IVhorseman wrote:sniper rifle's been done and is bumped to a UR of 5 and range of 15", and the sniping ability done for a specific unit type. but then again, these are your rules, not mine.
IVhorseman wrote:Heavy machinegun is something i've been trying to really nail good, but i want to decide on good autofire rules before i affirmatively decide. The way i want to see it done, is that it damages everything in a cone with some reasonable amount of damage (damage dealt depending on cone size: i'm thinking 1d10 - fingercone size). after that, any unit caught in a machinegun's fire for more than one turn is pinned by suppresive fire, and can only move at half speed, with no other actions besides crying. sounds pretty sick to me.
IVhorseman wrote:And finally the shotgun: i like the ability for multiple targets, but i've also been trying to come up with a system that shows the cone from a buckshot doing more damage close-up, and less damage from far away. keep in mind that a shotgun actually has MASSIVE range due to it's buckshot, but damage is inversely proportional to range.
IVhorseman wrote:doubletaking at massive 3d6 damage, i'm dropping it to 2d6. it then loses a point of damage for every inch away the target is, and UR drops stay the same. of course, this is all off the top of my head, and is based on absolutely nothing.
IVhorseman wrote:it becomes more or less innefective past 10". 2d6 minus ten on average is -2. but there's still the slight chance that it miracurously does massive damage, and at 18 inches away a -18 still yields a 4 or more. hooray critical success!
IVhorseman wrote:yeah but.... dude! crit success!
haha no, i know exactly what you mean though. you've probably got it as good as it's gonna get, but it still feels like something's missing.
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