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Old 08-06-2013, 09:59 AM
Adm.Lee Adm.Lee is offline
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Join Date: Sep 2008
Location: Columbus, OH
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Quote:
Originally Posted by kcdusk View Post
I thought there'd been some threads on this in the past, I've done some searches but couldnt find the Q&As i was after. Sorry if the questions seem repetitive, both situations are something i'm looking to firm up and get some consistency for my own game rules.
I'm not much of a house-ruler. I also don't have my books to hand, so am writing off the cuff.

Quote:
1. How do you handle automatic fire against targets?
Under V2.2 if a weapon has a ROF of 5, then it can fire 5 bursts of 5 bullets each for a total of 25 rounds. Do you roll 25 to hit dice? Do you roll to hit 5 times and adjust the damage for hits? Are you rolling for each person in the "danger zone corridor"?
Yes, in theory, you roll 25 to-hit dice. Given the stats of the guy above (skill 4 + Str 5, Burst Recoil 5):
1 burst would roll 5 dice
firing 2 bursts would roll 5 dice (10 recoil - 5 Str = 5 lost shots)
firing 3 bursts would roll 5 dice (15-5 = 10 lost shots)
firing 4 bursts would roll 5 dice (20-5 = 15)
firing 5 bursts would roll 5 dice (25-5 = 20)

His to-hit target is (str+skill)/8, so a 1 on a d20. Half of the 5 that are rolled are applied to the DZ targets.

Jim, with an auto-weapon, is only gonna waste a lot of bullets. Get him a rifle with a lower Recoil #, or keep him to short bursts only.

Quote:
2. How do you handle hand grenades?
Does the player nominate a target point, then roll to hit?
Hit or miss (after determining where the grenade lands) how do you determine damage? Knockdown? Stun? Anything else?
Yep, roll to hit a spot on the map.
I roll for fragments to hit first, then apply that damage and burst effect together to determine knockdown and the like.
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988.
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