Sunday, February 17, 2019

Stat-this Sunday: S333 Volleyfire

A new thing, since I'm working on building a bunch of equipment in Savage Worlds, plus GURPS stats for things McThag hasn't yet gotten to.

The Volleyfire is a strange beast. If a player brought it to me I'd accuse them of trying to game the system to maximize effectiveness, but the way it works honestly DOES make it pretty good for what it sets out to do in being a great novice defensive handgun.

What it is:
An 8 shot .22wmr revolver, that fires 2 shots per trigger pull. It has a two-finger double-action-only trigger, passable sights

Stats:        Damage   Acc   Range     Weight   RoF   Shots   ST   Bulk   RCL   Cost   LC   Notes
S333          2d pi-      1    ~100/1000 1.13/.07   6#     8(3i)     9      -1        2      $369  3       [1]

Note [1]: Always fires 2 shots as a High Cyclic Controlled Burst (simultaneous shots).

2d pi- is an approximation, based on not having stats for a .22wmr in High Tech, but being able to approximate based on its listed muzzle energy in relation to other cartridges. Final stats are likely to be within +/- 1 of 2d.

Acc 1 is due to the exceptionally short pocket sights, and based on other pocket pistols like the Walther PPK.

Now we get into the real fun of it.
First, 3 trigger pulls per second average gets 6 shots, qualifying for a +1 bonus to skill for shots fired. Because of HCCB rules, RCL is 1 similar to a shotgun with buckshot; multiple projectiles are leaving the muzzle(s) before any recoil can throw off the aim, therefore it is recoilless. Further, with practice at fast firing, 4 trigger pulls per second can be reached with no particular detriments (at 5 and 6, recoil increases substantially).

Normally double action revolvers inflict a -1 penalty to skill for heavy trigger pull, the two-finger trigger mitigates this.

On top of all this, I can all but guarantee that this gun will be sold with an integral or add-on laser sight (+1 to skill). Additionally, most .22wmr ammo is hollow point, which raises it from pi- to pi (removing the 0.5 wounding modifier)

So what you have is a gun with no (functional) recoil, probably +2 skill, +3 with an All Out Attack. That gives your typical barely-trained concealed carrier (default skill, defaulting to DX-4, with average DX 10, skill 9 on AoA) a decent chance of scoring a hit, and the slightly better trained one (1 point in Guns (Pistol), DX level of 10, 13 with AoA) will average 3 hits if he fires 6 rounds! With someone more capable, with a Professional level of Guns (Pistol) 12, Fast Firing, and a properly tricked out gun, a total skill of 15 all but guarantees a hit, and on average will score 5 hits! In the hands of a Gunslinger with a bit more skill and their permanent aim bonus, landing all 8 shots in a turn is quite possible.

http://www.stdgun.com/s333-volleyfire/

1 comment:

  1. Using Douglas Cole's formulas I get 1d-1 pi- and 40/800 for .22 WMR ball in short barrels. .22 WMR is a rifle round through and through and its powder is optimized for much longer barrels so the extra power isn't realized from wee little carry guns.

    One good thing is it's terribly hard to get ball ammo in .22 WMR around here. Hollow points should change the damage to a more respectable 1d-1(0.5) pi.

    Now that you've figured out the HCCB numbers... load it with shotshells! 277 pellets of #12 Pest per cartridge. 1d-5(0.2) pi- for 6/127 range. GO!

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