From: | Greg James <james@******.ARC.AB.CA> |
---|---|
Subject: | Rules for firing stance and suppressed weapons |
Date: | Mon, 14 Aug 1995 13:52:42 -0600 |
suppressor rules have modified power changes and weights. The firing stance
rules have been expanded to include stance (sighted vs. non-sighted),
posture (standing, kneeling, prone) and firing one vs. two-handed.
As always, comments are welcomed.
Firing stance rules
When firing a weapon, there are a variety of standard firing postures
(standing, kneeling, and prone), stances (using sights or not) and using
one hand or two. These rules are intended to account (in a relatively
simple way) for the differences between postures and firing stances.
Stance
Definitions: Posture is one of: standing, kneeling, or prone.
Gameplay: Changing posture to an adjacent posture takes a simple action
e.g. standing to/from kneeling, prone to/from kneeling. Kneeling posture
gives a -1 target number modifier, prone gives -2. Characters kneeling or
prone gain one point of recoil compensation.
Sighting vs. non-sighting
Definitions: Players can shoot from a sighted or non-sighted stance, one or
two-handed. Sighted means using the sights, and is equivalent to using the
stock on stock-equipped weapons.
Gameplay: Assume that when moving with weapons drawn, characters are in a
non-sighted stance unless they state otherwise. Players can move in a
sighted stance, but are less likely to make perception checks in their
peripheral vision (-1 to target number in front 60 degrees, +2 outside that
cone)
It is a simple action to move from a non-sighted stance to a sighted one.
It is a free action to move to a non-sighted stance.
When firing non-sighted the following rules apply. All attacks are subject
to a +2 target number modifier. Players may not use any recoil bonus that
would be gained from stocks or shock pads. Bonuses from gas vents, sound
suppressors (see suppressor rules), and gyro mounts still apply.
Characters cannot expend simple actions to aim from a non-sighted stance
unless they have a laser sight, an ultrasound sight, or a smartgun. If so,
the maximum bonus is -1, -2 for a smartgun.
When in a firing stance the following rules apply. If the weapon has a
stock (extended stock if folding) *and* is firing the weapon with both
hands that character gains one point of recoil compensation. Shock pads
increase that by 1. Aim time bonuses are now unlimited.
Hands
Characters are more accurate if they use both hands to steady a weapon.
Target number modifiers
Firing a pistol one-handed: +1
Firing an SMG one handed: +2
Firing a Rifle, Assault Rifle, or Sniper Rifle one-handed: +3
Firing any weapon in burst or full-auto one-handed: +1 recoil per 3 bullet=
s
Suppressed weapons
References: Phoenix Command Small Arms Combat System, and the Compendium of
Modern Firearms.
Summary:
Silenced weapons pay a penalty for reduced noise, principally in crappier
ballistic performance and weight.
Background:
A little background information is useful here. First, there are three
things that make firearms noisy. The first, and more important, is that
modern ammunition tends to travel faster than the speed of sound in air
(about 300m/s), giving each bullet a sonic boom. Hence, silenced firearms
*must* somehow reduce their muzzle velocity below 300m/s. By comparison, an
M16A2 has a muzzle velocity of about 945m/s.
The second is muzzle blast. After the bullet exits the barrel, there is
still expanding gases coming behind it. This causes its own sonic boom.
Even worse, when firing high-powered ammunition in a short barrel,
combustion is not complete by the time the bullet exits the barrel. This
causes combustion to occur at the end of the barrel, resulting in a small
explosion with its own big sonic boom (and accompanying visible light and
IR flash). This is especially true in assault rifle carbine weapons like
the (present day) AC-556K (Mini-14 carbine), CAR-15, AKR, and HK53.
The third and lesser effect is the mechanical action of the weapon itself.
The bolt blowing back, a new round being forcefully chambered, etc.
For the purposes of our discussion, we're going to call a silencer a
mechanism to attenuate muzzle blast only. A suppressor is a mechanism to
attenuate muzzle blast and slow the bullet to subsonic speeds.
There are traditionally three approaches to decreasing muzzle velocity, and
they all have different side effects.
The first approach is to use subsonic ammunition. Less powder, less
velocity. Advantages: you can operate with a silencer. Disadvantages: If
your weapon can also handle regular ammo, you need to carry (and source)
both types.
The second approach is the attachable sound suppressor. These typically
operate using one of two systems. One is a series of baffles and rings that
physically manhandles the bullet, slowing it down by friction. The problem
is, after a certain number of bullets, the rings wear out and the bullet is
no longer slowed. Advantages: the thing weighs a lot, and actually improves
SMG handling characteristics and recoil. You can use regular ammunition.
You can remove it. Disadvantages: it weighs a lot, and it wears out. You
can, however, replace the inserts.
The second (and better) method is to bleed off the propellant gases before
they've accelerated the bullet to supersonic speeds. This is typically done
by drilling holes in the barrel and having a long suppressor that covers
the holes. Advantages: Weighs a lot, and therefore improves SMG handling
and recoil. Doesn't wear out. Disadvantages: It weighs a lot, and you can't
remove it. Well, you can, but you'll still get slow bullets and also get a
burnt hand and lots of noise.
The final solution is used in the HK MP2000. You get two gas settings,
(high and low) and a removable suppressor. With regular ammunition in
regular firing or subsonic ammo with the suppressor, you use the high
pressure setting. The result: a regular SMG, or suppressed firing,
respectively. However, you can also use regular ammo, the suppressor, and
the low pressure setting. In this case, ports are opened to bleed
propellant gases and you get suppressed firing. Awright! Advantages:
maximum ammo & situational flexibility, suppressor improves handling.
Disadvantages: It still weighs a lot.
A disadvantage to all silenced weapons is that you get sucky penetration
and wounding potential.
Some firearms have mechanisms to silence the weapon action, typically
turning them into manual repeaters (you have to manually draw the bolt back
after each shot).
Rules & gameplay
Carbine-type assault rifles (ARs with shortened barrels), shotguns, and
assault cannons cannot have any type of silencing. Incidentally, carbines
can't fire rifle grenades either.
All firearms firing silenced have their weapon power reduced by 25% (round
the resulting power down), and their damage code reduced one level (L
damage stays L).
Subsonic ammunition is available in regular and APDS versions. However,
APDS only knocks off a quarter of the opponent's armour rating, not half
(APDS is supposed to go fast). Subsonic ammunition costs the same as its
base ammo, but has its street index increased by 0.5. Anyone with the skill
Firearms (B/R) can make subsonic ammo from its base ammo as a Simple task.
Any eligible firearm with a base damage code of L can use a silencer with
standard ammuntion. When so equipped, it can only fire SA or else it loses
its silenced benefits. Any firearm using subsonic ammuntion can use a
silencer under the same restriction. Silencers give 1 point of recoil
compensation.
All suppressors give two points of recoil reduction.
Any eligible firearm can have a rubber insert type suppressor attached. It
is good for 50 rounds, after which it doesn't work as a suppressor. New
insert packs are Y100 and replacing them is a Firearms (B/R) Simple task.
Any firearm that has an 'integral' suppressor has the HK MP2000 type. If
you want to re-calculate weights, take the base weapon and add .1 for the
gas control mechanism. Switching gas mode is a simple action (free for
smartlinks).
Already purchased (or standard) eligible firearms can be converted. The
conversion adds .1,costs Y600, and is a Firearms B/R Average task.
Included with integral-suppressor and gas-converted firearms are the
modifications to make the gun a more-silent manual repeater. If you choose
this firing option, cocking is a simple task, and the perception modifier
for 'Silenced single gunshot' drops to -1 (from 0).
Weights
Type/Weapon Type Pistol SMG AR/Rifle/Sniper Rifle Cost (same as before)
Silencer .2 .2 .2 Y500
Insert Suppressor .4 .5 .75 Y750
Gas Suppressor .4 .5 1 Y750