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Message no. 1
From: "J.W.Thomas" <cm5323@***.AC.UK>
Subject: Re: SAS
Date: Mon, 13 Jun 1994 17:48:25 +0100
Maybe they are all Physical Adepts?

Or maybe all have 'weak Astrial links' like in the
advantage/disadvantage system, so that TN's to spot them go up?

CHOPPER
Colonel Cane, SAS...I regret to inform you that this is a D
notice situation
>LIFEFORCE<
Message no. 2
From: "J.W.Thomas" <cm5323@***.AC.UK>
Subject: Re: SAS
Date: Mon, 13 Jun 1994 17:52:57 +0100
By the way, did you know that the British Government has cut the
SAS's budget and they are going the have to reduce their size?

The fools are laying off the best trained Special forces in the
world to save money, so they can sell another public service
(the railways) to their rich friends...

Makes Me sick
Looks like the quality of international mercinarys is going to go
up though...

CHOPPER
Message no. 3
From: "J.W.Thomas" <cm5323@***.AC.UK>
Subject: Re: SAS
Date: Mon, 13 Jun 1994 18:06:51 +0100
Try someone with all stats=6.
Beta Wired 3
(maybe a VCR or Inhead deck as well)
Musclegraft/augment.
damage compensators
cybereyes with all options..
smartgun link
cerebral boost
platelets/adrenal boost

Eqiupment
bobyarmour,pistol,SMG/AR/shotgun of choice...all special loads
available including 4th and 5th generation soft kill rounds.
Maybe a Negative Noise system to muffle any noise they make.
Grenades (usually speciallist flash-bang or stun )
combat knife...

Spells
quickened
increase (cybered) attribute +2 to +4 on most attributes except
CHARISMA...inc reaction +4
personal anti bullet barrier
invisability
See invisable
sense SAS member (so don't shoot your mates)
Few elements as astrial guards/ extra firepower / hold spells.

Skills of 10 or better in whatever they do...

Thats APPROX
bod12 str12 qiuck13 int12 wil10.
reaction 22+4D6
combat pool 16

Thats scary....
CHOPPER
Message no. 4
From: "S.K. Khoo" <S.K.Khoo@*********.AC.UK>
Subject: Re: SAS
Date: Mon, 13 Jun 1994 18:09:08 +0100
On Mon, 13 Jun 1994, J.W.Thomas wrote:

> By the way, did you know that the British Government has cut the
> SAS's budget and they are going the have to reduce their size?

Yep, but note that the SAS does have it's own financial sources not
funded by the government (at least this is from somebody who claims to know
these things - heh heh).

> The fools are laying off the best trained Special forces in the
> world to save money, so they can sell another public service
> (the railways) to their rich friends...
> Makes Me sick

Hear, hear !

> Looks like the quality of international mercinarys is going to go
> up though...

Heh heh heh >:)
Message no. 5
From: Stainless Steel Rat <ratinox@***.NEU.EDU>
Subject: Re: SAS
Date: Mon, 13 Jun 1994 14:57:44 -0400
>>>>> "J" == J W Thomas <cm5323@***.AC.UK> writes:

J> Maybe they are all Physical Adepts?

Or maybe they're just /really/ well trained. Last time I checked there were
no Physical Adepts around today.

--
Rat <ratinox@***.neu.edu> | Don't anybody try this at home. I'm a
http://www.ccs.neu.edu/home/ratinox | licensed doctor an' a trained psychotic.
this space intentionally left blank | --Ron Post
Message no. 6
From: MILLIKEN DAMION A <u9467882@***.EDU.AU>
Subject: Re: SAS
Date: Tue, 14 Jun 1994 14:42:30 +1000
CHOP writes:
> Try someone with all stats=6.
> Beta Wired 3
> (maybe a VCR or Inhead deck as well)
> Musclegraft/augment.
> damage compensators
> cybereyes with all options..
> smartgun link
> cerebral boost
> platelets/adrenal boost
>
> Eqiupment
> bobyarmour,pistol,SMG/AR/shotgun of choice...all special loads
> available including 4th and 5th generation soft kill rounds.
> Maybe a Negative Noise system to muffle any noise they make.
> Grenades (usually speciallist flash-bang or stun )
> combat knife...
>
> Spells
> quickened
> increase (cybered) attribute +2 to +4 on most attributes except
> CHARISMA...inc reaction +4
> personal anti bullet barrier
> invisability
> See invisable
> sense SAS member (so don't shoot your mates)
> Few elements as astrial guards/ extra firepower / hold spells.
>
> Skills of 10 or better in whatever they do...
>
> Thats APPROX
> bod12 str12 qiuck13 int12 wil10.
> reaction 22+4D6
> combat pool 16
>
> Thats scary....

thats munchkin. Don't let your munchkin players see this, they'll be jumping
over each other in an effort to play ex SAS people! :-)

Damion
Message no. 7
From: "J.W.Thomas" <cm5323@***.AC.UK>
Subject: Re: SAS
Date: Thu, 16 Jun 1994 14:47:46 +0100
In my SAS plan, a couple of things came up...

1)someone said that military magic research could be matched by
a fairly good mage.
WRONG.. SR has been magical for erm 43 years?... thats a lot of
time for a lab of research mages to work with...even if a good
mage started on an equal level with them (some hope), they still
have more peaple working together with better materials and more
money.

2)the all stat over 10, skills 10+ SAS where 'Munchkin'...
WHAT DO YOU EXPECT FOR THE BEST SPECIAL FORCES??? boosted 1 and
a holdout?
i'm not saying you have to let the players near these peaple,
but they WILL exist, and can be seen as a sortof ' ultimate
deterant' in the cybernetic world.

CHOPPER
letting off steam
Message no. 8
From: MILLIKEN DAMION A <u9467882@***.EDU.AU>
Subject: Re: SAS
Date: Fri, 17 Jun 1994 12:07:26 +1000
CHOPPER writes:

> 2)the all stat over 10, skills 10+ SAS where 'Munchkin'...
> WHAT DO YOU EXPECT FOR THE BEST SPECIAL FORCES??? boosted 1 and
> a holdout?
> i'm not saying you have to let the players near these peaple,
> but they WILL exist, and can be seen as a sortof ' ultimate
> deterant' in the cybernetic world.

I wasnt having a go at you. All I said that was the stats you presented were
the stats of a munchkins dream character. All the best mods. Any munchkin
seeing them would instantly want to play an ex SAS character, just to get
ahold of the 'ware.

Damion
Message no. 9
From: Alfredo B Alves <dghost@****.COM>
Subject: SAS
Date: Fri, 17 Jul 1998 12:29:16 -0500
How does SAS work? is it additional armor that you buy (in which why is
the price fixed?) that only works once activated or is it an option for
existing armor (in which cas the Smart Armor System doesn't seem very
smart ...)?

D.Ghost
(aka Pixel, Tantrum, and RuPixel)
"Let he who is without SIN cast the first stone"

_____________________________________________________________________
You don't need to buy Internet access to use free Internet e-mail.
Get completely free e-mail from Juno at http://www.juno.com
Or call Juno at (800) 654-JUNO [654-5866]
Message no. 10
From: Erik Jameson <erikj@****.COM>
Subject: Re: SAS
Date: Fri, 17 Jul 1998 15:11:52 -0400
At 12:29 PM 7/17/98 -0500, you wrote:
>How does SAS work? is it additional armor that you buy (in which why is
>the price fixed?) that only works once activated or is it an option for
>existing armor (in which cas the Smart Armor System doesn't seem very
>smart ...)?

Huh?

Reference please. I own all the books (doesn't mean I've got them all
committed to memory though) and I don't recall seeing this term.

Thanks,

Erik J.


http://www.fortunecity.com/rivendell/dungeon/480/index.html
The Reality Check for a Fictional World
Message no. 11
From: John Dukes <dukes@*******.NET>
Subject: Re: SAS
Date: Fri, 17 Jul 1998 14:42:13 -0500
>How does SAS work? is it additional armor that you buy (in which why is
>the price fixed?) that only works once activated or is it an option for
>existing armor (in which cas the Smart Armor System doesn't seem very
>smart ...)?

Smart armor works like this... you put explosive plates on the vehicles
hull... then mount a sort of chickenwire sized sensor grid hanging about a
foot away from the hull... when the shell or whatever breaks the sensor
grid the explosive plates blow up AWAY from the vehicle which hopefully
deflects or destroys the shell... I've heard it referred to as a "skirt"
system too, since the sensors sorta look like a skirt...
_______
vehicle||--------I Sensor skirt
hull || I
|| I <o Shell
|| I
^
\ Explosive plates

A crude diagram, but I hope it gets the picture across. IIRC, the Germans
during WW2 where experimenting with the system. AFAIK nobody uses it
curretly. Frankly, I dont imagine its very practical for anything except
tanks or APCs.

Hope that helped!
-Teeg
Message no. 12
From: Alfredo B Alves <dghost@****.COM>
Subject: Re: SAS
Date: Fri, 17 Jul 1998 15:00:01 -0500
On Fri, 17 Jul 1998 15:11:52 -0400 Erik Jameson <erikj@****.COM> writes:
>At 12:29 PM 7/17/98 -0500, you wrote:
>>How does SAS work? is it additional armor that you buy (in which why is
>>the price fixed?) that only works once activated or is it an option for
>>existing armor (in which cas the Smart Armor System doesn't seem very
>>smart ...)?

>Huh?
>
>Reference please. I own all the books (doesn't mean I've got them all
>committed to memory though) and I don't recall seeing this term.
>
>Thanks,
>
>Erik J.
<SNIP Sig>

SAS = Smart Armor System in Rigger 2 page 129.

D.Ghost
(aka Pixel, Tantrum, and RuPixel)
"Let he who is without SIN cast the first stone"

_____________________________________________________________________
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Message no. 13
From: Alfredo B Alves <dghost@****.COM>
Subject: Re: SAS
Date: Fri, 17 Jul 1998 15:15:04 -0500
On Fri, 17 Jul 1998 14:42:13 -0500 John Dukes <dukes@*******.NET> writes:
>>How does SAS work? is it additional armor that you buy (in which why is
>>the price fixed?) that only works once activated or is it an option for
>>existing armor (in which cas the Smart Armor System doesn't seem very
>>smart ...)?

<SNIP Explanation & Diagram>
>A crude diagram, but I hope it gets the picture across. IIRC, the
Germans
>during WW2 where experimenting with the system. AFAIK nobody uses it
>curretly. Frankly, I dont imagine its very practical for anything except
>tanks or APCs.
>
>Hope that helped!
>-Teeg

Actually, that (minus the diagram) is in R2 :) ... What I was wanted to
know was how does installing it on a vehicle work game mechanics wise?
Do you have ONLY SAS or can you combine SAS and normal armor?

If its an option to convert ALL of your armor to SAS, the extra load is a
bit odd but understandable ...

If it is seperate armor then the load reduction makes more sense ...

In both cases, the price being independent of the amount of armor doesn't
make sense and makes even LESS sense if it is a seperates system ...

D.Ghost
(aka Pixel, Tantrum, and RuPixel)
"Let he who is without SIN cast the first stone"

_____________________________________________________________________
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Message no. 14
From: Mike Bobroff <Airwasp@***.COM>
Subject: Re: SAS
Date: Fri, 17 Jul 1998 22:11:02 EDT
In a message dated 7/17/98 12:51:27 PM US Eastern Standard Time,
dghost@****.COM writes:

> How does SAS work? is it additional armor that you buy (in which why is
> the price fixed?) that only works once activated or is it an option for
> existing armor (in which cas the Smart Armor System doesn't seem very
> smart ...)?

Actually, from how I understand the description for SAS, SAS is like normal
armor except that it is pro-active in nature against incoming attacks. And
this reaction allows it to reduce the damage code of any incoming attacks
against the vehicle it is protecting.

A note, installation of SAS as a design option makes this thing a military-
grade vehicle, so installation of this after, as a customization later on is
definitely the way to go. Despite the CF cost (3 per point) versus the 2 CF
that is only required for the whole kaboodle if it were installed as a design
option.

-Mike
Message no. 15
From: Mike Bobroff <Airwasp@***.COM>
Subject: Re: SAS
Date: Fri, 17 Jul 1998 22:28:12 EDT
In a message dated 7/17/98 2:18:56 PM US Eastern Standard Time, erikj@****.COM
writes:

> >How does SAS work? is it additional armor that you buy (in which why is
> >the price fixed?) that only works once activated or is it an option for
> >existing armor (in which cas the Smart Armor System doesn't seem very
> >smart ...)?
>
> Huh?
>
> Reference please. I own all the books (doesn't mean I've got them all
> committed to memory though) and I don't recall seeing this term.

SAS has two names for it ...

Special Air Service ... for one of the special forces units in England (is
there more than just them ?!?)

-or-

Smart Armor System ... otherwise also known as the Mustache Armor due to the
all of the filaments which detect the incoming attacks. See R2, pp.129 - 130.

-Mike
Message no. 16
From: Jon Szeto <JonSzeto@***.COM>
Subject: Re: SAS
Date: Fri, 17 Jul 1998 23:23:46 EDT
In a message dated 98-07-17 16:20:44 EDT, dghost@****.COM writes:

> Actually, that (minus the diagram) is in R2 :) ... What I was wanted to
> know was how does installing it on a vehicle work game mechanics wise?
> Do you have ONLY SAS or can you combine SAS and normal armor?
>

SAS is a separate protection system. In principle, you don't need vehicle
armor to mount SAS on a vehicle, but given the explosive nature of SAS, this
generally isn't recommended....

When resolving a vehicle's Damage Resistance Test, first apply the effects of
SAS, (then apply the normal damage reduction standard for all vehicles
second), and then reduce the Power by the Armor Rating.

EXAMPLE:

An APC (Body 6, Armor 12) with SAS is struck by an MMG with a 6 round burst
(damage 9S, upgraded to 15D for autofire). Here's how the Damage Resistance
Test goes:

1) Roll 2D6 against the Activation TN. Assuming it makes it, the damage code
drops from 15D to 15S.

2) Apply the damage reduction standard for all vehicles. This drops the code
from 15S to 15M (NOTE: in SR3, the Power is also halved, so the code drops
from 15S to 7M).

3) Reduce the Power by the vehicle's Armor. This drops the damage code from
15M to 3M. (In SR3, the attack has no effect, since Armor 12 beats the reduced
Power of 7). So the vehicle makes its Damage Resistance Test against a damage
code of 3M.

Hope that helps,

-- Jon
Message no. 17
From: Robert Watkins <robert.watkins@******.COM>
Subject: Re: SAS
Date: Sat, 18 Jul 1998 13:39:20 +1000
Jon Szeto writes:
> SAS is a separate protection system. In principle, you don't need vehicle
> armor to mount SAS on a vehicle, but given the explosive nature
> of SAS, this
> generally isn't recommended....

[Mechanics example snipped]

What's the game effect of mounting SAS on a vehicle without vehicle armour?
Your example didn't have any increase in damage, or seperate damage test,
for the use of SAS.

(Note: I'm yet to pick up R2... my financial resources have been stretched
by the various things going on in my personal life, and my hobbies got put
on hold for a while)

--
Duct tape is like the Force: There's a Light side, a Dark side, and it binds
the Universe together.
Robert Watkins -- robert.watkins@******.com
Message no. 18
From: Alfredo B Alves <dghost@****.COM>
Subject: Re: SAS
Date: Sat, 18 Jul 1998 00:38:50 -0500
On Fri, 17 Jul 1998 23:23:46 EDT Jon Szeto <JonSzeto@***.COM> writes:
>In a message dated 98-07-17 16:20:44 EDT, dghost@****.COM writes:
<SNIP Everything>
>
>Hope that helps,
>
>-- Jon

OH!!!! I see! /me bows repeatedly "We're not worthy. We're not worthy."
:)

The Smart Armor System only affects the Damage level, not the Power Level
... then the Armor rating takes care of the actual power level ... The
last sentence of the example in R2 for some reason didn't click until I
reread it just now ... thanks!

D.Ghost
(aka Pixel, Tantrum, RuPixel)
"Let he who is without SIN cast the first stone"

_____________________________________________________________________
You don't need to buy Internet access to use free Internet e-mail.
Get completely free e-mail from Juno at http://www.juno.com
Or call Juno at (800) 654-JUNO [654-5866]
Message no. 19
From: Gurth <gurth@******.NL>
Subject: Re: SAS
Date: Sat, 18 Jul 1998 12:13:59 +0100
Robert Watkins said on 13:39/18 Jul 98,...

> What's the game effect of mounting SAS on a vehicle without vehicle armour?
> Your example didn't have any increase in damage, or seperate damage test,
> for the use of SAS.

The same as for mounting it on an armored vehicle, I imagine:
the Damage Level is reduced by one. That means your Westwind
(which now looks like drek) will only have to resist 16S plus
successes instead of 16D plus successes :)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
"That's IT, lunchbox!!! We'll go to Shermer, Illinois!"
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 20
From: Gurth <gurth@******.NL>
Subject: Re: SAS
Date: Sat, 18 Jul 1998 12:13:59 +0100
John Dukes said on 14:42/17 Jul 98,...

> A crude diagram, but I hope it gets the picture across. IIRC, the Germans
> during WW2 where experimenting with the system. AFAIK nobody uses it
> curretly.

I don't know about the Germans in WWII, but the closest thing to
SAS currently in use is ERA, whcih gained popularity in the late
1970s, early 1980s when the Israelis started fitting their MBTs,
and later APCs, with "Blazer" armor. The Russians copied it
(under the name "Kontakt," currently in its 5th generation on the
T-80UD MBT) and it has also caught on in other parts of the world
-- like the USMC M60A1+, the US Army's M2A2/M3A2 Bradley,
the British Challenger 1 Mk. 4 with Operation Granby armor, and
others. Need I go on? :)

> Frankly, I dont imagine its very practical for anything except
> tanks or APCs.

Same here. You need a solid construction to withstand the
explosion of the tiles, so if you put smart armor on your car, I
imagine it taking almost as much damage from the exploding
tiles as is taken away from the incoming missile... Like I said in
another message, I don't see the smart armor system as all that
practical for AFVs either; ERA, yes, but the screen of the SAS
doesn't make much sense to me...

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
"That's IT, lunchbox!!! We'll go to Shermer, Illinois!"
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 21
From: Gurth <gurth@******.NL>
Subject: Re: SAS
Date: Sat, 18 Jul 1998 12:14:00 +0100
Alfredo B Alves said on 12:29/17 Jul 98,...

> How does SAS work? is it additional armor that you buy (in which why is
> the price fixed?) that only works once activated or is it an option for
> existing armor (in which cas the Smart Armor System doesn't seem very
> smart ...)?

SAS seems to be an improved version of the ERA (Explosive
Reactive Armor) of today. What happens with SAS is this: the
incoming attack strikes the wire mesh. This causes one or more of
the hexagonal tiles to explode and send metal plates flying out to
meet the incoming projectile. The projectile expends effort
chewing through these plates, and thus is less capable of
penetrating the main armor and causing damage.

SAS is independent of the vehicle's main armor, and that's why it
has a fixed cost. It's not bought in levels like other armor; it's
just one layer of tiles and a mesh screen, added on top of any
other armor that's present on the vehicle.

SAS only works when activated, and the "smart" part refers to the
fact that it only activates where needed. The rest of the vehicle
retains the SAS; this is reflected in the TN for the roll to see if it
goes off.

However, there is one thing I find impractical about this armor:
the mesh screen. This would not survive for very long on an
armored vehicle driving cross-country. One drive through a forest
and the whole mes{h|s} would be stripped off, I have this
feeling...

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
"That's IT, lunchbox!!! We'll go to Shermer, Illinois!"
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 22
From: Mike Bobroff <Airwasp@***.COM>
Subject: Re: SAS
Date: Sat, 18 Jul 1998 09:15:25 EDT
In a message dated 7/17/98 10:35:05 PM US Eastern Standard Time,
JonSzeto@***.COM writes:

> SAS is a separate protection system. In principle, you don't need vehicle
> armor to mount SAS on a vehicle, but given the explosive nature of SAS,
this
> generally isn't recommended....
>
> When resolving a vehicle's Damage Resistance Test, first apply the effects
> of
> SAS, (then apply the normal damage reduction standard for all vehicles
> second), and then reduce the Power by the Armor Rating.

Everybody ... I goobered on my posting about this thing ... I understand it
now that Jon has explained it some.

-Mike
Message no. 23
From: Mike Bobroff <Airwasp@***.COM>
Subject: Re: SAS
Date: Sat, 18 Jul 1998 09:24:17 EDT
In a message dated 7/17/98 10:41:58 PM US Eastern Standard Time,
robert.watkins@******.COM writes:

> > SAS is a separate protection system. In principle, you don't need vehicle
> > armor to mount SAS on a vehicle, but given the explosive nature
> > of SAS, this
> > generally isn't recommended....
>
> [Mechanics example snipped]
>
> What's the game effect of mounting SAS on a vehicle without vehicle armour?
> Your example didn't have any increase in damage, or seperate damage test,
> for the use of SAS.

SAS reduces the damage code of any incoming non-vehicular piercing attacks by
one damage code. If the vehicle already has armor in addition to the SAS,
then the damage code of the attacks drops by another level.

-Mike

> (Note: I'm yet to pick up R2... my financial resources have been stretched
> by the various things going on in my personal life, and my hobbies got put
> on hold for a while)
Message no. 24
From: Robert Watkins <robert.watkins@******.COM>
Subject: Re: SAS
Date: Mon, 20 Jul 1998 08:09:08 +1000
Mike Bobroff writes:
> SAS reduces the damage code of any incoming non-vehicular
> piercing attacks by
> one damage code. If the vehicle already has armor in addition to the SAS,
> then the damage code of the attacks drops by another level.

Okay, I'm fine with that... but Jon said that's it's not recommended to
mount SAS on a vehicle without vehicle armour. If there's no game mechanic,
what stops us doing it? (I agree with Jon... any explosive system should not
be mounted on something that can't withstand it, but I want a system to
handle it... :)

--
Duct tape is like the Force: There's a Light side, a Dark side, and it binds
the Universe together.
Robert Watkins -- robert.watkins@******.com
Message no. 25
From: Gurth <gurth@******.NL>
Subject: Re: SAS
Date: Mon, 20 Jul 1998 11:55:26 +0100
Robert Watkins said on 8:09/20 Jul 98,...

> Okay, I'm fine with that... but Jon said that's it's not recommended to
> mount SAS on a vehicle without vehicle armour. If there's no game mechanic,
> what stops us doing it? (I agree with Jon... any explosive system should not
> be mounted on something that can't withstand it, but I want a system to
> handle it... :)

Agreed... Maybe a very easy fix is to make the vehicle take Light
damage every time the system goes off; since vehicle armor
reduces the Damage Level by one, armored vehicles won't suffer
this damage at all.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
Sarcasm -- it's a great way to deal.
-> NERPS Project Leader * ShadowRN GridSec * Unofficial Shadowrun Guru <-
-> The Plastic Warriors Page: http://www.xs4all.nl/~gurth/plastic.html <-
-> The New Character Mortuary: http://www.electricferret.com/mortuary/ <-

GC3.1: GAT/! d-(dpu) s:- !a>? C+(++)@ U P L E? W(++) N o? K- w+ O V? PS+
PE Y PGP- t(+) 5++ X++ R+++>$ tv+(++) b++@ DI? D+ G(++) e h! !r(---) y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 26
From: Mike Bobroff <Airwasp@***.COM>
Subject: Re: SAS
Date: Mon, 20 Jul 1998 09:35:17 EDT
In a message dated 7/19/1998 5:11:54 PM US Eastern Standard Time,
robert.watkins@******.COM writes:

> > SAS reduces the damage code of any incoming non-vehicular
> > piercing attacks by
> > one damage code. If the vehicle already has armor in addition to the
SAS,
> > then the damage code of the attacks drops by another level.
>
> Okay, I'm fine with that... but Jon said that's it's not recommended to
> mount SAS on a vehicle without vehicle armour. If there's no game mechanic,
> what stops us doing it? (I agree with Jon... any explosive system should
not
> be mounted on something that can't withstand it, but I want a system to
> handle it... :)

Perhaps something you might consider then is adding Ablative Armor onto the
vehicle then. It is similar to SAS, and can be used in conjunction with
standard armor also.

-Herc
-------- The best Mechanic you can have.

Further Reading

If you enjoyed reading about SAS, you may also be interested in:

Disclaimer

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