From: | shadowrn@*********.com (Damion Milliken) |
---|---|
Subject: | Weapon Damages |
Date: | Fri Jun 8 14:00:01 2001 |
I was reviewing possible house rules for plagiarising and including in my
own house rules, and I found Jonathan Hurley's rules for SR weapon damages.
They seem reasonably sound, and solve a long time annoyance I have regarding
SR heavy pistols being just about the best weapon in the game due to their
great armour penetrating capabilities (thanks to their Power of 9). I've
discussed this with my players, some of whom know a bit about guns, and we
came up with the following ideas for something that might actually be
convenient enough to be playable. I do not claim to know all that much
about firearms (hence the confusion surrounding SMGs and Machine Pistols),
so I thought I'd run this past a sanity check first...
WEAPON DAMAGES
Jonathan Hurley noted that the firearm classes in SR are rather arbitrary
and that their respective Damage Codes are not particularly logical when the
actual nature of the weapons is considered. These rules are based upon his
house rules. First, the Damage Code of a weapon should be based on the round
fired (slightly adjusted for barrel length). Second, the Power is used as a
measure of penetrating (often of armour) ability, and Damage Level is used
as a measure of wounding capability. These last considerations (Power and
Damage Level) are not strictly true, but they are a good approximation.
The table below shows the ammunition types available, the weapons that use
the ammunition, and the Damage Codes for the ammunition. Note that several
ammunition types have been eliminated, as various weapons use the same
ammunition. For those especially concerned with realism, it would be
possible to actually assign calibres to each weapon, and Damage Codes to
each calibre of ammunition. For the purposes of actually playing SR,
however, the simplification here is probably sufficient.
Ammunition Weapons Damage Code
Hold Out Clip/Magazine fed Hold Out Pistols 4L, 5L
Light Pistol Light Pistols, Machine Pistols 6M, 7M
Heavy Pistol Break Operated Hold Out Pistols, Heavy Pistols, SMGs 4S, 5S, 6S
Assault Rifle Assault Rifles, LMGs 9L, 10L
Sporting Rifle Sporting Rifles, MMGs 9M, 10M
Sniper Rifle Sniper Rifles 13M, 14M
Shotgun Shotguns (including pistol sized shotguns) 8S, 9S, 10S
HMG HMGs 14S
There are a couple of assumptions taken in the table. Existing machine
pistols and SMGs (there is little difference except for design philosophy)
use pistol sized ammunition. For simplification purposes, it is assumed that
those firing light pistol ammunition now fall into the machine pistol
classification, and that those firing heavy pistol ammunition are now
considered SMGs. It would be entirely possible to argue that machine pistols
use Hold Out ammunition and SMGs use Light Pistol ammunition, or that there
simply was no difference between the ammunition that the two weapon types
used. Sporting rifles are assumed to be the larger calibre variety (eg
30-06, 7.62mm), rather than the smaller calibre variety (22 long, 5.56mm).
Small calibre sporting rifles would have Assault Rifle damage, but sporting
rifle ranges. Similarly, sniper rifles are assumed to be high velocity small
calibre rounds.
Exceptions to the table include:
AK-97 Carbine: this weapon fires Assault Rifle ammunition, but at SMG ranges.
Styer AUG-CSL & H&K G38: these weapons fires Assault Rifle ammunition, with
a range dependent on their configuration. In LMG mode, they receive +1 Power.
Barret 121: this weapon fires HMG ammunition, at sniper rifle ranges.
All High-Velocity Weapons: these fire Light Pistol ammunition. HV LMGs
receive +1 Power.
The effects of special ammunition have also changed:
APDS rounds have -1 Damage Level. If damage was L, it is reduced to N (none,
the attacker must have 2 net successes, or at least 3 rounds in a burst, to
do any damage).
Explosive rounds have -1 Power and +1 Damage Level.
EX Explosive and Glaser rounds have +1 Damage Level.
Hollowpoint and Mercury rounds have -1 Power and +1 Damage Level.
How much sense does all this make?
--
Damion Milliken University of Wollongong
Unofficial Shadowrun Guru E-mail: dam01@***.edu.au
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