AaronD Posted April 2, 2003 Report Share Posted April 2, 2003 I'm working on converting real weapons to Hero stats and I'm confused about a certain point. What is the rational for giving some weapons OCV bonuses and others RMod bonuses? Since OCV applies at close range, you would think that pistols (which are fairly easy to aim) would have a higher bonus that large and cumbersome heavy machine guns but HMGs get +2 while pistols get +0. Any thoughts? Aaron Quote Link to comment Share on other sites More sharing options...
BNakagawa Posted April 3, 2003 Report Share Posted April 3, 2003 HMGs are pretty much always mounted, and thus gain the benefit of being more stable than a hand held pistol. they're also typically autofire, so the bonus to OCV might be there to reflect the fact that they're spitting out more bullets than a pistol. Given that the listed effective ranges of weapons get out to the hundreds of inches, you're going to have to include levels against range mod penalties if you ever want anyone to hit targets at these ranges with any frequency. $0.02 Quote Link to comment Share on other sites More sharing options...
TheEmerged Posted April 3, 2003 Report Share Posted April 3, 2003 I'd really have to know more about real world firearms to answer this adequately, but I'll try and steer you in the right direction. A straight OCV modifer means the weapon is simply *more accurate*, at all ranges. A range-mod best represents a weapon that doesn't lose quite as much of its accuracy at long range. Again, I can't help with real-world examples because most of my gun knowledge consists of "Point the open end at enemy and pull the trigger". Quote Link to comment Share on other sites More sharing options...
Tugun Master Posted April 3, 2003 Report Share Posted April 3, 2003 Which brings up another important Q: How does HERO System source it's gun performance information? (If indeed it does) And who's the big honcho that processes it and how? Is it you, Steven? Dark Champions was pretty cool, guns wise, but what if we want to make our own guns and don't have access tyo our own gun range and or Big Book o' Gun stats? Quote Link to comment Share on other sites More sharing options...
Old Man Posted April 3, 2003 Report Share Posted April 3, 2003 DUDE! Where did you get your avatar? I vaguely remember it from a video game but don'r remember which one. Quote Link to comment Share on other sites More sharing options...
Tugun Master Posted April 3, 2003 Report Share Posted April 3, 2003 Why only my most favourite game from that age... Tiger Road... One of my most loved platform arcade games ever! Lee Wong won me over. And while the game can be pretty hard going, I have been from the first level right through to almost the end before I ran out of coins... about NZ$5 later... *sigh* Those were the days... Now I can't even get a ROM for it off the net. Been a big crackdown on them. If they'd bring back some of these old arcade classic ROMs legally for the PC (and maybe even MAC) I'd buy them! Quote Link to comment Share on other sites More sharing options...
AaronD Posted April 3, 2003 Author Report Share Posted April 3, 2003 Originally posted by TheEmerged A straight OCV modifer means the weapon is simply *more accurate*, at all ranges. A range-mod best represents a weapon that doesn't lose quite as much of its accuracy at long range. I guess my main problem is that the difference between +OCV and +RMod only matters within 8 hexes or so. This is prime pistol and sub-machine gun range. After that, the Range Modifier cancels out any RMod+OCV anyway. A stable platform is one thing, but they gave machine gunners a pistol for a reason. About Autofire: Yes, it seems that autofire weapons do get a sort of OCV boost. It kinda makes sense since there is no way to "spread" a autofire attack, trading rounds for a bonus to hit. However, they still get this OCV bonus even if firing a single shot. Aaron Quote Link to comment Share on other sites More sharing options...
Peregrine Posted April 3, 2003 Report Share Posted April 3, 2003 Two words: barrel length. It seems that a longer barrel nets a +OCV, as the round is spun more in a longer barrel, thus producing a straighter flight path due to spin stabilization. Whereas a +RMod represents other features of the weapon that make it more accurate at range than a weapon of similar barrel length. Quote Link to comment Share on other sites More sharing options...
AaronD Posted April 3, 2003 Author Report Share Posted April 3, 2003 Originally posted by Peregrine Two words: barrel length. It seems that a longer barrel nets a +OCV, as the round is spun more in a longer barrel, thus producing a straighter flight path due to spin stabilization. Whereas a +RMod represents other features of the weapon that make it more accurate at range than a weapon of similar barrel length. I can see barrel length affecting RMod more than OCV. Does the barrel length really affect shots within 8 meters? When taking my concealed carry permit test, I hit 20 /20 at seven yards and 9/10 at fifteen yards. And I had never shot a pistol before then. Aaron Quote Link to comment Share on other sites More sharing options...
BNakagawa Posted April 3, 2003 Report Share Posted April 3, 2003 Barrel length is a good way to justify range mod levels, not OCV. Balance and precision are better ways to justify OCV levels. Also, a shotgun with a shorter barrel should have a better OCV (and shorter range) than a shotgun with a longer barrel. Probably the best thing to do is write up a standard grunt, give him a weapon writeup and see if he can perform as expected under standard conditions. Tweak the gun designs as needed to achieve more or less realistic results. $0.02 Quote Link to comment Share on other sites More sharing options...
Toadmaster Posted April 3, 2003 Report Share Posted April 3, 2003 Based on current and previous hero stats, I found that if you assume a "standard" pistol (4" barrel) is +0 +0 and alternate adding rmod or OCV each time you increase by 1/2 you get a reasonable facsimile of the HERO guns. 2-3" +0 OCV -1 Rmod, 3-4" +0 +0, 4-6" +0 OCV +1 Rmod etc. I have made a chart that details this, I'll try to post it friday. I also have done alot for guns that breaks away from the current standards, one of my biggest changes is that it uses OCV for "quick point and shoot" weapons and Rmod for weapons accurate at range. In this pistols have a +1 or +0 OCV and little or no rmod, long guns may even have a negative OCV but plenty of rmod to cancel the penalty plus some to offset range penalties, I haven't play tested this yet but the idea is that within 8" rifles may actually be less accurate complared to pistols but once youi get out beyond this range they start to leave pistols in the dust, as the weapon gets larger this gets more pronounced, a tank gun came out to have a -6 OCV or so but has +14 rmod or so. I can post this friday as well if you like. I also have a table for dc based on muzzle energy, a formula for stunx based on a combination of bullet weight, velocity and caliber. I also include the idea of using some levels of piercing (a few points at most) so that rifles are more powerful than pistols even when they do the same damage (once you get to 2d6 there is not much differance between rounds with large variations in power). I can post all of this if there is interest. Quote Link to comment Share on other sites More sharing options...
AaronD Posted April 3, 2003 Author Report Share Posted April 3, 2003 Originally posted by Toadmaster I can post all of this if there is interest. I'm interested. Aaron Quote Link to comment Share on other sites More sharing options...
Herolover Posted April 4, 2003 Report Share Posted April 4, 2003 Guns, Guns, Guns First let me tell you about a website you want to check out. http://www.btrc.net/html/catalog/catmain.html#CORPS The specific products you want are 3G3 and More Guns. It is written with real world numbers, you use joules and other numbers and from there you can derive information for GURPS, HERO, Traveller, and about 4-5 other systesm. 3G3 is a great book, available for download, that will allow you to make up many different guns from many time periods. One note though the numbers they come up with for Hero system or very differnt than the numbers Hero give. That said I do not know how or why Hero comes up with the numbers they give. What I can tell you is that OCV is a measure of the guns accuracy which is based upon many different factors including barrel length, bullet type and a couple of other factors. Range modifier is almost directly rated to barrel length. Quote Link to comment Share on other sites More sharing options...
BNakagawa Posted April 4, 2003 Report Share Posted April 4, 2003 Back in 83, Firebird Limited published The Armory, Volume 1 (I don't remember ever seeing a volume2) that listed stats for MSPE and Espionage. Of course, back then, the range mod mechanic was entirely different than the 5th ed one, but it's a pretty simple fix. Quote Link to comment Share on other sites More sharing options...
Toadmaster Posted April 7, 2003 Report Share Posted April 7, 2003 HERO GUNS These tables may be used to convert weaponsinto the Hero system. While there are a few changes, by following these stepsyou will create a weapon very close to those in existing Hero systemproducts. Barrel (in / cm) OCV RMOD Str Min Mod Dex Mod Conceal Less than 2" Less than 5cm +0 -2 -2 -1 -6 2 to 3" 5 to 7.6cm +0 -1 -1 -1 -5 3 to 4.5" 7.6 to 11.4cm +0 +0 +0 -2 -4 4.5 to 6" 11.4 to 15.2cm +0 +1 +1 -2 -3 6 to 9" 15.2 to 23cm +1 +0 +2 -3 -2 9 to 12" 23 to 30.5cm +1 +1 +3 -3 -1 12 to 18" 30.5 to 45.7cm +1 +2 +4 -4 +0 18 to 24" 45.7 to 70cm +1 +3 +5 -5 +1 24 to 36" 70 to 91.4cm +1 +4 +6 -6 NC 36 to 48" 91.4 to 121.9cm +1 +5 +7 -7 (blk) NC 48 to 72" 121.9 to 182.9cm +1 +6 +8 -8 (blk) NC Damage To find HERO damage compare muzzle energy to the table below. Damage Class Damage (killing / normal) Energy (Ft/lbs / Joules) 1 1 1d6 less than 74 less than 100 2 1/2d6 2d6 74 to 110 100 to 150 2+ 1d6-1 3d6 110 to 147 150 to 200 3 1d6 3d6 147 to 294 200 to 400 4 1d6+1 4d6 294 to 588 400 to 800 5 1 1/2d6 5d6 588 to 882 800 to 1200 5+ 2d6-1 5d6 882 to 1176 1200 to 1600 6 2d6 6d6 1176 to 2352 1600 to 3200 7 2d6+1 7d6 2352 to 4704 3200 to 6400 8 2 1/2d6 8d6 4704 to 7056 6400 to 9600 8+ 3d6-1 8d6 7056 to 9408 9600 to 12,800 9 3d6 9d6 9408 to 18,375 12,800 to 25,000 10 3d6+1 10d6 18,375 to 36,750 25,000 to 50,000 11 3 1/2d6 10d6 36,750 to 73,500 50,000 to 100,000 Special feature Effect Improved accuracy, minor modifications +1 RMOD Improved accuracy, major modifications +2 RMOD Improved accuracy, designed for accuracy +3 RMOD Open bolt -1 RMOD Poor quality weapon -1 RMOD Shoulder stock -5 STRMIN Integral Suppressor -10% STRMIN Muzzle Brake -30% STRMIN Recoil reduction -10% STRMIN Bipod -10 STRMIN Autofire +5 STRMIN Bulky 1/2 DCV Arrangement Most be set up before use Quote Link to comment Share on other sites More sharing options...
Toadmaster Posted April 7, 2003 Report Share Posted April 7, 2003 Ok, came out kind of weird but it looks readable, I will post my more drastic revision when I finish converting it to html so the charts will come out. Quote Link to comment Share on other sites More sharing options...
Toadmaster Posted April 16, 2003 Report Share Posted April 16, 2003 Ok, here is the more out there version I have been working on, this will give you numbers very differant from what you find in HERO sources, but I think it should work very well for "realistic" games at a cost of some additional work. Damage and stun remain the same, I've added a "piercing" stat, this does not cause extra damage but allows some bullets to penetrate armor better, penetration is based largely on velocity so I have based Piercing on velocity, all things being equal a faster bullet will penetrate better. Finding values for cannons and such is much harder than for small arms so I also have included a method based on energy which doesn't really have an effect until 20mm+. Range mod is affected by barrel length since a longer barrel tends to be more accurate, but velocity also plays a part, the faster a bullet flies the flatter the trajectory will be which makes it easier for the shooter to hit the target, so I have based rmod on barrel length but also have a bonus based on the muzzle velocity of the bullet. I have included a dex mod and concealment mod based on the overall weapon length, longer weapons are harder to hide and are clumsier in tight spaces, the dex mod is only used to determine things like who goes first (if two shooters have the same dex but one has a pistol and one a rifle, the pistol gets to shoot first). These are further modified by add ons like folding stocks. I've included RMOD improvements for highly accurate weapons, the lowest level represents a stock weapon with minor improvements, generally this is just a stock weapon which has been hand fitted and selected at the factory (weapons are fired before shipping, those which shoot better than average are set aside for conversion to target weapons), may also include some changes such as a heavy barrel or a better stock, this could include a weapon like the Colt AR-15 HB, or match grade versions of the M14. The next level includes weapons with fairly substantial improvements, these include all of the abve but also include better quality parts replacing stock parts, adjustible stocks etc. This would include most "sniper" weapons such as the H&K PSG-1 or Tactical versions of high quality hunting rifles such as the US Marine Corps M40A1. The highest level includes weapons which are designed from the ground up as target weapons, this would include many olympic grade .22 rifles or a weapon like the Walther WA-2000, these are not just conversions of existing rifles. Many automatic weapons fire from an open bolt position, this means the bolt is held back until the trigger is pulled, the slight shift resulting from the bolt moving forward before the bullet fires can disrupt the shooters aim, the advantage is these weapons rarely overheat and runaway. There are many differant attempts to reduce a weapons recoil, these typically either use some form of muzzle brake to divert the gasses, resulting in a larger muzzle blast but less recoil, or some form of energy absorption in the stick, this ranges from a simple pad on the shoulder stock to complicated shock absorber systems in the stock. Suppressors slow gasses trying to escape the muzzle and as a result they reduce recoil to some extent as well as lower noise and flash. I like the old ways when AF gave a bonus to hit at the expense of greater recoil, I have included a chart that I am using. Finally I have included a chart for the effects of muzzle blast, these are bonuses for people to see and hear a gun shot, I have based these on DC for simplicity, generally more powerful weapons are louder. If you have ever fired a gun with or without ear protection you know they are loud, for those who like the extra complication I have included suggested levels of flash vs hearing, the level has been bought up one so the explosion loses 5pts per 2" or roughly 1d6 per 1 ". I believe ear plugs are listed in FRED as 3 levels of flash defense which would protect against most rifles. Some suppressed weapons fire supersonic ammo, resulting in a quiet shot but still including a sonic boom from the bullet, for those cases use the sonic crack only row, while this announces a shot it is harder to determine the direction since it is heard as the bullet passes the target, not when the rifle fires. And last is a chart of modifiers to the muzzle blast a muzzle blast suppressor is a small sound suppressor, it does not try to silence the gun, but does result in a significant noise and flash reduction, these are becoming popular with spec ops forces and have been used for years on some short rifles such as the CAR-15. This is not a "flash suppressor" flash suppressors are very misunderstood by most, the intent of flash suppressors is only to direct the flash and sound away from the shooter, it does nothing to hide the gun shot from others. The modifier for a muzzle blast suppressor could also be used for a well made home built suppressor. Sound suppressor and high volume sound suppressors are what many know as "silencers" these represent avaerage quality suppressors, less efficient suppressors are available at lower cost and better performing ones may be had at higher cost. A high volume is simply a suppressor with more volume than the minimum needed, these are nearly twice the diameter and weight but work better and last longer. Some weapons that normally fire supersonic ammunition can also be loaded with subsonic loads without reducing damage, in this case they are slightly queiter than their supersonic versions, this is ignored if a suppressor is used. Most cartridges have an effective barrel length, using the cartridge is a shorter barrel results in a large muzzle flash and more noise, a rifle cartridge in a very short carbine or a pistol are examples as would a .44 magnum fired from a short or snub barrel pistol. Black powder leaves a large smoke cloud when fired, marking where the shot came from, in extreme cases such as a gatling gun or several volleys of fire it might be appropriate to start adding levels of change enviornment infront of the firing position, gatling guns often had spotters to the side to adjust aim since the shooter at the gun could not see the target anymore. Well hope this is worthwhile to somebody, I'd be happy to get comments on any of this and remember this is just my thoughts, not trying to foist this on anybody who doesn't like it. The tables follow in the next post. Quote Link to comment Share on other sites More sharing options...
Toadmaster Posted April 16, 2003 Report Share Posted April 16, 2003 Damage DC Damage (N) Damage (K) Energy (Ft/lbs) Energy (Joules) 1 1d6 1 pip Up to 74 Up to 100 2 2d6 1/2 d6 75 - 110 101 - 150 2+ 2d6 1d6-1 111 - 147 151 - 200 3 3d6 1d6 148 - 294 201 - 400 4 4d6 1d6+1 295 - 588 401 - 800 5 5d6 1 1/2 d6 589 - 882 801 - 1,200 5+ 5d6 2d6-1 883 - 1,176 1,201 - 1,600 6 6d6 2d6 1,177 - 2,352 1,601 - 3,200 7 7d6 2d6+1 2,353 - 4,704 3,201 - 6,400 8 8d6 2 1/2 d6 4,705 - 7,056 6,401 - 9,600 8+ 8d6 3d6-1 7,057 - 9,408 9,601 - 12,800 9 9d6 3d6 9,409 - 18,375 12,801 - 25,000 10 10d6 3d6+1 18,376 - 36,750 25,001 - 50,000 11 11d6 3 1/2 d6 36,751 - 55,125 50,001 - 75,000 11+ 11d6 4d6-1 55,126 - 73,500 75,001 - 100,000 12 12d6 4d6 73,501 - 147,000 100,001 - 200,000 13 13d6 4d6+1 147,001 - 294,000 200,001 - 400,000 14 14d6 4 1/2 d6 294,001 - 441,000 400,001 - 600,000 14+ 14d6 5d6-1 441,001 - 588,000 600,001 - 800,000 15 15d6 5d6 588,001 - 1,176,000 800,001 - 1,600,000 16 16d6 5d6+1 1,176,001 - 2,352,000 1,600,001 - 3,200,000 17 17d6 5 1/2 d6 2,352,001 - 3,528,000 3,200,001 - 4,800,000 17+ 17d6 6d6-1 3,528,001 - 4,704,000 4,800,001 - 6,400,000 18 18d6 6d6 4,704,001 - 9,408,000 6,400,001 - 12,800,000 19 19d6 6d6+1 9,408,001 - 18,375,000 12,800,001 - 25,000,000 20 20d6 6 1/2 d6 18,375,001 - 27,562,500 25,000,001 - 37,500,000 20+ 20d6 7d6-1 27,562,501 - 36,750,000 37,500,001 - 50,000,000 21 21d6 7d6 36,750,001 - 73,500,000 50,000,001 - 100,000,000 Stun Stun mod = bullet weight (Grams) x Caliber (mm) + (Velocity (meters/sec) / 20) Stun mod (20mm +) = Caliber (mm) squared x2 Total Stun X 0 - 99 +0 100 - 199 +1 200 - 399 +2 400 - 799 +3 800 - 1599 +4 1600 - 3199 +5 3200 - 6399 +6 6400 - 12,799 +7 12,800 - 25,599 +8 25,600 - 51,199 +9 51,200 - 102,400 +10 Piercing Muzzle velocity (Ft/sec) Muzzle velocity (m/sec) Levels of piercing 0 - 987 0 - 299 0 988 - 1977 300 - 599 1 1978 - 3977 600 - 1199 2 3978 - 8247 1200 - 2499 3 Muzzle energy (Ft/lbs) Muzzle energy (Joules) Levels of piercing 7,350 10,000 2 14,700 20,000 3 29,400 40,000 4 58,800 80,000 5 117,600 160,000 6 235,200 320,000 7 470,400 640,000 8 882,000 1,200,000 9 1,764,000 2,400,000 10 3,528,000 4,800,000 11 7,056,000 9,600,000 12 14,112,000 19,200,000 13 Range Mod Velocity (Ft/sec) Velocity (m/sec) Range Mod 0 - 822 0 - 249 +0 823 - 1647 250 - 499 +1 1648 - 2472 500 - 749 +2 2473 - 3297 750 - 999 +3 3298 - 4122 1000 - 1249 +4 4123 - 4947 1250 - 1499 +5 4948 - 5772 1500 - 1749 +6 Barrel Length Barrel (in / cm) OCV RMOD Str Min Mod Less than 2" Less than 5cm +1 -4 -2 2 to 3" 5 to 7.6cm +1 -3 -1 3 to 4.5" 7.6 to 12cm +1 -2 +0 4.5 to 6.75" 12 to 17cm +0 +0 +1 6.75 to 10" 17 to 25cm +0 +1 +2 10 to 15" 25 to 38cm -1 +3 +3 15 to 22.5" 38 to 57cm -2 +5 +4 22.5 to 34" 57 to 86cm -2 +6 +5 34 to 51" 86 to 130cm -3 +8 +6 51 to 77" 130 to 196cm -4 +10 +7 77 to 116" 196 to 300cm -5 +12 +8 Size Overall length (in / cm) Concealment Dex Mod > 3.9" >10cm +0 -1 3.9 - 5.9" 10 - 15cm +1 -1 6 - 9.9" 15 - 25cm +2 -2 10 - 15.8" 25 - 40cm +3 -3 15.9 - 25.6" 40 - 65cm +4 -4 25.7 - 37.4" 65 - 95cm +5 -5 37.5 - 53.2" 95 - 135cm +6 -5 53.3" + 135cm + +7 -6 (Bulky) Other modifiers Special feature Effect Improved accuracy, minor modifications +1 RMOD Improved accuracy, major modifications +2 RMOD Improved accuracy, engineered for accuracy +3 RMOD Open bolt -1 RMOD Poor quality weapon -1 RMOD Shoulder stock -5 STRMIN Folding stock Reduce overall length 1 level when folded Detachable stock (pistol) -5 STRMIN, adds 1 level to overall length Integral Suppressor -10% STRMIN Muzzle Brake -30% STRMIN Recoil reduction -10% STRMIN Bipod -10 STRMIN Autofire STRMIN and OCV increased, see chart below Bulky 1/2 DCV Arrangement Must be set up before use Autofire Rate of fire OCV Bonus Str Min 3 +1 +1 5 +2 +3 8 +3 +4 10 +4 +5 13 +5 +7 15 +6 +8 18 +7 +9 20 +8 +10 23 +9 +12 25 +10 +13 Effects of muzzle blast DC of attack Per mod (hearing) Per mod (sight) Flash vs hearing (Ex, -1 DC per 2") 1 +1 +0 0 2 +2 +0 1d6 3-4 +3 +1 2d6 5-8 +4 +2 3d6 9-16 +5 +3 4d6 17+ +6 +4 5d6 Sonic crack only +3 N/a 0 Muzzle blast modifiers Device Per mod (hearing) Per mod (sight) Flash Muzzle blast suppressor -2 -3 -1d6 Sound suppressor -3 -3 -2d6 High volume sound suppressor -5 -3 -3d6 Muzzle brake +1 +1 N/a Subsonic ammunition -1 +0 N/a Short barrel +1 +2 N/a Very short barrel +2 +3 +1d6 Black powder N/a +2 N/a Quote Link to comment Share on other sites More sharing options...
AaronD Posted April 17, 2003 Author Report Share Posted April 17, 2003 Couple random thoughts... First, I've been thinking about the +OCV bonus for autofire. There should be some advantage when firing single shot at long range. I was thinking of having a bonus to OCV but an offsetting penalty to RMod. I still haven't gotten the number right. On a related (but off topic) point, have you thought about reworking the suppression fire rules since a weapon has the same effect regardless of rate of fire. In fact, a AF3 weapon is preferable to a AF10 weapon because it will use less ammo. Also, what about the effect of lighter bullets being more affected by wind resistance and, thus, having poorer long range performance regardless of barrel length. Finally, I'm trying to work out a system were large caliber weapons (.50s and ATRs) have the ability to blow through soft cover. Right now, a character shooting at someone peeking out from behind cover gets a -4 OCV penalty regardless of the type of cover. I was thinking of a +1 OCV bonus only useable to offset soft cover. Edit: What exaclty do you mean by "levels of piercing?" Aaron Quote Link to comment Share on other sites More sharing options...
Toadmaster Posted April 18, 2003 Report Share Posted April 18, 2003 AF vs single shot at range, I hadn't really thought about it but in earlier versions of HERO Rmod was a -1 / x# inches (-1/3" etc) AF cut this in 1/2 so that -1/3" was only -1/2" on AF. Something I didn't mention but I was thinking that with the larger Rmod bonuses is that the Rmod should only apply to braced or set shooting or at least only part should apply, unless braced and or set. Perhaps only the velocity based Rmod should apply to regular shooting (faster bullets have less drop and are effected less by wind etc) by taking a little more time these can be adjusted for. An AF3 weapon should be "better" than an AF10 weapon, thats why 3 rd bursts are prefered they are more efficient, but the AF will be much handier for suppression or spraying multiple targets. I suppose you could provide a wind penalty and subtract part of it with the stun mod (since the higher stun mod tends to apply to heavier bullets). There have been a few discussions about shooting through cover, about the only thing that makes sense to me is to ignore the barriers body and only use the defense of it, if the bullet does more damage than the DEF the remainder passes on to hit the hit location originally rolled minus that absorbed by the barrier. Quote Link to comment Share on other sites More sharing options...
AaronD Posted April 18, 2003 Author Report Share Posted April 18, 2003 Originally posted by Toadmaster An AF3 weapon should be "better" than an AF10 weapon, thats why 3 rd bursts are prefered they are more efficient, but the AF will be much handier for suppression or spraying multiple targets. Certainly an MG42 is better at suppressing an area than a Thompson. The rules, however, do not distinguish the two. I was thinking of having multiple OCV penalties for suppression fire based on ROF. I don't like the sprayfire rules as is. They seem to fiddly. I suppose you could provide a wind penalty and subtract part of it with the stun mod (since the higher stun mod tends to apply to heavier bullets). I didn't mean wind per se. If you have two bullets, a .22 and a .50 both shot with the same muzzle velocity and same barrel length, the .50 will travel straighter longer and, thus, should have a better RMod. (Or, rather, the .22 should have a worse one). Aaron Quote Link to comment Share on other sites More sharing options...
Captain Obvious Posted April 18, 2003 Report Share Posted April 18, 2003 Originally posted by AaronD Edit: What exaclty do you mean by "levels of piercing?" Aaron Piercing was a 3rd edition Advantage. Basically, with 1 level of Piercing on an attack, you treated the target's DEF as being 1 lower, ie 10 rPD becomes 9rPD in reference to that attack. Sometimes, it's useful in converting weapons etc from other game systems, or for giving a real world weapon a slight advantage over another without giving it a full damage class or AP advantage.... Quote Link to comment Share on other sites More sharing options...
Toadmaster Posted April 18, 2003 Report Share Posted April 18, 2003 Sorry about that, I was making sure I responded to your other comments that I missed your direct question. The Captain has it right, basically its extra damage only vs armor (no body or stun), my intent is to allow more flexibility so a .44 magnum (2d6) and a .30-30 (2d6) are not exactly the same, the .30-30 would have an extra level or 2 of piercing so would penetrate armor a little easier. Many rifles penetrate far better than pistols even though the muzzle energy would put them in the same DC. My thought is Piercing will held differentiate them. Quote Link to comment Share on other sites More sharing options...
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