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Mailing List Logs for ShadowRN

Message no. 1
From: Stephen Wilcoxon <wilcoxon@***.UDEL.EDU>
Subject: Spetsdods, HE ammo, and more...
Date: Tue, 8 Dec 92 11:31:47 GMT
Okay I've seen a few comments about my post on the Spetsdods, so here's some
general replies...
Someone mentioned that you could only fit 5 HE rounds into a clip; that's
wrong. In Brother Death, it specifically states that AP rounds can only be
put 5 to a clip, not HE. The rationale is simple: HE rounds are simply
low-velocity exploding darts (hence vs Impact Armor) whereas AP rounds
contain some sort of "booster" to give them the velocity to punch through
armor (hence them working like normal AP rounds (vs 1/2 Ballistic Armor))...
Someone commented on Spasm being very military; yep it is. I had the
legality of Spasm written down but forgot to include it. It should be
M1 (ie. the same as Doom and those other NASTY chems)...

Someone commented on not liking the damage codes I provided, so here's my
rationale...
AP rounds are designed for use against an armored combat-type opponent,
so the code of 6L (I think that's what I gave it) isn't bad if you figure
the average target will have 3-4 armor (so the damage drops to 4-5L)...
I think I gave HE rounds a code of 8S... Okay, I'll admit that's high;
I'd say drop it down to 8M (possibly with a clarifier that it is 8S vs
an un-armored oponent). If you still think this is too high, change it,
but, personally, I think the HE rules in SR2 are way under-powered...

Now for my general gripes with 2 things in SR2...
HE ammo as presented has too many draw-backs to be useful... I'd say
to keep the main draw-back (chance of them blowing up), but change the
effects to be +2 Power and +1 Wound Level (possibly additional +1 WL vs.
un-armored oponents). If this sounds too powerful, just remember that
HE is military (and thus illegal) and should be hard to get...
Why are there no real rules for weapons that deliver a chem as their
attack through the use of a projectile? By this, I mean like a Spetsdod.
I would say that armor should be useful in stopping the projectile and
thus its damage (yes, this means that a character must stop (in the
Stepsdods case) a 6L wound), but not the chem. Example, a person gets
shot at with a Shock-Tox AP round from a Spetsdod; they can use their
combat pool to "dodge" the (6-1/2BA)L dart (no Body initially), but if
they don't then they "finish" resisting the 6L dart (by adding in their
Body dice) and must resist the Shock-Tox (with no Combat Pool or Armor
modifiers)... This rule is only good for this type weapon and does not
change how the Squirt or (possibly) Narcojet (depending on how you view
it as working). The way I see it, the Squirt fires the DMSO gel round
which IS the chem/toxin so if the person resists the shot then there is
no effect. I view the Narcojet in the same way as I see it firing
anasthetic slivers (solid Narcojet toxin) which dissolve rapidly in a
certain type of liquid (like blood)...

As always, comments/criticism/etc welcome...


Twilight

The Crystal Wind is the Storm, and the Storm is Data, and the Data is Life.
-- The Player's Litany
Message no. 2
From: Chris Siebenmann <cks@********.UTCS.TORONTO.EDU>
Subject: Re: Spetsdods, HE ammo, and more...
Date: Tue, 8 Dec 92 17:03:48 -0500
For handling drug-carrying (or thing-carrying) objects, I think the
best way is probably to sepperate body dice from armor+combat pool+etc
dice. If the damage goes to nothing without using body dice, the
weapon didn't contact flesh and the drug/whatever has no effect;
otherwise, even if no wound is done directly, the carried thing takes
action. Dermal armor probably doesn't count sepperate from body, but
I'm not certain about the (SRI) Armor spell; I'm inclined to say it
doesn't count sepperate as well.

- cks

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