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Question About High Power rounds

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Thrass

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« Reply #15 on: <06-16-12/0713:16> »
high powered is just that you put 20% more propellant into the same round (which does not become a magnum round jsut by that) which is problematic because it can destroy your weapon... if it doesn't the muzzle velocity and therefore the kinetic energy of the projectile is greater...

to counter the "my weapon will explode" you can mod your weapon to withstand the increase in propellant... that's the the mod.,..

when not using the mod:
other games handle it like 1/5th chance that your weapon explodes with high powered rounds... I'ld go with 1/6 because we only have d6 or leave it to handle it like a test with gremlins 3 (count 3 more 1s and if it goes bad it'll explode)...

all in all though you could theoretically high power every round you want (especially no problem for AV, hollow point or the like which is basically still a solid metal(or other durable material) round)

it could of course get really problematic with capsule rounds, explosive rounds, and I really don't know about the disposable sabot... maybe it get's blasted to pieces before it does it's thing

that of course is only to the extend of my knowledge and by no means RAW
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Mäx

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« Reply #16 on: <06-17-12/1538:28> »
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.
It's pretty simple really:
HP ammo is +2P -1 AP goes against ballistic, give you -2 dice to shoot and require a 2 mod slots taking modification to your gun if you don't get one that has it as standard.
Where as AP flechette is +2P - AP goes against impact witch is often 1 or more points slower then ballistic, doesn't give you dicepool penalty and doesn't need a mod to your gun.
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Snake Eyes

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« Reply #17 on: <06-17-12/1603:41> »
I've got a character that has the HP mod for their hold out pistol.....but i'm deciding whether EX-explosive wouldn't be better, considering the penalty.
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Mäx

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« Reply #18 on: <06-18-12/0806:59> »
I've got a character that has the HP mod for their hold out pistol.....but i'm deciding whether EX-explosive wouldn't be better, considering the penalty.
Get Tiffany needler and load it up with Armor Piercing flechette rounds.
That gives you hold-out with damage code of 8P - AP Impact :o
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Mirikon

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« Reply #19 on: <06-18-12/1009:09> »
I've got a character that has the HP mod for their hold out pistol.....but i'm deciding whether EX-explosive wouldn't be better, considering the penalty.
Get Tiffany needler and load it up with Armor Piercing flechette rounds.
That gives you hold-out with damage code of 8P - AP Impact :o
Not quite, Max. If we assume that the Needler already includes the +2 DV, +5 AP from Flechette ammo, which it certainly appears to do, then switching to the +2 DV, 0 AP Armor Piercing flechette would give it a damage code of 6P(f), -3 AP.
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TheNarrator

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« Reply #20 on: <06-18-12/1340:49> »
I've got a character that has the HP mod for their hold out pistol.....but i'm deciding whether EX-explosive wouldn't be better, considering the penalty.
Get Tiffany needler and load it up with Armor Piercing flechette rounds.
That gives you hold-out with damage code of 8P - AP Impact :o

The Tiffany Needler's stats already include the effects of flechette ammo. That's what the little "(f)" after the damage means. However, they are pre-errata stats, back when the AP mod fo flechette was only +2 instead of +5.

So a Tiffany Needler with Armor-Piercing Flechettes would be 6P(f), AP --. Which is still more damage than you can usually get for a holdout pistol.

Snake Eyes

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« Reply #21 on: <06-18-12/2229:19> »
Needler Pistol with AP Flechette, now thats brutal
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Mirikon

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« Reply #22 on: <06-18-12/2349:57> »
Do they make AP flechette assault cannon ammo? Just wondering...
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Mäx

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« Reply #23 on: <06-19-12/1338:18> »
Miriko and TheNarrator, read ]the Arsenal errata, needlers errated damage code is 8P(f) +5 AP witch AP fletchette turns to 8P(f)  -AP
 8)
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TheNarrator

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« Reply #24 on: <06-19-12/1821:33> »
....what.  :o

That has to be a mistake on somebody's part that resulted in them accidentally adding the flechette damage bonus twice.

Because when you subtract the damage increase for flechette ammo, that still leaves 6 DV, and one generally doesn't get assault rifle level damage out of a hold-out pistol.

Falconer

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« Reply #25 on: <06-19-12/1831:30> »
Why not?  You already have the heavy revolver with 6P AP-2 base.... 

Why not give a gun which can fire flechettes and only flechettes.  A base 6P code before the +2D +5Impact on the ammo.

TheNarrator

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« Reply #26 on: <06-19-12/1914:58> »
Because that's a heavy revolver, not a semi-automatic hold-out? And every other hold-out in the game does 4P? Especially when it's a hold-out designed for fashionable social climbers who want to accessorize their gun with their outfit?

Falconer

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« Reply #27 on: <06-19-12/1934:05> »
No, the slivergun is also a heavy pistol same as a predator or warhawk.  It's NOT a holdout or a light pistol.

Again, the heavies pistols are generally 5P AP-1.  6P AP-2 for the warhawk BEFORE ammo.   So a pistol which can fire flechettes and only flechettes SA having a base code of 6P before ammo isn't all that far out of whack.  Even it's BF capability isn't that bad considering how hard it is to get RC for pistols (you can't get gas vents or a whole bunch of other things because by RAW they're not available to modify pistols).


TheNarrator

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« Reply #28 on: <06-19-12/1947:39> »
Falconer, this discussion is about the Tiffany Needler, not the Ares Slivergun.

Falconer

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« Reply #29 on: <06-19-12/2051:03> »
Ahh... thanks for the clarification... though the arguments still hold.

The ares slivergun does 3D more than the predator baseline heavy pistol... but can only fire flechettes with a +5 impact armor.

The Tiffani needler similarly only does 2D more, but can only fire flechettes with the +5 impact armor.  (though just glanced at the errata it seems to have missed the list of guns fixed for +5AP.... I'd think that's an oversight... even if it wasn't an oversight, if it followed the sliverguns example it'd be +3D +5Impact... so it's still not that far out of whack errata'ed or not).