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Message no. 1
From: Mongoose <evamarie@**********.NET>
Subject: Re: Odd Ammo Question [mixed damge]
Date: Sat, 19 Sep 1998 15:21:04 -0700
:> > What happens if a character decides to alternate the ammo in his/her
:> > clip?
:> >
:> > For example, a character alternates Gel and APDS ammo in the clip and
:> > then fires a burst (of 2 gel rounds and one APDS round). What
Happens?


My suggestion to handle it would be to figure the damage code as
usual, and the resistance TN for each type of bullet. Then divide the
resistance dice appropriately. After figuring damage, apply the damage
appropriately to each track.

For example; an SMG doing 6m using 2 gels and 1 apds burst against
somebody with a 6 body and wearing a long coat (4/2) has 3 net successes
after the "dodge" roll (per sr3).

The target rolls 4 dice against 2d (stun) and 2 dice against 4d
(physical). Lets say there is a total of 5 successes. That is 2 net
successes, reducing damage back to moderate. 2/3 of that is stun, 1/3
physical. So the target takes 3 stun boxes, and one physical.

This seems complex, but I think it is very sensible; it keeps the
burst as one attack, and the resistance as one test; you just makes a
portion of the roll against each type of damage, then apply the damage
proportionately to the proper track.

This would work well for other "mixed damage" situations, as well,
such as 2 handed weapon attacks where the two weapons do very different
damage (stun / physical, or electroshock and normal).


Mongoose
Message no. 2
From: Mongoose <evamarie@**********.NET>
Subject: Re: Odd Ammo Question [mixed damge]
Date: Sat, 19 Sep 1998 21:43:50 -0700
:Mongoose replies to his own post to add;
:
:::> > What happens if a character decides to alternate the ammo in
his/her
:::> > clip?
:::> >
:::> > For example, a character alternates Gel and APDS ammo in the clip
:and
:::> > then fires a burst (of 2 gel rounds and one APDS round). What
::Happens?
::
::
:: My suggestion to handle it would be to figure the damage code as
::usual, and the resistance TN for each type of bullet. Then divide the
::resistance dice appropriately. After figuring damage, apply the damage
::appropriately to each track.
::
:: For example; an SMG doing 6m using 2 gels and 1 apds burst against
::somebody with a 6 body and wearing a long coat (4/2) has 3 net successes
::after the "dodge" roll (per sr3).
::
:: The target rolls 4 dice against 2d (stun) and 2 dice against 4d
::(physical). Lets say there is a total of 5 successes. That is 2 net
::successes, reducing damage back to moderate. 2/3 of that is stun, 1/3
::physical. So the target takes 3 stun boxes, and one physical.
:
:DUh- theres an obvious mistake ther; the character is taking a moderte,
:which is 3 boxes, not 4- so 2 are stun, one physical. If the wound were
:light, ti would be 2/3 stun, for just one box stun. If it were deadly,
:2/3 of the 10 boxes would be stun, 1/3 physical- for 7 and 3.
:
::
:: This seems complex, but I think it is very sensible; it keeps the
::burst as one attack, and the resistance as one test; you just makes a
::portion of the roll against each type of damage, then apply the damage
::proportionately to the proper track.
::
:: This would work well for other "mixed damage" situations, as well,
::such as 2 handed weapon attacks where the two weapons do very different
::damage (stun / physical, or electroshock and normal).
::
::
::Mongoose
::
:
:

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