#1
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Close Quarter Firefights
I am using 1st edition rules T2K - my group are fighting in the Red Star/Lone Star scenario which includes house to house fighting and some other close quarters stuff (wont spoil it for those who may not know the details).
My question is - how have GMs applied rules to show the lack of functionality of larger firearms in close quarters? SMGs and combat shotguns should excel here in infantry actions but the rules dont accomodate. My gut reaction is a simple skill minus for certain weapons. -20 CRM bulpup style -30 CRM battle/assault rifle -40 CRM anything larger Ideas guys? |
#2
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The other option would be a Coolness Under Fire modifier. -1 for bullpup, -2 for battle rifle... This would allow the character with the more handy weapon a better chance of getting off the first shot by increasing hesitations for those with bigger guns.
Slightly more advanced would be to have the players do a roll off v. Cool to see who gets the first shot in close quarters. Have the two adversaries roll a d10 with or without the above modifiers. Whoever beats theirs by the most gets the shot off first. The other only gets to fire after that is resolved even if they are both acting that phase. Ties mean simultaneous fire. |
#3
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Maybe an innitiative modifier? Folks with more compact weapons get a slight bonus and/or folks with longer/bulkier ones get a penalty. I also like the coolness under fire roll previously mentioned.
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#4
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How about a penalty for long arms? Alternatively, what about a separate skill set for close quarters rifle combat? The base can be 1/2 the CRM skill, perhaps.
Webstral |
#5
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Isn't this handled in v2.2 via Blk rating.
Could that not be adjusted/adapted to v1 (which i assume you're using)? |
#6
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Thanks for the ideas.
I have got but have never read or used v2.2 yet - I will look into it. As I said I am using 1st edition. Seems like otherwise using coolness or CRM skill is the way to go - both affect initiative effectively. |
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