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Mailing List Logs for ShadowRN

From: Jonathan Hurley <jhurley1@******.STEVENS-TECH.EDU>
Subject: Re: HV weapons (was an actual SR post)
Date: Fri, 6 Dec 1996 17:40:13 -0500
Martin Lockert[SMTP:101374.2470@**********.COM] wrote:
>Because of the light pistol round the HV weapons fire, I would even reduce
the
>recoil modifiers for automatic fire by half.
>But I don't understand why a light pistol only does 6L damage compared to
the
>HVLMG's 6S, considering that they fire the same rounds with the same
amount of
>gun powder in them (and therefore the same recoil).
>
>Martin Lockert
>

FASA's definition for firearm classes is just plain messed up, as is their
assignment of damage codes.

To fix this, (and, incidentally, to make a choice between light and heavy
pistols (seriously, which is better, an M1911A1 (.45 ACP) or a Beretta 9mm?
Different people will give you different answers)) and to fix some other
problems, I changed many damage codes.

First, I assume that damage code is based on the round fired (more or less.
This gets fudged for SupreMach class weapons)

Second, I assume that Power strictly measures armor-piercing capability,
and Damage Level is a measurement of how efficient the round is a
transferring its energy to the target.

Here's what I came up with:

Hold-out pistols
(clip-fed) .22 short and equivalent rounds 4-5L
(Break) .45 / 10mm (Heavy pistol ammo) 5S
Machine Pistols
.22 Short and equivalent (More power due to longer barrel) 6L
Light Pistols
7.62mm-9mm, .38, .357 and such(SMG ammo)
6-7M
Sub-Machine Guns
(Same ammo as light pistols)
6-7M
Heavy Pistols
.44 mag, .45 and up / 10mm and up
5-6S
Assault Rifles
5.56mm rifle(.22 LR)
9-10L
Sporting Rifles
7.62mm rifle (.30-06 and other "hunting" rounds)
9-10M
Sniping Rifles
The greater than .50 cal / 12.7 mm
10-11S
Shotgun
Shotguns remain unchanged
8-10S
Light Machine Guns
Fire assault rifle ammo
10L
Medium Machine Guns
Fire sporting ammo
10M
Heavy Machine Guns
Fire sniping ammo (with more power behind it) 14S
All Super-Machine gun class weapons fire Hold-out ammo
HVSMG
6L
HVAR
(7 or 8)L
HVLMG
(8 or 10)L
(I haven't decided yet)

Other weapons remain more or less the same

Exceptions to the above:
AK-98 carbine fires AR ammo, on the SMG range table, and has a damage code
of 10L
AUG-CSL fires AR ammo, using the apropriate range table
Barret retains its power, as it fires "true" HMG rounds, leaving it as a
14S
(on the HMG range table, to boot)
Lasers Have a high power, with a low (perhaps base None) damage code

Ammo effects
APDS reduces damage code by one step
(If damage was L, it is reduced to N (none, the attacker must have two net
successes to do any damage)
Explosive ammo reduces the power by one and increases the damage step by
one
EX-explosive does not reduce the power

Other effects
If armor reduces the power of an attack to less than 2, the damage step is
reduced by one level, and the power is increased by 2. If the power is
still under 2, do it again, until the power is 2 or 3.

Scopes
Scopes do not reduce the target number. Instead, they ncrease the width of
each range band by their rating + 1. IE, a sniping rifle with a level 3
scope changes its range bands from 0-40, 41-80, 81-200, 201-400 to 0-160,
161-320, 321-800, 801-1600.
To get this benefit, at least on simple action must be spent aiming.

For those weapons where this is inappropriate, the maximum range remains
the same, but the range bands are increased.
EX: a shotgun has a max range of 100m. With a rating 3 scope, its ranges
become0-40, 41-80, 81-100.


Please ask questions, as I am still playtesting this system.



From a Gateway 2000 manual:
Sucking all the chips off your system board with an industrial strength
wet/dry vac is not covered by your warranty
mailto:jhurley1@******.stevens-tech.edu

Disclaimer

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