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From: Chris Yang <cyang@*****.UBC.CA>
Subject: Cased ammunition
Date: Tue, 29 Jun 1993 15:54:01 PDT
This is a system that my group has been using. We tend to use only
cased ammunition in our games, just for the cinematic effect of
'bouncing brass' and metal cased bullets are just WAY more cool than
little lumps of chemical propellant (those always make me think of
lead wrapped in cookie dough).

It should be realtively painless to make cased ammunition available for
your players: military surplus, stocks found in old ammo dumps, etc.
It is also easy to adapt this system to cased ammo, saying that the
ammunition is just EQUIVALENT to old, cased ammo stats.

This system allows players to flip through gun catalogs and stuff to
pick out a particular style of gun that looks cool, and they can
decide if they want it based on calibre.
Jane's Infantry Weapons is also a good place to look.

All of these types of ammunition are meant to be fairly legal,
though your mileage may vary. After the title of each 'option' is
given a short list of the ammo stats.
P refers to the modification to power
W refers to the modification to would level
A is avilabality
=Y= is the ammo cost with respect to the norm.
+P+ is available for all ammo types.
Supersonic states whetehr the round is fired at velocities greater
than the speed of sound (ie are they supersonic =).)
Different types may be stacked. ie +P+ AP in a subgun.

note: These are not necessarily true in the real world. +P+ ammo, for
example IS safe in some guns. Here, +P+ ammo refers to dangerously
high velocities for that particular calibre, not to the current
factory +P+ ammo.

--

Small Calibre Ammunition

Calibre Damage Code Types Available Supersonic
.22LR 3M AP,+P -
.32 4M AP,HP -
.380 5M AP,HP,+P -
9mm 6M AP,HP,+P +
.40 SW 6M AP,HP,+P -
.45 7M AP,HP,+P -
.357 7M AP,HP,+P +
10mm 8M AP,HP,+P +
.44 8M AP,HP +
.50 9M AP,HP,+P +

Armour Piercing (AP) P+2 W-1 1.3=Y= A5/4d

Armour Piercing ammunitition is designed solely for the purpose of
penetrating armour. Early versions were designated teflon coated
'Cop Killer' bullets, and were used by 20th century law enforcement
teams to defeat body armour. The cartridges consist of steel bullets
rather than lead for better penetration. As a consequence, AP ammo
shows little or no expansion upon impact. Although urban myths suggest
that the teflon coat was designed to provide bullets with a 'non stick'
surface so they could penetrate armour easier, their sole function is
to prevent damage to the barrel of the gun they are fired from.
One problem with AP ammo is over penetration. Designed to penetrate
armour, they also tend to penetrate through flesh, causing less tissue
trauma and reduced wounding than standard ammunition.

Hollow Point (HP) P-2 W+1 1.1=Y= A3/4d

Hollow point ammunition usually possesses a flatter tip than standard
ball ammunition. As the name impleies, there is also a hole drilled
in the tip. Some makes possess ridges which are meant to increase
expansion. The purpose of hollow point ammunition is to expand upon
impact creating a larger wound channel and massive tissue trauma. This
expansion makes armour penetration problematic. Expansion is wasted on
the armour and often fails to penetrate.

+P Increased Velocity P+1 1.2=Y= A3/4d

+P rated ammo is designed to fire ammunition at higher velocities than
normal. While this increases the effectiveness of the round, it also tests
the high pressure limits that the gun can tolerate. The result is increased
gun ware and greater chance of catastrophic failure due to gun blowups.
To simulate this in game terms, anytime a reliability check of the weapon
comes up all 1's or 2's, a catastrophic failure has occurred, and the
gun has blown up. If more than half the roll comes up 1's or 2's, then
a major failure (such as damaged slide stops, cracked frame, damaged
locking system) has occurred and the weapon is unsafe to fire.
Karma may be used to reroll, but the weapon must be repaired/replaced
at the nearest opportunity. Failure to do so raises the numbers from
1 or 2 to 1,2 or 3.

+P+ Increased Velocity P+2 1.7=Y= A6/6d

Similar to +P ammo, +P+ jacks velocity up one step higher, skirting the
edge of high pressure disaster. Use the rules for catastrophic failure
for +P ammo, but catastrophic failure now occurs if all reliability dice
come up 1's, 2's or 3's. Major failure occurs if more than half the roll
comes up 1's, 2's or 3's.
+P+ is custom ammunition, since no known manufcaturer is willing to face
the liability of gun blowups. Cost and availability are designed to meet
demand. (People want it, but don't want to use it TOO often.)

Sub-Guns P+1

The longer barrels of submachine guns allow for increased velocities
for calibres normall fired from a handgun. This results in a slightly
faster round, which is slightly more effective than in a normal sized
weapon. For game purposes, this increase in power is not restricted to
subguns, but applies to all weapons firing small calibre ammo with barrels
larger than 12".

Subsonic Ammo P-1

Sometimes it is desirable (especially in conjunction with silencers) to
fire subsonic ammo. Some people even believe that slower, heavier bullets
are better than faster lighter ones (I don't believe this, hence the
reduced power). Others believe that firing supersonic ammunition with
a supressor defeats the purpose of having the extra six inches of metal
hanging off the front of your gun (I agree, so subsonic ammo exists).

--
----------------------------------------------------------------------
"He used a .32? Let's call | "Your mom called;
it assault with intent to | She said you suck."
annoy" | -Peter Madden
----------------------------------------------------------------------
Chris Yang cyang@*****.ubc.ca
(If my boss knew, she'd probably have a heart attack.)

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