#1
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Melee damage/Single target auto fire v1
A couple of basic questions from the V1 rules.
During play a few issues from my players... 1. One elite PC sneaks up on a sentry and jumps him, using his combat knife he does a specified head shot and hits..... he rolls 2d6 (average 7) and the sentry shouts 'ouch' and isnt dead! My thoughts for a solution is give the player an auto-kill if he has succeeded in surprise and hit? This situation aside - melee damage does seem a bit feeble tbh. 2. The players are being assaulted by a large group of NPCs whilst dug in - they have a PK and an M-60 with the rest armed with M-16s and the like. The V1 rules only allow 1 target per round whereas they should be cutting down considerably more - is there a good rule for this I can lift from another source? |
#2
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I beefed up the damage in my game by adding a D4 to unarmed Melee attacks, D6 to melee weapon attacks and using a D8 for firearms and explosives, but in that situation I would have allowed an auto kill as long as all appropriate skill checks were made.
As far as the auto fire goes I agree that it doesn't work overly well in game. I've found my players rearely use autofire, preferring to stick with single shots most of the time. I'd be very open to seeing good suppressive fire/autofire rules as well.
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Chuck Norris can kill two stones with one bird. |
#3
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With my homegrown rules for suppressive fire, the character can fire twice the listed RoF. No skill check is made, but each round downrange will hit a target on a 1 on a D4 at short range, a roll of 1 on a D6 hits at medium range, and a D8 is used at long range.
I don't know if this is effective, I haven't playtested that particular rule.
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Just because I'm on the side of angels doesn't mean I am one. |
#4
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Sounds like a reasonable system Wes. I'll try it in my next session if the opportunity comes up. I'll let you know how it goes, but my next session might not be for a while
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Chuck Norris can kill two stones with one bird. |
#5
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Quote:
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#6
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we use d12 for damage results and use optional rules for critical hits..
example: DAM 1 (9mm) 10% chance of critical hit(a critical hit means you loose every HP down to 0 and then take the rolled damage) double chance of critical damage for head/chest and abdomen DAM 4 (7.62mm N) 40% DAM 9 (12.7mm) 90% etc. http://thebigbookofwar.50megs.com/DOX/0-House%20rules/ chekc out melee damage rules 2,1
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The Big Book of War - Twilight 2000 Filedump Site Guns don't kill people,apes with guns do. Last edited by General Pain; 07-03-2009 at 02:53 AM. |
#7
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Weren't head hits double damage in v1?
I did prefer the autofire and quick-kill rules in V2.
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988. |
#8
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I think (and this is from my fuzzy memory of V1) head shots to NPCs are double damage.
PCs usually have very limited hit capacity to their head to begin with so doubling damage is a bit of an overkill IMHO.
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If it moves, shoot it, if not push it, if it still doesn't move, use explosives. Nothing happens in isolation - it's called "the butterfly effect" Mors ante pudorem |
#9
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That's the way I work it in my game.
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Chuck Norris can kill two stones with one bird. |
#10
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Quote:
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"It is better to be feared than loved" - Nicolo Machiavelli |
#11
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Well - confusing stuff, I guess it is just a matter of adding something that suits myself and my group for both problems.
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