Ricochets

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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Ricochets

Postby Legofighter » Mon Dec 19, 2011 7:44 pm

It already happened to everybody, and will happen again.
Armor exceding damage or skill not high enough is always frustrating. Usually, you just
say: the armor stopped it or you use the near miss rule.
Now, you have another more awesome way to solve it:RICOCHETS!

Example: Mike trooper fires at Justin's hero with a SMG. The poor 2(1d6) for damage doesn't beats Justin's armor of (2d6) 11 (6+4+1).
So Mike rolls for a ricochet(number of dices in the damage from the weapon):
1= no ricochet
Lower than Damage: No
Higher than Damage: Yes
6=ALWAYS WORK:CRITICAL SUCCESS(Mike may choose where it goes)

If it succeeds but is not a 6, you roll to see where it goes:
1 or 2: comes back toward the shooter (or near him)
3: goes left (from shooter point of view
4: goes right
5 or 6: continues forward, with a slight (less than 1 fingercone) change to the course

That's it!

Hope you'll enjoy it.
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Re: Ricochets

Postby OneEye589 » Mon Dec 19, 2011 8:03 pm

Technically you could say missed shots in the regular rulebook are like ricochets. If you don't break through the armor, it bounces off and hits something else close-by.
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Re: Ricochets

Postby mgb519 » Mon Dec 19, 2011 9:44 pm

Technically, there's already rules for this in 2001 edition.
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Re: Ricochets

Postby Ross_Varn » Mon Dec 19, 2011 11:23 pm

Technically? Fudge it.
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Re: Ricochets

Postby Legofighter » Tue Dec 20, 2011 8:28 am

This is just a way to make it more hazardous, to make it feel a bit more interesting, since I know we could fudge everything

I already tested it in some of my battles, it's really fun, and sometimes awesome :csi:  :sparta:
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Re: Ricochets

Postby IX_Legion » Fri Dec 30, 2011 11:02 am

Unless there was a bunch of guys standing where they would be likely to get hit, I don't think it would be worth the time. If you like it, go ahead and use it, though.
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