Use Rate of Size 5 Weapons
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- BFenix
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Use Rate of Size 5 Weapons
dudes, i made some BrikWars stats for my HellRaider Assault Mech, and its gatling cannons, being Size 5, require 15 Use each!
how can i overcome this problem? I thought of creating some sort of super pilot or mech pilot, having something like, 1d20+5 Skill, yet, only able to pilot mechs or cost high CP...
some help and suggestions plz!
how can i overcome this problem? I thought of creating some sort of super pilot or mech pilot, having something like, 1d20+5 Skill, yet, only able to pilot mechs or cost high CP...
some help and suggestions plz!
- Apollyon
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I came up with the same obscenely high use ratings when i made stats for my mech.
I gather you are using the pdf rules where it says the use rating for a ranged weapon is x times the weapon size?
That rule got changed apparently (or it was just a typo). Just have a look at the html version. There the use rating for a ranged gun is weaponsize + 2 resulting in a use rating of 7 in your case. That looks like you can actually hit something, right?
I gather you are using the pdf rules where it says the use rating for a ranged weapon is x times the weapon size?
That rule got changed apparently (or it was just a typo). Just have a look at the html version. There the use rating for a ranged gun is weaponsize + 2 resulting in a use rating of 7 in your case. That looks like you can actually hit something, right?
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- IVhorseman
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Big Guns are for hitting Big Targets, which are easier to hit.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
Yea, if you have a Size 5 gun, it's gonna deal 5d6 damage. You won't need something that deals that much damage to kill a motorcycle or something; that's for killing tanks which are size 8 or bigger usually. That means you get a +4 to use. That doesn't help much, but a 5d6 gun is a bit of overkill anyway. You could always scale it down.
- muffinman42
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Size ten guns are inacuate but they are normally used to take out space-frigates so it doesn't matter.
Guns that have a blast area or that are for takeing out grouped infrantry don't need acuracy either.
For me i use "targeting computers" which add 2D6 to the roll of the operator, OR I use multiple controls to beable to add the rolls of several minifigures up into a nice precise shot.
Guns that have a blast area or that are for takeing out grouped infrantry don't need acuracy either.
For me i use "targeting computers" which add 2D6 to the roll of the operator, OR I use multiple controls to beable to add the rolls of several minifigures up into a nice precise shot.
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Muffinman aka. second account of Tahthing. Not technically troll account, as it was made out of shame.
Muffinman aka. second account of Tahthing. Not technically troll account, as it was made out of shame.
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However, as someone already pointed out the rules now say Use WS+2, in the example with the AT-TE it'd make its size 7 gun Use 9 (7+2), wich is hard to use for a normal trooper but say he aims at a AT-ST and gets +5 for size - now it's veru doable.
This was news for me. I was thinking in the lines of targetingcomputers etc when it was Use WSx3, but now it won't be needed in my opinion. So anyway, good thing for me this thread showed up Now it's just a question of what's more fun, wild misses or bigger guns and more hits.
This was news for me. I was thinking in the lines of targetingcomputers etc when it was Use WSx3, but now it won't be needed in my opinion. So anyway, good thing for me this thread showed up Now it's just a question of what's more fun, wild misses or bigger guns and more hits.
- muffinman42
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I wish rayhawk would tell us of these rule changes.
Launcher is still x2 though, so all my heavy weapons (for one fraction of mine thats ALL weapons!)
Launchers are my favorite since ammo has to exist which when using explosive shells makes for some funny improvised weapons.
Launcher is still x2 though, so all my heavy weapons (for one fraction of mine thats ALL weapons!)
Launchers are my favorite since ammo has to exist which when using explosive shells makes for some funny improvised weapons.
Kerbal Rocketry(my youtube with actual videos on it!)
Muffinman aka. second account of Tahthing. Not technically troll account, as it was made out of shame.
Muffinman aka. second account of Tahthing. Not technically troll account, as it was made out of shame.
- BFenix
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well, those are great news!Apollyon wrote:I came up with the same obscenely high use ratings when I made stats for my mech.
I gather you are using the pdf rules where it says the use rating for a ranged weapon is x times the weapon size?
That rule got changed apparently (or it was just a typo). Just have a look at the html version. There the use rating for a ranged gun is weaponsize + 2 resulting in a use rating of 7 in your case. That looks like you can actually hit something, right?
- BFenix
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thats awesome and all but how about the rest? like damage, range and cost? they stay the same??Cakeman wrote:However, as someone already pointed out the rules now say Use WS+2, in the example with the AT-TE it'd make its size 7 gun Use 9 (7+2), wich is hard to use for a normal trooper but say he aims at a AT-ST and gets +5 for size - now it's veru doable.
This was news for me. I was thinking in the lines of targetingcomputers etc when it was Use WSx3, but now it won't be needed in my opinion. So anyway, good thing for me this thread showed up Now it's just a question of what's more fun, wild misses or bigger guns and more hits.
- IVhorseman
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He did.muffinman42 wrote:I wish rayhawk would tell us of these rule changes.
Besides, he apparently changes minor sections of the rules every lunch break when he's bored. I wouldn't want to keep on being notified every single lunch break, so I'm cool with it the way it is. Besides, he tells us when there's a big-ass change anyways.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.