I used to love the actual firing, but cleaning the rifle afterwards is a right painRanger REG said:So what? If I want to play a reality game, I go to a live-fire range.![]()
dpmcalister said:I used to love the actual firing, but cleaning the rifle afterwards is a right pain![]()
buzzard said:Ok I'll go down the ones that immediately come to mind and bother me.
For some reason MAG decided that a 9mm would do more damage than a .40 S&W (same average, but higher max for the 9). This is illogical and unsupported by what studies do exist on this topic.
One other detail, the HK UPS in .40 S&W has a 13 round magazine (I know since I have one, having bought it pre-ban). The Sig Sauer P220 in .45 ACP is listed as having 9 round magazines, but it only has 7 in reality. I'd have to check Gun Digest to see if the rest are correct. I only list these because I own them.
Then there's the ammo types. Those rules have a couple glaring holes. They are with three of the ammo options.
Hydrashock- there is no steel post in the center of a Hydrashock. The post is cast into the lead of the bullet and is merely supposed to make it mushroom (expand) better. If there were a steel post in the center they would be illegal for civilian purchase, and I do have a few boxes.
Winchester SXT (Black Talon)- this ammo description sounds like a technical document published by HCI, and is equally accurate. These rounds do not expand into viscious slashing claws as stated. The lead remains bonded to the jacket, so you really don't get any sharp edges.
Also the very rules involved are, how best to delicately state this- stupid. According to the rules if you are shot by these they act like wounding weapons, but only for vitality. For wounds, you only bleed for one extra round. Now as I understand it, vitality means you've dodged. Thus how can it be that a bullet which has been dodged causes continued vitality damage? Does it follow you around and keep tiring you out?
Then, last but not least silly, you have the wad cutter description. It rambles on some nonsense about the shape of the bullet tail and then makes them more accurate, but less damaging. Of course reality has nothing to do with this. Wad cutters (also known as full wadcutters, since there is such a thing as a semi-wadcutter) are bullets, usually cast in lead, which are shaped like a cylinder. They have a flat front end, and a flat or sometimes concave rear end. They are designed to punch nice neat holes in paper targets. They are also usually shot only in revolvers (though there are some semi-autos which are designed to shoot them). If anything they would do more damage than normal ammo. They would certainly not do less, or be more accurate.
Another gripe would have to be the recoil rules. They are excessive. By the calculations in the book I would have to have a 16 or higher strength to shoot like I do, and I don't go to the gym that much.
The takedown rules are also fairly silly. They seem to ignore conservation of momentum, and make it WAY too easy to knock someone down. Then again I can at least accept them on the basis of trying to capture cinematic feel.
Morgenstern said:Ok, right off, I willfully skirt around the debates on the best round in the .40 S&W/9mmP/.45 ACP range. Those things have a tendency to break down into the same sort of squabbling reserved for not-so-polite religeous debate, with litterally dozens of different systems for calculating "damage" being put forward. Given that I needed a system that somewhat reliably converted available data to a number of vitality or wound points (not cavity size or jell displacement) we used one that examines muzzle velocity and bullet weight, runs it through a conversion formula, and spits out a damage code
. Since all of the firearms in the book have damage codes from one conversion system and most of them seem to be basically workable, the fact that a .40 S&W produces slightly lower muzzle energy than a 9mm gave it a damage code with an equal average damage, but a narrower range. The .45 is on the other side with the same average and a wider range. To match this to real world experience, both the .40 and the .45 have the takedown quality (yes, I know you groan about this further down). So a .40 user is going to find that he does the same damage as a 9 over time, but the TD gives him significantly more stopping power. MAG does treat the .40 as the better round.
Morgenstern said:Yeah, the ban caused a lot of weapons to have a US-limited ammo number rather than the actual capacity of the weapon. Naturally super-spies are folks who tend to ignore such things as local gun law in the pursuit of their duties, so we'd have preffered to have the real number. We've been trying to track those down. I'll be happy to add the HK UPS to the list to be corrected. Should be reflected in the Latest Word sticky on our forums where I collect misc. errata and rulings in between major updates to the master document in about 10 minutes.
Morgenstern said:Hmm. Have to double check that. Have a link to the manufacturer's site?
Morgenstern said:So how is that different from any FMJ bullet, and what's the big hooplah over them then?
Morgenstern said:Vitality isn't strictly a dodge, as there are poison delivering weapons that don't require damage to wounds to work. In this case the idea was you've got one of these little buggers in you and it continues to make a bit of a mess.
Morgenstern said:*chuckle* Well, I had to work with the descriptions given to me. I'll see if I can't tweak these to be a bit more in line with the intended functionality. So, has anyone done a study on what happens when you shoot someone with one? I think they got an accuracy bonus since they were principly used in target shooting...
Morgenstern said:Maybe you have the Perfect Stance feat. Most people take a moment to stand properly (brace action), which gives a big bonus to resisting recoil.
Morgenstern said:There is a bit of errata to that causing it to be less effective if it only inflicts damage to vitality. It was knocking people over a bit too often as originally written. And yes it's there for cinematic purposes, along with giving a distinct difference to some of the heavier rounds.
If you go to www.spycraftRPG.com you can get to our forums, and in there is a permanent anouncement for the master errata document. A few changes there may help bring the book more in line with your expectations. We are working to make it the best firearms gide that we can.
Morgenstern said:Just to show that we're not completely mad, I though I'd list some max ranges for the Modern Arms Guide weapons. This does presume the shooter has the Extreme Range feat. I also recomend a x16 scope, but a few action dice will do just as well for Soldier agents.
5.56 NATO - 833 yards (ok, a little short for 1000 yard competition)
7.62 NATO - 1166 yards (will do just dandy at the shootout)
7.62x54mm Soviet - 1333 yards
.300 Win Mag - 1500 yards (the Afganistan shots appear legal)
.458 Win Mag or .338 Lapua Mag - 1666 yards (nearly a mile)
.50 BMG or 12.7x107 Soviet - 2500 yards (nearly a mile and a half)
14.5x114mm Soviet - 3500 yards (pretty much 2 miles)
Hope this helps,
buzzard said:There must be some reason for the FBI and most police departments switching over.
Well then I misunderstand vitality. I prefer to think of it as dodging. In any case why could the thing stop doing the extra damage once it is in wounds? (I know the gods of balance).
While I do use a nice isosceles stance, I could not be called perfect.
Lugh said:Stopping power. They want a bullet that will a person on his @$$ on the first shot. That's represented in Spycraft by takedown. Note that takedown is not necessarily the cinematic action of being knocked off your feet and back five feet by the impact of the bullet. It is any effect that causes you to go prone. With vitality damage, that may represent "shock and awe" causing you to hit the dirt to avoid getting hit. Or, it may represent getting your knee tagged, causing you to drop and writhe around for a bit.
Lugh said:Vitality is any damage you take that is not serious. Fatigue, scratches, bruising, or "You shot my hair!" Essentially, it's the effect that makes the hero look like he's been in a fight by the end of the movie. It wouldn't require more than basic first aid to patch up (a couple of stitches at most). It's a funky, cinematic hero-factor, that is NOT represented well by any single real-world equivalent. Hence, some of the rules around it make the kind of sense that's not.
Lugh said:But, the fact that you're in a stance means that you are braced (and probably taking the aim action, for that matter). Try firing from the hip, and see how well you do. Of course, the firing range probably won't let you, because your shots would be too wildly erratic, endangering the other patrons. Check to see the advantages of bracing, and then take that into account.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.