All right, so I've recently had to make a bit of a change to a character I'll be playing, and I chose to take Code of Honor: Assassin's Creed.
Now, since I don't want to kill anyone unless I get paid to do so, I need to re-think my armament choices in terms of ammunition. I had originally been intending to pack APDS for my cyber-SMG, Explosive Rounds and SnS for my Assault Rifle, and APDS for my Sniper Rifle. I'll keep the 20 APDS rounds for the Sniper Rifle and add some SnS just in case I get put on overwatch instead of sniping duty, so this will mostly deal with the following question.
In a vacuum, what is more effective; a Called Shot: Splitting The Damage with APDS or Explosive rounds vs Stick-n-Shock or Gel rounds
Let's examine the stats.
Just using SnS allows the full dice pool to be used and deal -2S(e) with -5AP.
Just using Gel allows the full dice pool to be used and deal -0S with +1AP.
Using APDS and a called shot gives a -4 Dice Pool for an average 1 less modified DV, with the original weapon DV and -4AP.
Using Ex and a called shot gives the same -4 DP for an average 1 less modified DV, with the weapon DV+1 and -1AP.
Now, assuming that the defender scores no hits on defense test.
[EDIT]
It would seem that using a called shot to split the damage is less efficient than simply going for higher damage values. With this in mind, I've reworked the below to average values (instead of using buying hits), and with a dice pool of 20 in order to reflect optimal potential. I've also added categories for using Called Shot: Vitals, as well as discarded the different weapon types as they all have the potential to modify efficiency equally.
Non-lethal, no called shot:
SnS: 20d6>5 = 5 hits on average = X + 5 - 2 = X+3 DV modified, with -5AP
Gel: 20d6>5 = 5 hits on average = 7 + 5 = X+5 DV modified, with +1 AP
Non-lethal, called shot (Vitals):
SnS: 16d6>5 = 4 hits on average = X + 4 -2 + 2 = X+4 DV modified, with -5AP
Gel: 16d6>5 = 4 hits on average = X + 4 + 2 = X+6 DV modified, with +1 AP
Lethal, no called shot:
APDS: 20d6>5 = 5 hits on average = X + 5 = X+5 DV modified, with -4AP
EX: 20d6>5 = 5 hits on average = X + 5 + 1 = X+6 DV modified, with -1AP
Lethal, called shot (Vitals):
APDS: 16d6>5 = 4 hits on average = X + 4 +2 = X+6 DV modified, with -4AP
EX: 16d6>5 = 4 hits on average = X + 4 + 1 + 2 = X+7 DV modified, with -1AP
Now, the one unknown as I see it is AP. For high armor targets, SnS would be the obvious winner to my mind, as the additional AV reduction can be very beneficial. Similarly, low armor targets would likely be more affected by EX, as it has the highest modified DV with the least AP.
However, one must also consider secondary effects:
SnS effectiveness can be reduced if the mooks wear non-conductive armor but even if they do, electrical damage has powerful secondary effects (reduced initiative means less actions coming your way, and negative dice pool modifiers are always nice).
Gel has the +2 to knockdown effect, which might come in handy if you want to disable your foe. It is also the cheapest by far.
APDS seems designed to kill, pure and simple, and is illegal and the most expensive ammo choice.
EX has potential against low-armor targets, but is also illegal and costs the same as SnS.
Both APDS and EX also has less chance to generate higher number of hits (-4 dice since called shot "Splitting the damage" needs to be used to be less-than-lethal), and so I'm left thinking that for the discerning Assassin it seems most prudent to carry a clip of APDS ammo for the killshots, and stock up on SnS and/or Gel rounds for the rest.
Thoughts?