#1
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Automatic fire and Grenades
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.
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"? 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? Happy to hear your interpretations of the rules or your house rules on these things.
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"Beep me if the apocolypse comes" - Buffy Sommers Last edited by kcdusk; 08-05-2013 at 03:38 AM. |
#2
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Quote:
Opponents have same initiative and both throw 1D6. Jim throws 6 and opponents throw 4 and 5. Jim fires first. He shoots two soviets (short range). For the first burst: Skill 4+ bonus for burst + 1 + 1d10= 7. He needs at least 6 to hit target. Result is 7 so two bullets hit the first opponent. Opponent dies. Second burst: Skill 4+ 1D10+ 1 bonus for burst 1 for recoil it is over his strength= 5 Jim misses his target. Now Player can shoot extra burst if he wants: Skill 4+ 1D10+ 1 bonus for burst 2 for recoil 1 extra action= 4 Jim misses target again. Opponent has same initiative and referee decides he can now shoot back even if Jim has won the initiative throw. Skill 4+ 1D10+ single shot no bonus 2 under intense fire= 8 Throw random location = he hits Jim in chest. Damage from 3d6 round is 12. Referee throws 11 with 1D20. Result is under 12 and Jim dies. Range and bonus for automatic fire: 1+ short range, + 0 for medium and long range fire, -1 for extreme range MG with bipod or tripod: 2+ for short range, no bonus for longer range, -1 for initiative. area fire from bipod and tripod: normal skill check for distance and use normal V2.0 rules for automatic fire. If player fails skill check burst dont hit target area. Area fire for smg:s and assault rifles -1 for skill check- use normal V 2.0 rules. |
#3
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Quote:
Quote:
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:
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. |
#4
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