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PostPosted: Thu Feb 18, 2010 8:24 pm
by spartan117
ya me and my friends fudge fudge fudge, ignor cp, half the time if a guy dies that we all wanted to live we just over look it

most of the time i base my damage off of 2001 rules like the troopers weapons(thats were i got 3d6+2 for a light saber) and i mean a impact rifle has like 2d6+3 or somthing so i said "well a halo assault rifle isint that good"

thats were im getting lots of my that a bad source?

PostPosted: Thu Feb 18, 2010 8:45 pm
by birdman
An Impact Rifle has 1d6+2.

PostPosted: Thu Feb 18, 2010 8:46 pm
by Ross_Varn
I used to run battles like that when I didn't understand skill. Everything either didn't kill you or did, no other way. They went a bit faster.

PostPosted: Thu Feb 18, 2010 9:29 pm
by OneEye589
stubby wrote:
Warhead wrote:Why roll for armour, you're only slowing things down. Hit = kill, no exceptions.

Yep.  That's the Cannon Fodder rule in a nutshell.

Heroes survive lightsaber attacks by using redshirts, not by having higher armor.  If he runs out of redshirts it's time for him to die.

Oh, neat.

But a beamsaber would have 1d6+2 according to chapter 3, so a Hero would survive a beamsaber attack because of his higher armor most of the time.

I was just thinking of a Jedi and a Sith being Heroes, going back and forth with lightsabers. If they're in a personal duel and they're equally skilled, a lightsaber of 2d6 would keep them going back and for for a couple turns until one of their parries didn't do enough.

PostPosted: Thu Feb 18, 2010 11:25 pm
by spartan117
no in the troopers arsenal the impact rifle has 2d6+2 and the gyro rifle has

1d6+3 (2001 rules)