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From: Bryan Prince <WALAB@******.HH.VANDERBILT.EDU>
Subject: Re: I like shotguns...Heh.heh
Date: Wed, 27 Apr 1994 08:47:39 -0600
I thought these might help...

THESE RULES WERE DERIVED WHILE PLAYING WITH SR I RULES. TO USE THEM FOR
SR II YOU MUST MODIFY THEM YOURSELF.

1)Magnum rounds are basically firepower rounds. You could also use a
+2 PWR bonus. You cannot stack Magnum/Firepower rounds, but you can
stack Magnum/EX or APDS, however.

A Magnum round in a shotgun is a SLUG round. These will easily penetrate
the body of a car (in one side and out the other). It is basically 3, 1/2
in. steel balls with a lot of powder behind them.


2)I believe that SRII handles flechette, but I don't have the book here
with me. We handled flechette this way: Damage was vs. IMPACT armor, not
ballistic @ the shotgun's regular damage code.

BEFORE the flames start-- Kevlar and other body armors are designed to
stop bullets by dispersing the kinetic energy of a bullet over a large
surface area-- this is why they work vs. regular rounds, but not against
Teflon or AP. Flechettes are 100's of little NEEDLES (sharp pointy things)
which penetrate the weave of the fabric, and retain most of their kinetic
energy.


3)Garrotte (sp?) rounds are probably +1 Staging/+2 modifier
(i.e. 4M2 becomes 4S4) and affect a body area. (see hit location chart
posted last week)

These are 2 rounds that I use also:

THUNDERFLASH: a flash/bang round for shotguns.
travels about 30-40ft. before detonation.
Basically a HUGE flash and BOOM--stun of concussion dmg.
(save as per grenade of same type with a -2 PWR modifier)

STARFLASH: a flash caused by a WP/Magnesium flare burst.
Throws lots of hot sparks in a 4m radius. Will ignite
combustible materials.


I hope this helps answer your question. These rules have worked very well
in my games (player and GM since 1990).

:) Bryan Prince

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