feuer_faust wrote:Targeting System: +1 AP
This scope or sensor package attached directly to a weapon, or somewhere where it can see where the weapon is aimed. If a minifig or creation remains stationary to aim, it recieves a +2 to skill instead of +1.
*CRAZYHORSE* wrote:I don't really like the system for this in the 2005 rules. Mainly because if you wan't something between a weapon with size 1 and a weapon with size 2 you have to make up the stats your self (>.<) and also think there should be a grounds attack rule so that you could still shoot on smaller targets with a big gun. Because if someone is running and you'r in a tank you don't directly aim at the person but at the ground under his feet.
IVhorseman wrote:uh. crazyhorse. why would you want to get more specific than size one and two? it's set up like this for simplicity, since brikwars is by no means an exact science.
as for ground targeting, that's already incorporated into the system. if you miss, the shot lands a certain number of inches away. a size 3 explosive weapon does 3d10 damage, which affects units up to 6" away. your hit ratio suddenly goes up.
Gorchek wrote:You can add the full-auto rule for the gattling: by doubling the weapon's cost, you can cause extra damage based on how well you hit, or you can target everyone in a cone.
And if that's still not enough, you could add an extra rule: for each two barrels the weapon has, you add the base cost again, and you get a +1 to the skill roll (representing all the extra lead you can send in the area). Although, on cone fire, you might want to limit the skill bonus to just cancelling the penalities for firing in a cone.
So, the gattling on the front of the Striking Venon would be a size 1 full-auto weapon with 8 barrels, costing (3 + 3 for full-auto + 4*3 for extra barrels) 18 cp, and have a +4 to skill rolls for its attack.
IV wrote:i was also marginally dissapointed with the weapons included in 2005 brikwars, but the system is easily expanded upon.
one thing to note though, is that *most* weapons already fall into one of the different categories already given. the more specialized weapons are what there aren't rules pre-given for.
so far, the only specialized extra siege weapons i have are heavy MGs/miniguns, artillery, and flamethrowers. i only added these weapons because they did not previously fit into the weapon criteria.
generally, you don't want to be creating weapons unless you absolutely cannot fit it into some other category due to game mechanics. for example, the weapon type of "Missile" can be applied to actual missiles, or it can go to anything that would reasonably have similar range, and would make an explosive area-of-effect damage attack. this includes missiles, plasma blasts, pulse waves, large rocks that shatter into pieces and massive glass bottles, along with whatever else would behave similarly.
Users browsing this forum: Yahoo [Bot] and 1 guest