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Author Topic: Ammunition types...  (Read 1948 times)

ReaperWolf

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Ammunition types...
« on: October 23, 2012, 06:48:44 AM »

Has anybody attempted to model different ammunition types in V6?

For AP (Armor Piercing) I'd just reduce armor by 50%.

HE (High Explosive) increase the multiplier for damage by 1 so if you got 3 net successes the damage would in fact be multiplied by 4.

HEAP (High Explosive Armor Piercing) would combine the above two.

Rubber rounds would causes the same damage but would be N instead of L.

Flechette aka sliver-rounds would double armor value but increase damage by +2L or +4L.

I think Simon mentioned slugs instead of buckshot for shotguns causing +2L damage but without the area of effect.

I figure some if not all of these would be rare and expensive.

Any other suggestions?

>>ReaperWolf
« Last Edit: October 24, 2012, 05:06:39 AM by ReaperWolf »
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Armchair General

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Re: Ammunition types...
« Reply #1 on: October 23, 2012, 10:50:14 AM »

That's how I've been handling things. I give HE a burst radius of course ( as per grenade, but varies by caliber ).
Baton ( rubber ) rounds are pretty dangerous if they are used at close range or hit the head. Maybe the target gets an "easy" save, failure resulting in L-type?
Your suggestion for flechette is in line with my model for soft-point/hollow point/dum-dum rounds.
I also give tracer rounds ( from machine-guns typically ) an extra 1 point of fire damage, persisting for 2 rounds. I roll a d6 for each burst, on a 1 a tracer round is the damaging hit.
Also there are the "smoke" munitions ( grenades, mortar bombs etc. ). Some merely present an asphyxiation hazard in enclosed spaces ( vehicles and smaller buildings/rooms), but many military versions are actually white phosphorous weapons, essentially a flame weapon whose damage potential persists, undiminished, until starved of oxygen or fuel. ( it will re-ignite if oxygen supply  is restored ). I apply full damage for 5 rounds, then reduce a point per round. I apply random initial damage.
I'm sure there are other tweaks I've made that I can't think of now....
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@stroVal

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Re: Ammunition types...
« Reply #2 on: February 06, 2014, 08:00:30 AM »


 :)

Thats more or less what we do(though we have yet to try many things from my notes)
but that said, I would be interested to know what Colin does in his personal games.
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