Back to the main page

Mailing List Logs for ShadowRN

Message no. 1
From: Joshua Bell joshbell@**********.com
Subject: SR3D- Ammo Question
Date: Thu, 11 Mar 1999 02:16:28 -0500
How does explosive ammo effect the damage code of a BURST.

Is the +1 power increase added to the weapon for each bullet fired?

So a 8M SMG with Explosive ammo would do 8 + 3 (Explosive) + 3 (Bullets) 14S damage per
burst.

What about Ex Explosive ammo? 8 + 6 (ammo) + 3 (bullets) = 17S!?! That
seems excessive.

What is the official ruling?
Message no. 2
From: GMPax@***.com GMPax@***.com
Subject: SR3D- Ammo Question
Date: Thu, 11 Mar 1999 12:06:30 EST
In a message dated 3/11/99 2:17:30 AM Eastern Standard Time,
joshbell@**********.com writes:

> How does explosive ammo effect the damage code of a BURST.
>
> Is the +1 power increase added to the weapon for each bullet fired?
>
> So a 8M SMG with Explosive ammo would do 8 + 3 (Explosive) + 3 (Bullets) > 14S
damage per burst.
>
> What about Ex Explosive ammo? 8 + 6 (ammo) + 3 (bullets) = 17S!?! That
> seems excessive.
>
> What is the official ruling?

SO far, what seems to me to be the official means of calculating damage codes
for explosive and EX explosive rounds is:

Burst: 8 + 1 (ammo) + 3 (burst) = 12
Burst, EX: 8 + 2 (ammo) + 3 )burst) = 13.

Though, with EX or Explosive rounds, I think there should be more difference.
Someone recently posted a set of House Rules on that very subject to the list,
and I liked it, though I cannae remember them for the life of me! :-)

Sean
GM Pax
Message no. 3
From: Marc Renouf renouf@********.com
Subject: SR3D- Ammo Question
Date: Thu, 11 Mar 1999 14:36:14 -0500 (EST)
On Thu, 11 Mar 1999, Joshua Bell wrote:

> How does explosive ammo effect the damage code of a BURST.
> What is the official ruling?

By the book, it adds a +1 to the final power level of the weapon.

> Is the +1 power increase added to the weapon for each bullet fired?

No, not if you're using the published rules. See below for an
appropriate "house rule" however. I posted it a couple of days ago, but
I'll stick it in again to save you the trouble of archive-diving.

<house rule alert>
I allow the following. For explosive rounds, a single shot gets
the normal +1 to the power level. For a three-round burst, the bonus is
increased to +2. For full auto (anything that hits with 4 or more
rounds), the bonus is +3 to the total power level.
For EX explosive rounds, the progression is the same, but one
point higher. So it's +2/+3/+4 for single/burst/full-auto.
For example, Johnny rips a 6-round full-auto burst out of his
AK-97, hitting his target with all 6 rounds. The damage code would be 8M
base, +1 to the Power level of the attack for each round that hit (+6 or
+5, depending on which full-auto interpretation you're using; I'll assume
+6), and the damage is staged up twice (once for each set of three
rounds). Using standard ammunition, this would be 14D. But Johnny had
the foresight to load explosive rounds. Heh. Since his burst hit with
more than four rounds, it qualifies as "full-auto," giving him a full +3
to the Power Level, for a final Damage Code of 17D. Had he been firing EX
explosive, it would have been +4 instead of +3, bringing the total damage
code to 18D.
</house rule alert>

This makes allowances for more rounds of damaging explosive
ammunition striking the target without getting out of hand damage codes
you'd get by adding the bonus for each round. It doesn't make the rounds
any more powerful singly, but it at least gives you a little bonus if you
hit with more rounds.

Marc
Message no. 4
From: Joshua Bell joshbell@**********.com
Subject: SR3D- Ammo Question
Date: Thu, 11 Mar 1999 15:45:23 -0500
>Marc
> <House rule alert>
> I allow the following. For explosive rounds, a single shot gets
>the normal +1 to the power level. For a three-round burst, the bonus is
>increased to +2. For full auto (anything that hits with 4 or more
>rounds), the bonus is +3 to the total power level.
> For EX explosive rounds, the progression is the same, but one
>point higher. So it's +2/+3/+4 for single/burst/full-auto.
></house rule alert>
-------------------------------
Josh Replies:

Very slick, I like it.
A house rule I have been using for a while is "combination ammo"
(which I am sure many GM's here have a system for makeing)
Mine is as follows..a simple susytem until FASA makes one
better.

<Quick & Dirty House Rule>
I allow Explosive/Ex explosive to be combined with APDS or Flechette.
All combination ammo I desiginate as Militatry Ammunition (so don't get
caught with it), as well as a runner must make availabilitiy test for every
10 rounds purchased.

Concealability = 8
Damage = see rules for both types
Weight = 80% of both types
Availability = Both / both
Cost = add both * 2.5
Street Index = both

So Ex/APDS is:
Con. = 8
Damage = +1 power / 1/2 armor
Weight = (.25 + .75)*.80 = .80
Avail. = <<6+14 / 14days + 72hrs>> = 20 / 17 days
Cost = (100+70)*2.5 = 425
Street Index = 4+1.5 = 5.5

<end house rule>

That kind of high TN for availibility and high cost, as well
as the problem of having to role for each 10 rounds makes
it less of a power gaming rule. (because 425*5.5 = 2337.5
which the ultimate negotiator (neg. = 7) could down that
price by 7*5% = 35% = ~1520 nuyen.. that is enough to
buy an assault rifle!

Josh

Further Reading

If you enjoyed reading about SR3D- Ammo Question, you may also be interested in:

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.