!!! warning, wall of text!!!
Collected grumblings and debugging for stuff in war.
Concerning Slow spell:
What force is required to slow things up.
When 1 success slows up to 200kg mass.
And force restricts amount of eligible successes. F1 spell max successes 1 and so on..
Battle rifles...
IRL, you are firing a 7.62x51mm round, which has been pointed out is the default medium machine gun round, think US M60. The difference between the M60 (full auto) and say the FN FAL is weight, the FN FAL weighs 9.81 lbs. while the M60 weighs in at 23 lbs. Simple physics, the heavier M60 doesn't transfer the same amount of recoil to the use that the lighter FN FAL does. One of the major reasons for going to the 5.56x45mm round was the desire to achieve greater accuracy by reducing the felt recoil, which was found to precipitate flinching on the part of the shooter. The velocity of the 5.56x45mm at the muzzle is 3,100 fps (62gr. FMJBT) while the 7.62x51mm is 2,800 fps (150gr. FMJ). Negligible difference in velocity really, however...energy it is vastly different, 7.62x51mm has 2,584 ft. lbs. vs 5.56x45mm with 1,309 ft. lbs..
Okay, using quick and dirty conversion into meters and kilograms (1 meter= 3 feet and 1 kilogram = 2 lbs) and given stats.
Single 7.62 round has approximately 430,66 m.kg energy. Meaning a force 3 spell is required to stop a single round. Up to and including 6 rounds the formula for required spell force is twice the amount of rounds +1. Seventh round changes the formula to twice the amount of rounds +2. Full burst requiring force 22 spell with 22 successes.. Doesn't seem that broken anymore...
5.56 rounds ended up with appromately 218,16 m.kg energy. Meaning force 2 to stop single round. And result formula is number of rounds +1 all the way to 10 rounds. So full burst requires force 11 spell with 11 successes.
Moving metahumans are entirely different matter. And I am not exacly certain of my math (I am no mathematician), but weight multiplied by speed should give us the moving energy which the spell is sipping away. Using average weight and speed from SR4A.
Combat round is 3 seconds long. A troll on average weights 300kg, and can move 15/35 meters walking/running in a round.
5 meters/second for 300 kg is 1500 m.kg worth of energy, requiring a force 8 spell to affect the walking troll.
11 meters/second while running means 3300 m.kg worth of energy, requiring force 18 spell.
A dwarf 50 kg to keep it simple (it's a skinny dwarf) and 8/20 movement.
2 m/s x50kg = 100m.kg/second = force 1 spell.
6 m/s x50kg = 300m.kg/second = force 2 spell.
Humans and elves calculated with weight of 80 kg, orks 120 kg. Speed for all three 10/25.
3m/s x 80kg = 240m.kg/second = force 2 for humands and elves.
3m/s x 120kg = 360m.kg/sec = force 2 for orks.
8m/s x 80kg = 640m.kg/sec = force 4 for humans and elves.
8m/s x 120kg = 960m.kg/sec =force 5 for orks.
Hmm.. Assuming my calculations are even remotely correct, I can claim this spell is not broken. But is there any need for spell like this? for combat, stun spells take the enemy out easier. For area denial there is the new cloud spell. And even for its designated purpose, the halo jumps, we have the working halo 'chutes themselves, and spells like levitate and catfall (altough the catfall is only for short distances).
For protective purposes we already had the armor spell, which does not break until sustaining is stopped, no matter how many rounds it soaks.
Still need to figure how this spell would effect explosions. What force to mitigate what size of an explosion and so on. But given this numbercrunching I might actually allow this spell to my players.
Recharge spell:
Where can I find how long the caster needs to sustain the spell until it becomes permanent on different battery sizes. Without any information on that, one might as well assume a mage can recharge a battery large enough to power up a city with neglictable (sp.?) effort.
Battle rifles:
Medium machineguns already had stat of damage 6, ap -2. So shouldn't a battle rifle firing same cartridge have same damage? It is too easy to make a FA capable battle rifle and thus obsolete medium machineguns. I think I will restat BRs to MMG damage/AP to keep things consisted.
Otherwise I miss maps and timeline of the conflict, and layouts of 6th world armies. And strategic goals for all involved factions.