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A question for you firearms aficionados...
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<blockquote data-quote="Celebrim" data-source="post: 358462" data-attributes="member: 4937"><p>My conclusion is that Sabot rounds:</p><p></p><p>a) Reduce the range increment.</p><p>b) Reduce damage.</p><p>c) Give a bonus to the accuracy and penetration attributes for the first 6 (or so) range increments.</p><p></p><p>And that's how I'd run it.</p><p></p><p>UPDATE: I've changed my mind and decided that (c) was overly harsh. It is probably enough to reduce the range increments. Eventually, the penalty from range will be sufficient to overcome the increased accuracy anyway. In many systems, firearms lose thier penetration bonus beyond a certain number of range increments anyway, so it probably isn't necessary to keep track of the range increments or add extra rules complications.</p><p></p><p>So, final (simplified rules):</p><p></p><p>a) Reduce the range increment by one half.</p><p>b) Reduce the damage by one dice.</p><p>c) Give accuracy and penetration +3.</p><p></p><p>These rules also have the nice feature of explaining why sabots are only standardly used in large caliber weapons against armored targets.</p><p></p><p>With a sufficiently large caliber long barreled weapon (such as a cannon), the range increment is going to be so large (say several hundred or even several thousand yards) that the real limiting factor becomes descerning the target not how far it is away. Similarly, with sufficiently high caliber weapons, the damage you do is pretty irrelevant - you are going to flatten a target anyway. What is important is not bouncing off the armor of the thing you hit.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 358462, member: 4937"] My conclusion is that Sabot rounds: a) Reduce the range increment. b) Reduce damage. c) Give a bonus to the accuracy and penetration attributes for the first 6 (or so) range increments. And that's how I'd run it. UPDATE: I've changed my mind and decided that (c) was overly harsh. It is probably enough to reduce the range increments. Eventually, the penalty from range will be sufficient to overcome the increased accuracy anyway. In many systems, firearms lose thier penetration bonus beyond a certain number of range increments anyway, so it probably isn't necessary to keep track of the range increments or add extra rules complications. So, final (simplified rules): a) Reduce the range increment by one half. b) Reduce the damage by one dice. c) Give accuracy and penetration +3. These rules also have the nice feature of explaining why sabots are only standardly used in large caliber weapons against armored targets. With a sufficiently large caliber long barreled weapon (such as a cannon), the range increment is going to be so large (say several hundred or even several thousand yards) that the real limiting factor becomes descerning the target not how far it is away. Similarly, with sufficiently high caliber weapons, the damage you do is pretty irrelevant - you are going to flatten a target anyway. What is important is not bouncing off the armor of the thing you hit. [/QUOTE]
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