So one of the things that's come to annoy me from a simulationist perspective is how ammunition is sorted out and has to be purchased by weapon category. As someone with even a cursory knowledge of weapons, it drives me crazy that the ammunition for my light pistols doesn't work in my machine pistols doesn't work in my submachine guns. Obviously, a lot of this is done for reasons of game balance (see: No SMG has a base AP value), and this is more something I am trying to do as a thought experiment, but it is still something I'd like to try out.
The basic concept is that I'd trade weapon DV for ammunition DVs. Weapons would instead be listed as being able to fire a certain caliber of ammunition. That ammunition could then be covered across multiple weapons and weapon groups. Ideally, weapons that currently do the same DV+AP would also use the same ammunition.
Or go see - if you can find them - either Raygun's Firearms or Blackjack's Firearms. They quite extensively revised weapon, ammo, and armor rules to cleave to a more simulationist perspective.but for SR3 ;) they need to be converted to SR5
And, where do you draw the line?Fortunately, as they are my biggest buggaboo, holdouts through SMGs are the easiest weapons to work with. Every weapon (heavy pistols are the one issue), has a base DV, once you take flechette ammunition into account from 6 to 9. Heavy pistols are the one exception, as they all have a -1 AP.
If you look at today's firearms, .357 .45 .44 10mm are all considered to be "heavy" handgun rounds, so do you wan to divide the field up that far?
You mentioned machine pistols, well, the most common round for the MP is the 7.65mm or the .380, and of course 9mm.
Then you get into sniper rifles and assault rifles and oh my! What a mess....
Leave as is and be happy, it could be much, much worse!
Cut to save spaceI like the suggestions for the machine guns and ARs. I'll keep them in mind. As I said before, the biggest issue is AP, but if I'm changing the way damage works, I don't see why I couldn't also change AP values.
To my mind, though, all you're doing with this exercise is breaking the weapon groups up by caliber instead of type. If you really care about the simulationist aspect of things that much I say go for it. Not my cup of tea, but can definitely be done. I'd probably pick anywhere from 8 to 12 calibers and assign one of them to each weapon based on DV and category more than anything just to keep things manageable, though.That was the basic idea. Using Pistols through SMGs as an example. I think I would get rid of 8p +0AP weapons, and replace them with either 7P -1AP or 8P -1AP. All listed ammunition calibers should probably have "equivalent" written behind them. Weapons with an asterisk next to them are weapons I have moved from the 8p +0AP group to a different group.
on of the biggest Problem:
which weapon is which Calibre ?
what ammo does an Ares Predator I III or V use ?
what is the Calibre of a Colt Manhunter or an Ares Alpha Combatgun ?
and what is the damage code of explosive Ammo from a .22 Bullet compared to explosive Ammo from 12.7mm ?
(just one of many examples) You can't just assume its the same +1DV /-1 AP
with an explosive Dance
Medicineman
Yeah, .38 special is something of an outdated round, but I'm not as up to date on modern small arms ammo calibers as I would like to be. Don't worry about being picky with the .45 ACP having AP. In many cases, the lack of penetration is actually a selling point for the round. I do want to keep the 9x19mm as an option, if only because it's the standard sidearm ammo for so many countries in the world and for so many target shooters.on of the biggest Problem:The one thing I'd do with the current chart is use .32 or .25 caliber for Holdouts, for the most part, and maybe lose the .38 Special.
which weapon is which Calibre ?
what ammo does an Ares Predator I III or V use ?
what is the Calibre of a Colt Manhunter or an Ares Alpha Combatgun ?
and what is the damage code of explosive Ammo from a .22 Bullet compared to explosive Ammo from 12.7mm ?
(just one of many examples) You can't just assume its the same +1DV /-1 AP
with an explosive Dance
Medicineman
Also, this is the picky-asshole part of me, but your .45 ACP doesn't have the best penetration qualities. It's a heavy round with a lower muzzle velocity, which leads to good stopping power but not so much on the penetration aspect; at the same time 9x19 is too light. .40 S&W generally has the best qualities to have an AP quality. Maybe throw in some other rounds, something like the 5.7x28, which is growing in popularity recently.
- Pistol Light (PL): DV 6P, AP 0
- Pistol Medium (PM): DV 7P, AP 0
- Pistol Heavy (PH): DV 8P, AP -1
- Rifle Light (RL): DV 9P, AP -2
- Rifle Medium (RM): DV 11P, AP -2
- Rifle Heavy (RH): DV 13P, AP -4
- Shotshell (SS): DV 12P, AP -1
- Cannon Shell (CS): DV 16P, AP -6
- Special Purpose (SP): Varies
10mm? I love me some Fallout!
"Ammunition from pistols wouldn't work in SMGs.": Yes they do. You can take your .45 ACP ammunition right out of your Colt 1911, put it straight into a UMP .45, and the UMP will fire it fine.
If not for that extra -1 AP every heavy pistol gets, you could easily wrap up every gun from Hold Out through SMG with 4 calibers, but I don't know if I want there to be 3 calibers (maybe .40 S&W, .45 ACP, and .357) to be specific for heavy pistols. The solution to that problem could be just giving some SMGs some AP. At least that way the heavier caliber pistol rounds would be carried across platforms.And why would there be only 4 calibers?
I don't personally see the worth in this, but that being said I think machine guns could be boiled down to a mere three calibers; 5.56mm NATO (.223), 7.62mm NATO (.308), and 12.7mm NATO (.50).Personally I'm not a fan of .50BMG being anywhere on the MG list as that minor DV boost isn't at all accurate compared to what a .50 does v/s a 5.56 or 7.62. It should be reserved for DV's in the 14+ range IMHO.
Current | | Fluff | |Damage | |Weapons |
9mm | | 9mm | | 6p | | Fichetti Tiffani Needler, Streetline Special, Tiffani Self-Defender, Ares-Light Fire 75, Ares Light Fire 70, Beretta 210T, Nitama Sporter, Shiawase Armaments Puzzler, Taurus Omni-6, Ceska Black Scorpion, PPSK-4 Collapsible Machine Pistol, Ultimax 70 |
.357 Sig | | .360 S&K | | 7p | | Walter Palm Pistol, Colt America L36, Fichetti Executive Action, Fichetti Security 600, Ares Crusader II, Steyer TMP, Ares Executioner, Colt Cobra TZ-120, HK-227, Onotari Arms Equalizer, UZ IV |
FN 5.7x28 | | FN 5.7x30 | | 7p -1AP | | Taurus Omni-6, Ares Viper Silvergun, Cavalier Deputy, Colt Government 2066, Onontari Arms Violator, Remington Roomsweeper, Ingram Smartgun X*, SCK Model 100* |
10mm | | 10.5mm | | 8p -1AP | | Ares Predator V, Browning Ultra-Power, PSK-3 Collapsible Pistol, Savalette Guardian, FN P93 Praetor*, HK Urban Combat* |
.44 Magnum | | .44 Super Magnum | | 9p -2AP | | Ruger Super Warhawk |
Current | |Fluff | |Damage | |Weapons |
5.56x45 NATO | | 5.56x50 Corp. Court | | 9p -2AP | | Colt M23, XM30, Nissan Optimum, Ingram Valiant, SA Nemesis, Pioneer 50* |
6.5 Grendel | | 6.6 Ares | | 10p -2AP | | AK-97, AK-98, FN HAR, GE Vindicator Mini-Gun*, Ultamax |
.30-06 | | .30-61 | | 10p -3AP | | Stoner Ares M202 |
7.62x39 | | 7.62x40 Shiawase | | 11p -2AP | | Ares Alpha, Yamaha Raiden |
7.62x51 NATO | | 7.62x54 Corp. Court | | 11p -3AP | | FN MAG-5, Ruger 100 |
7.92x57 | | 7.92x61 Ruhrmetall | | 12p -4AP | | RPK HMG, Ruhrmetall SF-20, Ultamax HMG-2*, Cavalier Arms Crocket EBR*, Onotari JP-K50*, Remington 950 |
.338 Lapua | | .340 Magnum | | 13p -4AP | | Ares Desert Strike |
.50 BMG | | 12.7x103 Barret | | 14 -5AP | | Barret Model 122*, Ranger Arms SM-5 |
12.7x108 | | .55 Terracotta | | 15 -4AP | | Terracotta Arms AM-47 |
Current | |Damage | |Weapons |
20 Gauge | | 10p -1AP | | Defiance T-250 |
16 Gauge | | 11p -1AP | | PJSS Model 55, Remington 990 |
12 Gauge | | 12p -1AP | | Franchi SPAS-24, Mossberg AM-CMDT |
10 Gauge | | 13p -1AP | | Auto-Assault 16, Enfield AS-7 |
Suggesting names for the calibers. Honestly, the calibers probably wouldn't change that much, though the materials they're made of and the quality of gunpowder might have.
10mm Ares 11mm .44 Magnum .44 Super Magnum 7.62x39 NATO 7.62x40 Corp. Court
Question1. Yes
1. Are those "New" names actual SR fluff ammo from various sources? And the "Current" names are Real World?
If that is the case, then some suggestions
2. Ares 11MM would be .45ACP. 10MM is already a "Magnum" level load really. and 11MM "Magnum" would be the same as .44 Magnum.
3. 7.62*39 isn't NATO. That is the AK47 round. NATO uses the 7.62*51
This is a similar to the post by Tarislar (but not as well laid out).I was going to pick 10mm or .40S&W. I don't really have a preference for one or the other. 10mm just has a bit more pop to it, so I went with that.
10mm is really close to the .40S&M (but may not have the pen power of the 10mm, as the caliber was the same but the 10mm has about a .7mm longer case). Also you dropped the .40 S&W, but becoming a highly popular round.
Eh, as much as I wouldn't mind having so many calibers, they'd probably all just end up getting squeezed into a DV/AP value. Similar to how the vehicle chart shows you one vehicle, and then gives you comparable/equivalent models. I don't have much opposition to doing that later, though it would definitely increase the amount of times a player couldn't find extra ammunition for their weapons of dead gangers/corp sec."Ammunition from pistols wouldn't work in SMGs.": Yes they do. You can take your .45 ACP ammunition right out of your Colt 1911, put it straight into a UMP .45, and the UMP will fire it fine.
I'm curious. What is it that your hoping to accomplish here?
What sort of game mechanic is it that your hoping to change.
Are you trying to have 3 different pistols, along with an MP & SMG on you that all fire the same ammo?
Given most of them use clips, I'm not sure what sort of space savings your getting.
Cost is already the same.
Frankly, as a player, I'm glad that someones SMG no matter the brand, has ammo that all works for me. That way even if I'm not interested in salvaging guns & having to change over ownership, I can always just take some spare clips off the bodies & use that ammo in my own clips later.QuoteIf not for that extra -1 AP every heavy pistol gets, you could easily wrap up every gun from Hold Out through SMG with 4 calibers, but I don't know if I want there to be 3 calibers (maybe .40 S&W, .45 ACP, and .357) to be specific for heavy pistols. The solution to that problem could be just giving some SMGs some AP. At least that way the heavier caliber pistol rounds would be carried across platforms.And why would there be only 4 calibers?
I mean right now just off really common rounds, I can think of a lot more then that to fill that many weapon groups.
.22LR, .22Short, .25ACP, .380Auto, .38Special, 9MM, 10MM, .40SW, .45ACP, .45Long Colt, .44Magnum, .357 Magnum.
And that isn't even touching what I'd call "exotics" like .454 Casull , .41 Magnum, 9mm Luger, .50AE. Etc etc.
But realistically I think that -1AP is there to represent the fact that you see more Handguns loaded in Magnum calibers than you ever would SMG/MP.
For the sake of a complete list, I thought I'd see what I could come up with.I like the list. 6.5 vs 6.8 is basically a judgement IMO, and I could go either way without any hurt feelings. I somehow didn't come across 7.62x51, and it's definitely a a caliber I should keep in mind.
6DV - 22LR
7DV - .380
8DV - 9MM
9DV - .45ACP or 5.56MM or .410-Gauge (Depending on frame)
10DV - 6.8MM or 20-Gauge
11DV - 7.62*39 or 16-Gauge
12DV - 7.62*51 or 12-Gauge
13DV - .30.06 or 10-Gauge
14DV - .50BMG
Not that I call this list a good one, over all, I feel the DV's are really too limited, but in the end, its a game so I don't care.
But if I had to label a DV, I'd go with the above as a good starting point.
GH3: Colt New Model Revolver - DV 5P AP 0I didn't check GH3 so I didn't see a DV5 weapon but I agree, DV5 would be .22LR, DV6 would be 32ACP
This damage code is where .22 LR would fit. DV 6P AP 0 may be something like .32 ACP (aka 7.65x1tmm Browing) then.
GH3: Colt New Model Revolver - DV 5P AP 08P AP 0 is the one caliber I wasn't sure there was enough ammunition for it to be worth my time implementing at first place. I shifted most of them over to other values. The HVAR is the one exception because don't feel like adding an extra caliber for a lone dumpster fire of a weapon.
This damage code is where .22 LR would fit. DV 6P AP 0 may be something like .32 ACP (aka 7.65x1tmm Browing) then.
GH3: Colt Agent Special -DV 8P AP 0
Heavy Pistol Ammunition and Taser Ranges. The stats associate it pretty exactly with .45 ACP (https://en.wikipedia.org/wiki/.45_ACP).
R&G: Ares HVAR - DV 8P AP 0
Makes a good equivalent for the HK G11 (https://en.wikipedia.org/wiki/Heckler_%26_Koch_G11) in SR. Associated caliber could be 4.73x33mm then.
There are some more damage codes in GH3 requiring attention.
1. All the Assault Rifles are wrong.They ain't! Just some more variation of damage codes ::)
2. Disappointed in the lack of heavier weaponsThis volume of the Gun H(e)aven series was mainly about reintroducing Sporting Rifles. More guns in future volumes … I hope.
3. Where is there errata for this book?There is none. But at least the Rain forest Carbine's stats were fixed in the SR5 Mission FAQ (http://forums.shadowruntabletop.com/index.php?topic=18342.0).
hmmmmI'm going to have to disagree with you there; until errata is released you can bet your britches that the Missions FAQ is as close to a balanced review of a controversial rule as you'll get.
there is a BIG difference between a FAQ (especially a Missions FAQ) and an oficial Erratta !!
with a different Dance
Medicineman
For people who like arguing RAW it might not do the trick, but for actual players, it's more than "close enough".
but here in Germany Your Missions are quite unimportant.
but here in Germany Your Missions are quite unimportant.
That's debatable. There are several Missions groups in and around Germany. What you might not consider important is not the same as the whole of Germany.
I don't mean to be a total jerk here, but really Medicinman, you can choose to use the content or not, no skin off my back.I didn't want to...step on Your Toes, but I don't like being called " not a real player" that was when I felt insulted
Medicineman, Missions are a baseline / benchmark way of looking at How The Devs Are Thinking. Contrary to the opinion of a number of people I've run into, Bull doesn't make these decisions and all on his own; there is discussion about this.Oh, I truly beleive that there is some communication between the Devs (and I consider Bull to be one of them)
Which means that if you think it needs errata,I'll do it on my own for my own Groups. I'm used to working independantly .
Whether you play it or not, Missions IS part of the Shadowrun line - which means it is, in a lot of ways, official.as I mentioned before, one of my GMs is using Missions for one of our Campaigns (I'm playing in 3 different atm)
*snipped*
What I really get from your statement is 'I don't care what CGL may have already done in addressing my issues, I want them addressed the way I've already decided they should be addressed, and get it done yesterday, already.' Which is fine; you can say that. Don't expect it to actually happen, though.then You're getting it totally Wrong ! :)
Why ( the Hell) are some of the Missions Rules different from the BBB. why isn't the Big Basic Book the Basseline of Your Edition of Shadowrun ?As I understand it, the rules are balanced for campaigns with one GM, whereas Mission Rules have to be balanced for one offs, and for multiple missions with different GMs.
It has been tried many times all the way back to SR1, and it doesn't work out well.
If you want more realism try out GURPS Cyberpunk with GURPS Fantasy Races thrown in.
Honestly, even after looking at it, I still find it relatively easy to imagine a game where calibers are used instead of weapon damage values.Of course it works. Just a different solution to apply damage codes to weapons. But if you are looking for some acceptance for your homebrew you should consider to make not that many changes to the existent system. Tweaking stats is not only more work, but also makes it less compatible with future releases because of constant conversion required. Not to mention those people (essentially those with who you play) who do not like how you tweak and convert. Something practical should be build on top of the current rules.
The biggest issues with this are the sniper and sporting rifles, which have damage values that jump all over the place.You might assume these guns using less common calibers and associate them with special purpose cartridges. Pretty simple and not unusual for both firearm classes.
What You should get is:
Dear CGL, it's OK that You have Missions FAQ, but (please ) make Your changes officially by presenting an Erratta because ( like with every other RPG or Manual ) only an Erratta is valid !
ok , let me rephrase it
not as important here in Germany than they are in the US .
there are some Missions groups...:D
even one of my 3 SR4A rounds is a former SR3 Missions round
but nevertheless the US Missions are (relatively) unknown around here
and far less important
HokaHey
Medicineman