Super-Mach is hopeless. You try firing 15 rounds with only 3 points of
>recoil reduction and see what you hit(besides the ceiling). Of course
>you could hook up a gyro-mount but that would look silly now wouldn't it?

Or you could use it for suppression fire. Rolling 15 dice is likely to score
you some successes. Not that 6L is going to hurt anyone much, though...


Gurth@******.nl - Gurth@***.nl - http://www.xs4all.nl/~gurth/index.html
Leave the making of mistakes to the government
Geek Code v2.1: GS/AT/! -d+ H s:- !g p?(3) !au a>? w+(+++) v*(---) C+(++) U
P? !L !3 E? N++ K- W+ -po+(po) Y+ t(+) 5 !j R+(++)>+++$ tv+(++) b+@ D+(++)
B? e+ u+@ h! f--(?) !r(--)(*) n---->!n y? Unofficial Shadowrun Guru :)
Message no. 4
From: Paul Jonathan Adam <Paul@********.DEMON.CO.UK>
Subject: Re: Mil-spec armor and HV rounds
Date: Sat, 10 Jun 1995 01:55:54 GMT
> A couple of things to be aware of here. First is the
> availability codes for the equipment you're talking about. Military
> Armor from the Fields of Fire sourcebook is just short of impossible to
> acquire under any circumstances. You could try to get it from a Fixer,
> but with an availability of 18 for the lightest stuff the probability of
> having one is 1 in 216(that's 3 sixes in a row). Or, you could try to
> steal one from the military(hahahahaha). Basically your players should
> NEVER acquire this stuff.

Oh, no! Let them have it! I post elsewhere as to the endless amusement a
GM can have with players in mil-spec. Apart from the fact it takes a
minimum thirty minutes to get into/out of. :-)

If a player really, really wants this stuff, there's a good run in finding
where some might be: intercept a convoy, raid an isolated base, whatever.
Then there's the job itself: then evading some annoyed corps/military.

And they still can't use it in any practical way...especially if it
starts to malfunction.

> As to the super-guns such as the Super-Mach, the Assault Rifle
> and the LMG, it should be noted that they accept no barrel-mounted
> accessories. That means no gas-venting systems to reduce recoil. You
> could mount Shock Pads and Bipods on the heavier weapons but the
> Super-Mach is hopeless. You try firing 15 rounds with only 3 points of
> recoil reduction and see what you hit(besides the ceiling). Of course
> you could hook up a gyro-mount but that would look silly now wouldn't it?

I treat them as having half recoil, and use a different recoil system: so
basically you can crank out 6-round bursts for no penalty or hose 15 in
autofire at +4s. So? 6-round bursts are no more dangerous than Savalette
Guardians, and you're emptying the magazine very quickly indeed. And
what the players have, the NPCs have the next version of.

--
When you have shot and killed a man, you have defined your attitude towards
him. You have offered a definite answer to a definite problem. For better
or for worse, you have acted decisively.
In fact, the next move is up to him.

Paul J. Adam paul@********.demon.co.uk
Message no. 5
From: P Ward <P.Ward@**.CF.AC.UK>
Subject: Re: Mil-spec armor and HV rounds
Date: Sat, 10 Jun 1995 11:22:44 BST
Boy, am I glad that the only way a character will get Mil-spec hardened
armour is to take the (shattered) bits off a steaming military corpse!
:-) :-), etc

Super mach with a gyro, can't be done, SMG's don't fit under mounts.
I suspect the only reason that these pieces can't use barrel-mount
hardware is becuase they have three barrels, and that a set of vents
would interfere with the other barrels.

That implies that vindicators cant' use them either.

At least the ingram give you the option of between 6-15 rounds, the
vindicator just lets em off.

<Mind you, you can gyro the vindi :-)

Phil (Rengade)

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