Close Quarters

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

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Close Quarters

Postby IX_Legion » Sat Jul 02, 2011 9:08 pm

Rules for fighting in confined spaces (tunnels, narrow hallways, spaceship corridors, etc.)

No melee weapons except hand weapons and spears/pikes may be used (and spears only in a straight advance--can't turn corners and attack).

All ranged weapons rifle size or larger have a -1 to hit mod when turning corners (extra time to bring weapon up and fire).

Carbine: use 3, range 8", dmag 1d6+1
Does not incur the penalty for going around corners like a rifle.

CP cost: probably 4, since it's between a rifle and a pistol.
This should be in the Rulebook somewhere:

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Postby Abaddon127 » Wed Sep 28, 2011 3:51 pm

I like it.
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Postby Ex_Bajir » Sat Oct 15, 2011 10:35 pm

What about bullpup rifles,which are typically shorter than the average rifle or carbine?
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