multi-payload weapons
Moderators: Pwnerade, IVhorseman
Yes, the rules may not allow for it but that is a fault of the mechanics of the game not the confines of imagination or genre. There are set (in fictional terms - novels, films and RPG's to name but a few examples) precedence for weapon systems that can be used against multiple targets, you therefore can't expect people to sit back and be content with less when playing their favourite game. They could/will developed their own rules, based on the rules already in existence. So what's the problem?
- IVhorseman
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Dual-wielding, while awesome, requires you to spend another CP point to reflect the user's awesomeness. Of course, it's only really an issue if you actually worry about CP.Chapter 7.4.1 wrote:As with minifigs, a Creature with a standard Mind has one Action per turn and can attack with one ranged weapon or two melee weapons.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
No, Duh...
I'm talking about an X-wing, where there are four identical weapons that are physically incapable of being fired at more than one target. Or what about "Quad" weapons like on the Millenium Falcon?
You have been destroyed, wiped out, and disintegrated. Defeat is imminent.
Those weapons are all fired from the same set of controls, so it would be akin to firing off a paired set of identical weapons:
To create the weapons you would have to pay for each one separately. For easiness, let's just say now that they are the weapons from an X-Wing (so four lazers) and each one is a 2d6 damage. You would pay for each one separately, the cost of FOUR 2d6 weapons.
When you are firing all of these, you press only one button and they all fire simultaneously (for sake of argument. They actually fire in a pattern, but in Brikwars it would be considered all at once) and you don't have to press an individual button for each. This pushing of ONE button is one action, as it fires one TYPE of weapon all connected to the same controls. You would not be able to fire these lazers and THEN fire a proton torpedo, as they are two different sets of controls and two different weapons.
You are only able to attack one target with all four of these shots and all of them must be able to hit (not blocked by anything and all within range). When you roll, you roll the Use Rating for EACH of the lazers, so you would have to roll 4 Skill Rolls at once. However many you make hit. If you succeed on 3 out of the 4, you have hit with THREE of the lazers and would deal 2d6 times 3, or 6d6 damage.
The missed shots do have a chance of hitting another target. Just treat any missed shots as a regular Missed Shot and deal with it accordingly.
I'm pretty sure you brought this up in another thread about CP cost as well, so I'll just go through the whole process, creation through firing....an Operator can use its Action to control one (and only one) System on a Creation, against a single target...
...Ranged Weapons: firing a single weapon, or a paired set of identical weapons, at a single target...
To create the weapons you would have to pay for each one separately. For easiness, let's just say now that they are the weapons from an X-Wing (so four lazers) and each one is a 2d6 damage. You would pay for each one separately, the cost of FOUR 2d6 weapons.
When you are firing all of these, you press only one button and they all fire simultaneously (for sake of argument. They actually fire in a pattern, but in Brikwars it would be considered all at once) and you don't have to press an individual button for each. This pushing of ONE button is one action, as it fires one TYPE of weapon all connected to the same controls. You would not be able to fire these lazers and THEN fire a proton torpedo, as they are two different sets of controls and two different weapons.
You are only able to attack one target with all four of these shots and all of them must be able to hit (not blocked by anything and all within range). When you roll, you roll the Use Rating for EACH of the lazers, so you would have to roll 4 Skill Rolls at once. However many you make hit. If you succeed on 3 out of the 4, you have hit with THREE of the lazers and would deal 2d6 times 3, or 6d6 damage.
The missed shots do have a chance of hitting another target. Just treat any missed shots as a regular Missed Shot and deal with it accordingly.
- IVhorseman
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Because you just KNOW you're going to get someone to come in and go "HURRR 20 IDENTICAL SIZE 12 GUNS FIRE AT ONCE" and ruin the game.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
On Warhead's creation there are 10 guns that would count as "paired" in my book. The rest, besides the one on top, are just in pairs of two. The pilot would only be able to shoot once a turn with one kind of weapon, though I'm not sure why he wouldn't fire with the 10 identical guns every time for a nice 20d6.
Whether this is a spaceship or not, I think you're just a LITTLE past the limit on weapons, Warhead
Whether this is a spaceship or not, I think you're just a LITTLE past the limit on weapons, Warhead
Every time someone says there are too many guns, a gun bunny dies.
<a href="http://media.photobucket.com/image/gun babe lol/dcgiltner/girls-with-guns-00.jpg?o=1" target="_blank"><img src="http://i566.photobucket.com/albums/ss10 ... uns-00.jpg" border="0"></a>
The Turret mounted Plasma Pulse Cannon, the twin linked Plasma Cannons and Ion Cannon below them are all capital ship class weapons. The Ion Cannon pass through most shields and cut through armour too while the Plasma style weapons use massive brute force. The Pulse Weapon if it hits, hits with a pulse of attacks (x1D6 separate hits to the location hit, good for depleting shields) The ten Laser Cannon and eight Blasters are for everything else. Yeah, this is as illegal as I could make it.
<a href="http://media.photobucket.com/image/gun babe lol/dcgiltner/girls-with-guns-00.jpg?o=1" target="_blank"><img src="http://i566.photobucket.com/albums/ss10 ... uns-00.jpg" border="0"></a>
The Turret mounted Plasma Pulse Cannon, the twin linked Plasma Cannons and Ion Cannon below them are all capital ship class weapons. The Ion Cannon pass through most shields and cut through armour too while the Plasma style weapons use massive brute force. The Pulse Weapon if it hits, hits with a pulse of attacks (x1D6 separate hits to the location hit, good for depleting shields) The ten Laser Cannon and eight Blasters are for everything else. Yeah, this is as illegal as I could make it.
- Strana
- Dimmy
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a way to solve everything is build a computer core with the necessary upgrades to handle the weapons, and thier use on targets.
also the rule of fudge
also the rule of fudge
DARN
Heavy Destroyer Class Carrier Hybrid HODGEPODGE
# odds and ends: a motley assortment of things
# patchwork: a theory or argument made up of miscellaneous or incongruous ideas
Heavy Destroyer Class Carrier Hybrid HODGEPODGE
# odds and ends: a motley assortment of things
# patchwork: a theory or argument made up of miscellaneous or incongruous ideas
- Strana
- Dimmy
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actually on my standard frigate there are four class VI on one turret so i consider them a quadlinked gun, since there all on a turret wich is controoled through all the same systems, ie elavation and directionOneEye589 wrote:I think that's the usual situation. Two machine guns on either side, two rocket pods on either side; it's not very often that you have 3 or more of the same type of weapon with the same controls.
also i built a lancer frigate with a class XXI gun. + other stuff maunly 2 twin class II guns for fighter defense
DARN
Heavy Destroyer Class Carrier Hybrid HODGEPODGE
# odds and ends: a motley assortment of things
# patchwork: a theory or argument made up of miscellaneous or incongruous ideas
Heavy Destroyer Class Carrier Hybrid HODGEPODGE
# odds and ends: a motley assortment of things
# patchwork: a theory or argument made up of miscellaneous or incongruous ideas