From: wilder@nx04.mik.uky.edu (jeff wilder)
Subject: SRUNII:  Laser sights and SG links
Organization: University Of Kentucky, Dept. of Math Sciences
X-Path: nx04.mik.uky.edu!wilder
Date: Wed, 11 Nov 1992 20:53:44 GMT

Whew.  Been trying to get this out forever...and I'm told it'll work
this time.

Just some rules modifications...I haven't playtested these, but plan
to on Wednesday.  If you're interested in how the playtesting goes,
send me email.

1)  SRII fixed one of the major glaring problems with the SR combat
	system--namely, that weapons were not deadly enough when they
	hit their targets.  Bullets kill.  SRII now reflects that.
	*However*, the other side of the problem was not addressed--
	namely, that it was entirely *too* easy to hit with those
	non-deadly weapons.  Now that SRII has fixed the first prob-
	lem, the second is probably becoming clear to most of you. :-)

	My solution is very simple:  adjust Firearm/Hvy Weapons/Proj
	Weapon Target Numbers upward by 1, at all ranges.  Thus, Target
	Numbers at Short would be 5.

2)  Laser sights do not increase the shooter's accuracy directly, but
	rather rely on subsequent observation & correction of the point
	of laser contact.  The following rules reflect this.

	First, all skill rolls are made at the base Target Number.  There
	is no subtraction to the Targets for the sight (or the SG link;
	see below).

	Second, the use of a laser sight is a process that requires two
	simple actions in the same character phase.

		In the first action, the firer rolls his skill dice, in-
		cluding any Combat Pool allocated.  (Remember, at short
		range, his Target is 5.)  At this point, the firer decides
		whether to accept the roll and actually trigger the weapon
		(which uses the dice already rolled), or to correct the
		lie of the laser dot, which leads to the second action.

		In the second action, assuming the shooter chose to
		correct his aim, he rerolls all failures from the first
		action, and may allocate more Combat dice.  His Target   
		remains 5, of course.  The *total* successes are used
		as normal (including resistance by the target, et cetera.)

3)  A smartgun link (but not smart goggles) works similarly to a laser
	sight, but the process is condensed into one simple action, rather
	than requiring two.  (This simulates the increased speed of 
	response I envision for cybernetic targeting systems.)  Target
	Numbers, however, as always, remain normal (i.e. 5, at Short
	range.)

4)  The user of a laser sight or SG link may *always* choose not to
	pull the trigger, even after he has rolled the dice.  (This
	simulates his dissatifaction with the lie of the laser or
	crosshairs.)  However, he must so choose before the defender
	rolls his resistance dice, and any Combat dice allocated are
	still consumed.  The main advantage of this is conservation of
	ammunition.  I would not allow this choice for shots that have
	Targets modified for previous recoil.

5)  I use a modified "Rule of One," as well.  If greater than 1/2 of the
	skill dice come up "1s," treat it as a normal "Rule of One" result.
	This makes fumbles *possible*, but keeps them relatively rare, and
	still dependent on skill level.  A highly skilled person will
	still fumble much less often than a novice.

Please feel free to give me some feedback on these ideas.  Criticism is
gladly accepted; flames will be ignored.
 
--
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| Jeff W  uk06666@ukpr.uky.edu | Meddle not in the affairs of cats, for they |
| Wilder  & wilder@mik.uky.edu | are subtle, and will piss on your cyberdeck.|
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