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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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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988. |
#2
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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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#3
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![]() Quote:
Last edited by swaghauler; 04-11-2016 at 09:09 PM. |
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