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#1
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So, instead of going to bed, I'm still looking at the v2 Infantry Weapons book. The M231, the SMG that everyone sneers at, actually has better burst control (not much) than the full-size M16A2. Does that seem right to you?
Anyway, yeah, I'm getting close to some house-ruling or even rules-set swapping. I will certainly be switching to a more active Initiative system at this week's table. After the summer campaign is over, I will canvass some local gamers for some one-shot experiments in alternate rules. Part of my dislike is my Gamer ADD kicking in, wanting to play other stuff, too.
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988. |
#2
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![]() Quote:
Kevlar is great stuff, but against spears, arrows, bolts and the like, it's nearly useless (only soaks up the first two points of damage, not dice). This might get you thinking about other ways to deal with the autofire - recoil issue: http://forum.juhlin.com/showpost.php...1&postcount=49
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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 Last edited by Legbreaker; 07-23-2012 at 11:56 PM. |
#3
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From TWL 2013....
Burst Fire Some firearms – typically submachine guns, assault rifles, and machine guns – are capable of firing more than one round with each trigger pull. The Reflex System treats all such capabilities as burst fire. A weapon that a character can fire in this manner is designated with a “B#” notation in its Rate of Fire trait. The “#” is the number of rounds the weapon fires with each burst (e.g. “B3” indicates that the weapon fires three-round bursts). A burst can be applied to any hip, snap, or aimed shot. When a character fires a burst rather than a single round, the additional volume of lead he’s sending downrange increases his chances of hitting the target. A burst attack receives a bonus equal to the number of additional rounds being fired (e.g. a three-round burst provides a +2 bonus). When a burst fire attack hits, it’s possible that more than one round strikes the target. Roll a number of d6s equal to the number of additional rounds being fired. Every die result of 1 indicates another hit on the same hit location that the first round struck. Every die result of 2 or 3 indicates another hit on a randomlydetermined hit location. Every die result of 4 through 6 is a clean miss. Each additional round that hits uses the attack’s overall margin of success for damage resolution. Example: Matt makes a burst attack with his AK-47, which has a Rate of Fire of B4. He’s firing a four-round burst, so he receives a +3 bonus. Matt’s attack succeeds, so he rolls for hit location for the first round, then rolls 3d6. The dice come up 1, 3, and 4. Matt hits the target with two additional rounds: one in the same location as the first, and another in a randomly-determined location. The fourth bullet misses entirely. Matt marks off four rounds from his magazine. A burst always expends a number of rounds equal to those being fired – bullets don’t magically multiply. For example, a four round burst always consumes four rounds. If a weapon doesn’t have enough ammunition remaining for a full burst, the burst empties the weapon and is resolved with the actual number of rounds fired. Thus, if a character uses a weapon with a B5 rate of fire to fire a burst, but the weapon only has three rounds remaining, the resulting attack is treated as if the weapon had only a B3 rate of fire. Recoil All firearms are subject to recoil, the momentum that the explosion of a cartridge’s propellant imparts to the gun. For the shooter, the primary effect of recoil is to jerk the gun off-target, which makes rapid subsequent shots more difficult. Any weapon with a Recoil value is subject to the following rules. Single Shots Every time a character makes an attack with a firearm, compare the gun’s Recoil to the shooter’s Muscle. If Recoil exceeds Muscle, the character’s next action suffers a penalty equal to the difference. This applies only if the next action is a hip shot or snap shot with the same weapon. Example: Matt has Muscle 9. As his first action of this exchange of fire, he fires an aimed shot with a .300 Winchester Magnum hunting rifle (Recoil 13). This attack suffers no penalty. Matt then makes a second attack, this one a snap shot. The second attack is subject to a recoil penalty of –4 (the difference between Matt’s Muscle and the weapon’s Recoil). Matt reloads, then makes a third attack, again a snap shot. Because of the intervening action between the second and third attack, the third attack suffers no recoil penalty. Burst Fire Any attack using burst fire is subject to recoil. Even the slowest-firing automatic weapon has a cyclic rate high enough to unleash the second bullet before the shooter can compensate for the recoil of the first. When a character fires a burst attack, add the number of rounds in the burst to the weapon’s Recoil value. If this modified Recoil exceeds the shooter’s Muscle, the attack suffers a penalty equal to the difference. This is in addition to any effect the weapon’s modified Recoil has on any following attack. Example: Matt returns to using his trusty AK-47. His Strength of 9 exceeds the weapon’s Recoil of 7, so he suffers no recoil penalty for single shots. However, if he fires a four-round burst, the AK- 47’s modified Recoil value will be 11, so he will suffer a –2 penalty (the difference between his Muscle and the weapon’s burst Recoil). Copyright © 2008 by 93 Games Studio. All rights reserved. Printed in Canada. Except for the purposes of reviews, reproduction without the written permission of 93 Games Studio is expressly forbidden. No part of this publication may be reproduced, by any form or by any means, without the prior written permission of 93 Games Studio. Character sheets and other game aids contained in this book may be reproduced for personal use. All characters, names, places and text herein are copyright by 93 Games Studio. Twilight: 2013 is based on Twilight: 2000 by Game Designers’ Workshop, and is published under license. The mention of or reference to any companyor product in this product is not a challenge to any trademark or copyright concerned.
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************************************* Each day I encounter stupid people I keep wondering... is today when I get my first assault charge?? |
#4
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![]() Quote:
And as far as my gamer ADD, what I meant was that I'm wondering about running in other game systems that I've not explored in T2k action, such as Mongoose Traveller or Savage Worlds. Both have autofire rules that seem worth experimentation.
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988. |
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