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Question About High Power rounds

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Snake Eyes

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« on: <06-15-12/0227:08> »
I read over the entry on the High Power rounds from WAR, but i was wondering if these rounds can have the explosive or EX-explosive type like regular ammo.....
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Critias

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« Reply #1 on: <06-15-12/0234:13> »
High-powered is an ammunition type (like EX and regular), it just happens to be one that requires a modification to the gun, in able to be used.

CanRay

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« Reply #2 on: <06-15-12/0256:40> »
Combining EX-Explosive Warhead with High Power Rounds tends to do things like cause it to explode inside the chamber.  It also puts Stick and Shock rounds THROUGH people rather than tasering them.  And don't even ask what happened with the Gel Rounds!
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Snake Eyes

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« Reply #3 on: <06-15-12/0338:50> »
Combining EX-Explosive Warhead with High Power Rounds tends to do things like cause it to explode inside the chamber.  It also puts Stick and Shock rounds THROUGH people rather than tasering them.  And don't even ask what happened with the Gel Rounds!
It tends to leave a mess 8)

Thanks guys
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Sichr

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« Reply #4 on: <06-15-12/0557:17> »
It would be nice to have this at least in APDS/ AV versions. Well, in current version I really cannot see reason why would anyone use this kind of ammo (and battleriffles in general)

Mirikon

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« Reply #5 on: <06-15-12/0633:25> »
It would be nice to have this at least in APDS/ AV versions. Well, in current version I really cannot see reason why would anyone use this kind of ammo (and battleriffles in general)
I agree on the High-power, but as for battle rifles, that answer is simple. Automatic fire that can get sport rifle ranges, and do just as much damage as the sporting rifle, usually. And they're just as good at close quarters, too.
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Sichr

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« Reply #6 on: <06-15-12/0823:21> »
Thats right well I had an feeling that Battle Rifles are only capable to fire Hi powered rounds (In fact, I had a feeling that hi-oower chamber and consequentialy ammo is the only thing that makes Assault rifle become Battle rifle. Or is there possibility of firing standard types of ammo from Battle riffles?

Zephraim

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« Reply #7 on: <06-15-12/1029:44> »
There is one Battle Rifle that fire hi-powered ammo (the Onotari Urban Hunter from GH2), all the other ones use standard ammo.

KommissarK

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« Reply #8 on: <06-15-12/1037:09> »
Thats right well I had an feeling that Battle Rifles are only capable to fire Hi powered rounds (In fact, I had a feeling that hi-oower chamber and consequentialy ammo is the only thing that makes Assault rifle become Battle rifle. Or is there possibility of firing standard types of ammo from Battle riffles?

Most battle rifles don't use high power chambering, it would have to be listed as a modification. They just have that high a base DV. They're awesome really. I ran with a HVBAR once and that thing was sweet (sure I couldn't silence it, but when the team is going loud, it's a good gun to reach for).

Mirikon

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« Reply #9 on: <06-15-12/1136:30> »
Indeed. Battle rifles are the new hotness. Load one up with AP Flechettes. Fun fun!
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DazedDante

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« Reply #10 on: <06-15-12/1228:05> »
I don't understand peoples negative attitudes to hi power rounds.

Yes you get a -2 to shoot, but those dice only provide a 30% chance of extra damage. A guaranteed extra damage AND armour penetration are well worth the cost.

I suppose if you only shoot with 2-4 dice it would be an issur,  but any gunslinger adept, street Sam or weapon specialist that shoots with that few dice is doing something wrong. Our ws has rolled 27 dice with a pistol....

KommissarK

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« Reply #11 on: <06-15-12/1239:30> »
The problem I have is more that you can't use any other ammunition type, and the base availability of them makes prohibitively expensive at character creation. And I don't really feel like jumping through those hoops when I could just load up flechette ammo and get nearly a similar result (with slightly worse AP, but impact armour is usually bad anyway). Only flechette ammo can be passed off as legal during inspection, while high powered stuff is going to turn a few more heads.

_Pax_

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« Reply #12 on: <06-15-12/1253:04> »
The problem I have is more that you can't use any other ammunition type, and the base availability of them makes prohibitively expensive at character creation.

Ditto.  Hence, my houserule:


High Powered Ammunition is not a separate type unto itself; many kinds of ammunition are available in high powered ("HP") variants. (Disallowed HP ammunition includes Stick-and-shock, Capsule, Gel, and Subsonic.)

Firearms must be modified to fire such rounds, and once modified can fire only HP ammunition. Any firearm, including assault cannons, can be modified in this way. Modifying a weapon to fire High Powered ammunition costs 2 slots, has a threshold of 20, requires an armorer's shop, and costs as much as the original weapon (with an availability of 7R). This modification is incompatible with Extended Magazine and Increased Cylinder.

HP ammunition gains +1 damage and -1 armor piercing, in addition to the base values for that type of round. Price is multiplied by four, and availability increases by +8. When fired, all recoil is doubled before compensation. Additionally, HP ammunition is especially loud and has a large muzzle flash. Attempts to detect or pinpoint the firing of HP ammunition gain +3 dice for hearing tests, or +1 die for visual tests (these modifiers are cumulative with silencers / suppressors).


Snake Eyes

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« Reply #13 on: <06-15-12/2352:15> »
I like your house rule _Pax_.........The Barrett Model 121 is a monster with the HP mod (11P -6AP), i agree that HP ammo should be a mod for other ammo types
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_Pax_

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« Reply #14 on: <06-16-12/0151:23> »
The way I see it is:  HP modifies the propellant charge, not the actual metal (etc) bit that gets flung out the end of the barrel.

So, I basically treat HP rounds as Magnum rounds.