From: | Joshua Bell joshbell@**********.com |
---|---|
Subject: | SR3D- Ammo Question |
Date: | Thu, 11 Mar 1999 15:45:23 -0500 |
> <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