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Old 04-03-2016, 04:01 PM
Adm.Lee Adm.Lee is offline
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Default Rule from another game

I forgot until now that I am dragging in some of the autofire rule from Savage Worlds into my v1 convention games. As we know, no one likes the "3 real bullets = 1 game shot", so I tinkered a little.

If a character fires 1 bullet, they get to roll to hit as normal, but will only score the Damage rating in d6 for damage. Thus, an M16 hit would roll 3d6, period.

If a character fires 3 shots (the in-game "shot"), they roll as normal, but score damage as per Rules As Written (RAW). They can do this a number of times = in-game ROF. This applies to any weapon with an ROF number, I think.

If they fire "full-auto", they mark off 5 shots per ROF number, and can indicate a zone that they are spraying. When I use 8-meter hexes, it's a number of hexes equal to ROF. Every target in that area rolls 1d6 against their Coolness Under Fire: under = they go prone or behind cover and take a hesitation, over = they can act as normal. Any roll of 1 on that d6 results in a hit, damage per RAW. So, that same M16 can cover 3 hexes when burning half of a 30-round magazine.
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Old 04-06-2016, 11:08 PM
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Blink_Dog Blink_Dog is offline
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Interesting solution to the shot conundrum by lowering the damage of an individual round.

I'm currently working on a re-work of 1st edition and have decided to keep the 3 round = shot mechanic for typical combatants and this can be changed if the character purchases (either with skill points or xp) special qualifications. You can also gain more effective range and gain other abilities with specific weapons.
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Old 04-11-2016, 08:23 PM
swaghauler swaghauler is offline
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Quote:
Originally Posted by Adm.Lee View Post
I forgot until now that I am dragging in some of the autofire rule from Savage Worlds into my v1 convention games. As we know, no one likes the "3 real bullets = 1 game shot", so I tinkered a little.

If a character fires 1 bullet, they get to roll to hit as normal, but will only score the Damage rating in d6 for damage. Thus, an M16 hit would roll 3d6, period.

If a character fires 3 shots (the in-game "shot"), they roll as normal, but score damage as per Rules As Written (RAW). They can do this a number of times = in-game ROF. This applies to any weapon with an ROF number, I think.

If they fire "full-auto", they mark off 5 shots per ROF number, and can indicate a zone that they are spraying. When I use 8-meter hexes, it's a number of hexes equal to ROF. Every target in that area rolls 1d6 against their Coolness Under Fire: under = they go prone or behind cover and take a hesitation, over = they can act as normal. Any roll of 1 on that d6 results in a hit, damage per RAW. So, that same M16 can cover 3 hexes when burning half of a 30-round magazine.
I still think you'd be better off just using the actual skill chance divided by 10 (for example, 54% chance becomes a 5) and roll a number of dice (D10 & D20) equal to the weapon's Cyclic Rate divided by 100 (ie a cyclic rate of 600 rounds per minute equals a ROF of 6). It can be done very fast and properly represents the rates of fire for different weapons in the game. Roll under the number on 1D10 and you get a hit. For "Grazing Fire" you divide the burst in half and round down (the 6 ROF burst above could affect 3 meters). This is the number of meters (or targets) you can shoot with a single burst in Grazing Fire. Grazing fire is ONE LEVEL MORE DIFFICULT THAN A REGULAR BURST (ie DIF if your chance was AVE). Grazing Fire wastes a great deal of ammo, but it does allow the attack of multiple opponents with a single burst.

Last edited by swaghauler; 04-11-2016 at 09:09 PM.
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