Missile/Grenade launcher hit or miss rules

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are these good rules?

yes
2
33%
no
4
67%
 
Total votes : 6

Missile/Grenade launcher hit or miss rules

Postby mm233 » Thu Nov 19, 2009 1:50 pm

These are my rules for near-miss missile/grenade launchers.

    First of all, the mini-fig must roll a skill roll to begin the process.
If the mini-fig rolls a 69 (or higher) the missile or grenade hits dead on.
If he rolls lower, subtract the roll from 69 and thats how many inches away the missile or grenade hits.
To figure what it hits away from original target, roll a Directional dye(see my avatar).
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Postby OneEye589 » Thu Nov 19, 2009 7:42 pm

Uhm, there are already rules for this.
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Postby mm233 » Thu Nov 19, 2009 8:05 pm

yea, but isn't this more simple?
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Postby Moronstudios » Thu Nov 19, 2009 8:19 pm

mm233 wrote:yea, but isn't this more simple?

No, what you are doing is giving the launcher a UR of 69, and have randomness (direction dice) decide where the rocket lands instead of the player of the intended target.

So it is the exact same system, with a slight change. It is not more simple, but it isn't more complex either.
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Postby OneEye589 » Thu Nov 19, 2009 8:22 pm

All you do for the regular way is to take the difference and it's that far away in any direction the player chooses. Easy-peasey.
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Postby mm233 » Fri Nov 20, 2009 10:42 am

ok well i like mine better because then u can't make it hit were evr u want.
more randome! Yay :lol:
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Postby Arkbrik » Fri Nov 20, 2009 11:44 am

Lol, you stole this from 40k.
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Postby birdman » Fri Nov 20, 2009 3:32 pm

mm233 wrote:ok well I like mine better because then u can't make it hit were evr u want.
more randome! Yay :lol:


>Implying that highly trained professionals are incapable of aiming their weapons to within 10 feet of someone.
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