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#1
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According to 2.0/2.2, a character carrying less than their Load Capacity can run 100 metres in a little over 16 seconds.
The world record for the 100 metres is less than 10 seconds. Also 2.0 does not allow for initiatives of better than 6. I think the speed as listed isn't too bad when you consider it's unlikely for anyone who wants to live longer than a few heartbeats to expose themselves for very long. Therefore short bursts are far more likely. Adrenaline also tends to be pumping lending a hand to the running character.... Note that 2.2 allows for extra actions for initiative 5 and above. As double movement puts a character in the sub world record category, even when loaded with say 30kgs of weapons and gear, restricting to only one phase of movement is obviously the best choice. This issue is actually covered in 2.2 on page 195. Quote:
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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 |
#2
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I've been doing a lot of soul searching, trying out variations in house-rules, and even played a few encounters using gunmaster just to see how it flows - here is what I'm thinking now:
Some remarks:
e.g. an Init 3 character would get to act at count 3 and maybe count 1. For an even fight, and not being shot at he would get to act again on a 1d6 roll of 1, 2 or 3. If getting shot at (+1 TL) on a 1,2. Shot at by automatic fire with 2x10 rnd bursts the TL would be 1+2 = 3, i.e. the character is too suppressed to act a second time. e.g. a Init 7 character (one guy in my campaign), would always get to act twice in most situations even when getting fired at (TL 1). If behind cover and getting shot at by automatic fire with bullets striking the cover (i.e. would have hit him if the locations were not behind cover) the TL would be 1+1+1 = 3, so he'll get a 2nd action on a 1d6 roll of 1,2,3,4. By putting fire on individual soldiers you are guaranteed to give them at least TL 1 - this reduces their chance of getting a 2nd action and allows you to manoeuvre etc with a bit more of a tactical feel. Because characters may now act twice per turn, the ROF of the weapons (in 2.2) are effectively doubled, bringing them up to what the real world ROFs would be (if the characters are burning ammo with 5 auto bursts per action!!) Tactical Considerations:
Basic Considerations:
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Thread | Thread Starter | Forum | Replies | Last Post |
Thinking about White Eagle | Adm.Lee | Twilight 2000 Forum | 2 | 09-18-2008 11:11 AM |