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Old 10-12-2017, 01:44 PM
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I thought they were rifle grenade roles in v2.
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Old 10-21-2017, 09:29 PM
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I was looking through the Merc: 2000 book and while it lists a grappling hook, it is hand thrown and the rules are very basic. It counts as a 2kg object for the purposes of throwing (because it has rope attached, thus making it 2kg instead of 1kg). Based on that I figured the closest rifle grenade type weapon would be the 140mm RAW listed in the main book but there doesn't seem to be any special rules associated with that, it's treated as a normal rifle grenade.

Which leads me to the conclusion that, barring any alternate rules we might come up with, the only way the "normal" rules would handle a harpoon gun is to treat it like a grenade launcher with some attention paid to the attached rope (perhaps making the task resolution another stage more difficult?)
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Old 10-22-2017, 09:23 AM
.45cultist .45cultist is offline
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Quote:
Originally Posted by StainlessSteelCynic View Post
I was looking through the Merc: 2000 book and while it lists a grappling hook, it is hand thrown and the rules are very basic. It counts as a 2kg object for the purposes of throwing (because it has rope attached, thus making it 2kg instead of 1kg). Based on that I figured the closest rifle grenade type weapon would be the 140mm RAW listed in the main book but there doesn't seem to be any special rules associated with that, it's treated as a normal rifle grenade.

Which leads me to the conclusion that, barring any alternate rules we might come up with, the only way the "normal" rules would handle a harpoon gun is to treat it like a grenade launcher with some attention paid to the attached rope (perhaps making the task resolution another stage more difficult?)
I was going for basic range and damage then use then figure the line ranges.
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Old 10-22-2017, 10:11 AM
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Sorry that that's not much help
I couldn't see anything in the books that even comes close to replicating any sort of line-thrower or harpoon gun. Even the one thing I thought would certainly have some kind of special rule, the 140mm RAW, is treated as basically a rifle grenade and thus comes under Heavy Weapons skill and the usual indirect fire deviation rules etc. etc.
Nothing there seems to come close to usable for working out game specifics for the particular characteristics of a line-thrower/harpoon gun.
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Old 10-22-2017, 10:58 AM
.45cultist .45cultist is offline
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Quote:
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Sorry that that's not much help
I couldn't see anything in the books that even comes close to replicating any sort of line-thrower or harpoon gun. Even the one thing I thought would certainly have some kind of special rule, the 140mm RAW, is treated as basically a rifle grenade and thus comes under Heavy Weapons skill and the usual indirect fire deviation rules etc. etc.
Nothing there seems to come close to usable for working out game specifics for the particular characteristics of a line-thrower/harpoon gun.
I think crossbow when using harpoons, carbine with normal .38 special ammo.
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Old 10-22-2017, 12:35 PM
mpipes mpipes is offline
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I think Merc:2000 had a line thrower in the equipment lists.
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Old 10-22-2017, 01:37 PM
swaghauler swaghauler is offline
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Default "Stating" Short-Ranged Weapons

I saw this post and thought you might like the method I used to deal with weapons that have very short ranges but need to use the 4 range bands in Twilight2000 in combat. I use this system for the following weapons/attacks:

1) Lobbed Weapons: Such weapons include hand grenades and thrown nets.
2) Thrown Weapons: Includes knives, tomahawks, javelins, fine china and other "direct fire" thrown weapons. It also includes directly thrown grenades (in order to hit windows or doorways).
3) Projected RIFLE grenades (but not grenade launchers), shotguns firing "beanbag" rounds and grapple guns.
4) Tasers
5) Blowguns
6) Flamethrowers

All of these weapons have very short ranges but need to use the range bands in combat.

To do the ranges, you just divide the weapon's maximum range by 4 to get Short Range. You then ADD the range bands INSTEAD of doubling them. To differentiate an ADDED Range from a DOUBLED Range, I always put an added range band in brackets like so... [#]. This way everyone knows to ADD those range bands.
For an example; an Energa Rifle Grenade with a maximum range of 120 meters would have a [30m] Short Range, [60m] Medium Range, [90m] Long Range, and a [120m] Extreme Range. A TASER would be [2m],[4m],[6m],[8m] in use. On the ID card, Ranges would just be written [30m] or [2m] with the understanding that you add additional Range Bands.

So your Greener with a maximum range of approximately 30 meters (I would increase it to 32m for ease of division) would have a Short Range of [8m], a Medium Range of [16m], a Long Range of [24m], and an Extreme Range of [32m]. The .38 blank it uses SEEMS to be identical to the cartridges used to fire howitzers.

You could also equip them with the single-shot 12 gauge line launching shotgun that the Navy uses on their ships. It has ranges of [25m], [50m], [75m], and [100m] and can fire signal flares and even standard shotgun rounds when the line launcher is unscrewed from the gun.
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Old 10-22-2017, 07:52 PM
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Quote:
Originally Posted by mpipes View Post
I think Merc:2000 had a line thrower in the equipment lists.
I had a look through the M2k book and there was nothing in there.
However... I completely forgot to check the Special Operations book - so thanks for the prompt!

Just checked, there's nothing in the SpecOps book either
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