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That is interesting......... Thanks.....
When I get around to the Atlantis Project ... that little tidbit will go in. |
#2
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Hmmm. I very much like Swag's first rule, will have to cogitate on the other two. Making a (smaller) body part +2 difficulty levels seems workable, with a compromise "aim high/aim low" option as well.
I tend to forget about Quick Kill, will have to re-read that RAW and think on it. To the original poster, I don't have 2.2 (only 2.1), but I was pretty sure a called shot was simply +1 difficulty level.
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My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988. |
#3
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Writer at The Vespers War - World War I equipment for v2.2 |
#4
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I view a rule like the Quick Kill as more of a "plot device" to be used by the sniper who has stalked his prey and takes a well-aimed precision shot from ambush or the would-be assassin who steps from the shadows and fires one round from a suppressed pistol into the back of his "mark's" head. These are the situations the Quick Kill should be used in and that's why I require BOTH an Aimed AND Called Shot for the Quick Kill rule to be used. I have modified my post to show this better because my original wording wasn't clear enough as to why I had included it in this posting (even after it was brought to my attention by one of my player's last night). In my defense, I had just finished a 14 hour day. One other thing I have been considering is the removal of Abdominal Shots from the Quick Kill Rule (which I believe is how it was originally posted in the Small Arms Guide). While the Abdomen contains a couple of major arteries and the genitals, it really doesn't contain an organ or nerve connection which will instantly "shut down" the body like the Head and Chest do. I will most likely limit Quick Kills to the Chest or Head in later games. The Aimed Shot Damage Modification is a "nod" to Jason my friend who is a Designated Marksman as well as my own experience in long range marksmanship. I wanted to encourage players to aim and I also wanted to model the "damage" that a well-placed round could inflict. This system was a good compromise that both Jason and I agree makes snipers much more dangerous. You can see Jason's influence in most of my sniper postings (just check out the "Sniper Shots" thread for more). I did have to specify that the damage on aimed shots only applies to aimed SINGLE SHOTS. Someone shooting an aimed burst is more concerned with reducing the dispersion of rounds from that burst than the precise placement of any given round in said burst. If you have any more questions, just ask me and I'll do my best to explain them. Last edited by swaghauler; 12-05-2016 at 11:43 AM. Reason: added my opinion on the Abdomen's vital areas and their effects with regards to the Quick kill rule. |
#5
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Rifle Scopes: Sniper rifles come with a
scope fitted to them. Any other rifle may have one fitted at additional cost by a gunsmith (they may not be initially acquired so equipped). The printed range on the combat tables (even for sniper rifles) is for the rifle without a scope. If a scope is mounted, add 15 to the printed range figure when conducting aimed shots. In addition, aimed shots at extreme range are conducted as if at long range for purposes of hit difficulty. Note that scopes have no effect on quick shots. For example, a rifle with a printed range of 75 and a scope would be treated, for purposes of aimed fire, as having a short range of 90 meters, a medium range of 180 meters, a long range of 360 meters, and an extreme range of 720 meters.
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************************************* Each day I encounter stupid people I keep wondering... is today when I get my first assault charge?? |
#6
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After yesterday's game session, I did indeed adopt the position that the Quick Kill will only be used on Chest and Head hits. I have modified my post accordingly.
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#8
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I use a similar system to yours. Rather than retype it, I'll just tell you to check it out by searching for kdusk's Thread Sniper Shots. I posted my system there.
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