Shadowrun

Shadowrun Play => Rules and such => Topic started by: markelphoenix on <08-27-19/1931:29>

Title: [6e] Anti Armor Rounds and Anti Armor Missiles
Post by: markelphoenix on <08-27-19/1931:29>
Is there any documented Errata on these? Seems peculiar. Are we really assuming that the +2 AR is truly 'anti-armor'? For an Anti-Armor Missile, you'll really trade 4 DV for +2 AR? Especially when the fluff says that Fragmentation aren't "Great" against barriers and vehicles...when it is flat out superior from a stat perspective....
Title: Re: [6e] Anti Armor Rounds and Anti Armor Missiles
Post by: Hephaestus on <08-27-19/2248:45>
This is an issue for both High Explosive and Anti-Vehicle grenades/rockets/missiles. It seems that the assumption made was that a boost to AR compensated for lower DV, which is a truly goofy assumption considering the AR doesn't help with your to hit dice at all (outside of getting an edge, but I'm not jumping on that grenade again).

Anti-armor explosives should have and insanely high DV at ground zero (18 DV for High Explosive grenades/rockets/missiles, 20-22DV for Anti-vehicle rockets/missiles), then a massive drop-off at close and near ranges, and with a gimped blast radius.