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From: Gurth gurth@******.nl
Subject: Pardon me, but I have an inquiry
Date: Wed, 25 Aug 1999 13:34:20 +0200
According to Scam McNaf, at 13:18 on 25 Aug 99, the word on the street
was...

(Before I get to answering your questions, first a question: please switch
off the HTML-encoding on your messages before your nest post to the list.
In Outlook Express, this is in the Options -- set it to send plain text
only, and while you're at it, make it word-wrap at 70 characters or so.)

> 1) FoF style Suppressive Fire. How does this mesh with shotguns.
> In the game the players used a gratuitous amount of suppressive
> fire against a bunch of invisible people in the final encounter. Now,
> there was a character with Pistols 1firing an Ares Viper 6 rounds per
> action down a corridor and tearing ppl new ringholes, whilst someone
> else was firing Roomsweeper with a wide choke and didn't hit crap
> wholely do to the fact that she was only firing two shots. Now,
> obviously there is something very wrong here, or something incredibly
> obvious I'm missing; which is it?

With Pistols skill of 1, it's rather incredible that people took a lot of
damage from this character. Did you apply recoil modifiers? The Viper
would have a TN of 7 just to hit with its first burst, and 10 for the
second; I don't see those numbers being rolled all that often on one die.

The other problem is probably the Roomsweeper's damage being reduced by
the choke, coupled to reasonable armor being worn by the targets. It's
much better to fire slugs and hit each target individually rather than
using the choke, IMHO. Armor, in SR, is just about the ultimate lifesaver:
try doing a gunfight without armor just as a test, and see how it ends.
Then do the same gunfight again, but give everyone their normal armor. In
the first case, a _lot_ more characters will get cut to pieces by the
bullets than in the second.

> 2) What exactly is the range of an Ultrasound sight.
> I don't have the SSC and can't find any reference to ranges in SR3.
> I mean it is just a rifle mounted sonar, eventually the signal is not
> going to have enough power to bounce back ... my question is, how far
> should that be?

No range is mentioned, so I'd make it LOS in cities. (That should be short
enough so that the actual maximum range doesn't really matter.)

> 3) Grenades.
> The module had people with no throwing skill packing a wide
> assortment of grenades.
> Now my understanding of it is that rules work thusly;
> 1. Roll dice against T#
> 2. Roll for direction and distance of scatter
> 3. Successes rolled reduce scatter by a ratio dependent on grenade
> type ie. 1:1, 3:1

Correct.

> This effectively means that as long as you roll below 10 on 2D6
> (like that's hard), you are going to injure someone with an Offensive
> Grenade even if you have NO throwing skill and a shitty attribute to
> default to, as long as your target is within range. Is it just me, or
> does there seem to be something wrong with this?

I don't see much wrong with it; like with the Roomsweeper, somebody
standing near the edge of a grenade's blast radius won't take that much
damage (mainly due to the very low Power Level it will have left), so you
still need to throw them reasonably close to the target to cause real
damage.

Also keep in mind that grenades are not _meant_ to be precision weapons --
their whole point is that you only need to get them close to the target to
take it out.

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
De plaag is terug...!
-> NAGEE Editor * ShadowRN GridSec * Unofficial Shadowrun Guru <-
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These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.