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Close Quarters

Posted: Sat Jul 02, 2011 9:08 pm
by IX_Legion
Rules for fighting in confined spaces (tunnels, narrow hallways, spaceship corridors, etc.)

No melee weapons except hand weapons and spears/pikes may be used (and spears only in a straight advance--can't turn corners and attack).

All ranged weapons rifle size or larger have a -1 to hit mod when turning corners (extra time to bring weapon up and fire).

Carbine: use 3, range 8", dmag 1d6+1
Does not incur the penalty for going around corners like a rifle.

CP cost: probably 4, since it's between a rifle and a pistol.

Posted: Wed Sep 28, 2011 3:51 pm
by Abaddon127
I like it.

Posted: Sat Oct 15, 2011 10:35 pm
by Ex_Bajir
What about bullpup rifles,which are typically shorter than the average rifle or carbine?