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Missile/Grenade launcher hit or miss rules

Posted: Thu Nov 19, 2009 1:50 pm
by mm233
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 6 (or higher) the missile or grenade hits dead on.
If he rolls lower, subtract the roll from 6 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).

Posted: Thu Nov 19, 2009 7:42 pm
by OneEye589
Uhm, there are already rules for this.

Posted: Thu Nov 19, 2009 8:05 pm
by mm233
yea, but isn't this more simple?

Posted: Thu Nov 19, 2009 8:19 pm
by Moronstudios
mm233 wrote:yea, but isn't this more simple?
No, what you are doing is giving the launcher a UR of 6, 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.

Posted: Thu Nov 19, 2009 8:22 pm
by OneEye589
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.

Posted: Fri Nov 20, 2009 10:42 am
by mm233
ok well i like mine better because then u can't make it hit were evr u want.
more randome! Yay :lol:

Posted: Fri Nov 20, 2009 11:44 am
by Arkbrik
Lol, you stole this from 40k.

Posted: Fri Nov 20, 2009 3:32 pm
by birdman
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.