Rocket ammunition.

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OneEye589
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Rocket ammunition.

Post by OneEye589 » Tue Jan 06, 2009 12:58 am

Okay, so I know the whole "You have to buy one rocket for every time you want to fire one" rule. Do any of you guys who actually use CP have any home-brew rules around this so you can have a fair number of CP and not have a limit on your shots with rockets?

Thanks you in advance.

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Post by IVhorseman » Tue Jan 06, 2009 2:11 am

I was tossing about an idea for a rocket soldier (I called him the Rocketier) who could produce and load a rocket during a turn instead of attacking, thus letting him pump out a rocket every other turn. I of course never dabble with CP, so never came up with a CP cost, but that's more or less how my homerules work on the matter.

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Post by Theblackdog » Tue Jan 06, 2009 7:34 am

I had the idea of an Ammo Pack which produces a steady stream of rocket/grenade reloads. MKI ammo packs can be carried as backpacks, and larger ammo packs can be located throughout the battlefield and usable by either side or carried by support vehicles in place of weaponry. Of course, I'm too lazy to implement this, so it usually ends up being "infantry weapons have unlimited ammo, vehicle weapons have limited ammo". I don't really think that giving MKI rockets unlimited ammo is a bad idea, but with larger explosive weapons it's best to limit their use.
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Post by OneEye589 » Tue Jan 06, 2009 10:48 am

Okay, thanks guys.

I guess I'll try to work off of IVHorseman's idea. I was thinking of one for tanks and explosive weapons on vehicles. The "wait one round to reload" sounds like a good plan. I will try to come up with a reasonable CP cost for this.

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Post by RagnarokRose » Tue Jan 06, 2009 11:20 am

I think it is from the 2001 rules, where everything had to be there in order for it to work, so for rockets, i just set a number of briks of to the side of the battlefield saying how many explosives i have. Then i reuse the same 2 or 3 a bunch of times, taking away a brik for every explosion.
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Post by OneEye589 » Tue Jan 06, 2009 1:01 pm

Yea, that's what I do now, but I want something that has unlimited ammunition, but still fair CP-wise. Think about a video game and how they deal with it. When you are in first person with a rocket launcher you need the ammunition. When you hop in a tank you can shoot the cannon as many times as you want until it dies and it never runs out. That's what I want rules for.

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Post by pesgores » Tue Jan 06, 2009 2:47 pm

Well, you can excuse yourself by saying "rockets explode" and use the old one as the new one.
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Post by IVhorseman » Tue Jan 06, 2009 4:51 pm

Wait, I thought that vehicle explosive weapons had unlimited ammo? I always said the OPPOSITE of what blackdog said, going for "infantry explosives need ammo while vehicle ones don't".

Let me go read up on the rules to go confirm this.

EDIT: oh huh, i see the problem now. On ranged weapons for vehicles, it says "rocket". I always considered that to just mean any type of weapon that shoots explosives, whereas you guys are (probably more correctly) using it to refer to an actual rocket. The only real difference here is that while a weapon that shoots explosives doesn't need to be replaced after fired, a rocket does.

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Post by OneEye589 » Wed Jan 07, 2009 12:13 am

IVhorseman wrote:oh huh, i see the problem now. On ranged weapons for vehicles, it says "rocket". I always considered that to just mean any type of weapon that shoots explosives, whereas you guys are (probably more correctly) using it to refer to an actual rocket. The only real difference here is that while a weapon that shoots explosives doesn't need to be replaced after fired, a rocket does.
Correct. I had to read through it a few times, but I finally came to the conclusion that you had to buy each individual shot if it was explosive no matter what. If you had a tank you would have to pay the CP cost for the actual gun (or as in the rules the "launcher") and then for each shot you want to take you have to pay for a "rocket". If you wanted to fire 5 rockets the entire game you would have to pay the CP for each one:
The Launcher
Rocket #1
Rocket #2
Rocket #3
Rocket #4
Rocket #5

What I'm trying to do is to make a rule where your launcher can fire an unlimited amount of shots (with a penalty of course) for one CP cost of the launcher and the rocket together.

IVHorseman's idea of being able to shoot every other round is good, I like that. That would effectively cut whatever cost it would be in half. Maybe making the weapon size one category smaller for the damage and range and keeping it the same for the use and CP cost would work as well?

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Post by Arkbrik » Wed Jan 07, 2009 5:26 am

An easy way is to estimate how many rockets a rocket dude could fire in a battle before he gets killed, and then pay the CP for those.

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Post by Theblackdog » Wed Jan 07, 2009 7:20 am

I don't count the launcher as a cost. The *most* expensive type of rocket launcher is simply a metal tube; that's such a tiny expense that there's no real need to count it.
My house rules don't differentiate between Mass Drivers (artillery-type indirect fire weapons) and grenade/bomb launchers. A Grenade Launcher is a mass driver in direct fire mode; it gets a skill bonus because the round is fired straight at the target instead of in an arc.
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Post by Gorchek » Wed Jan 07, 2009 11:48 am

Unless your games are really long (and your guns really hard to destroy), paying triple the cost of the standard ammo would probably be fair enough.
Or you could pay double the cost, but run out on a critical failure.

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Post by Theblackdog » Wed Jan 07, 2009 4:43 pm

What are we paying for?
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Post by warman45 » Wed Jan 07, 2009 8:31 pm

were paying for being too confused to fully understand and make a rule that works for infinit rockets.
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Post by Shaeph » Wed Jan 07, 2009 10:11 pm

I just make all rocket launchers "Autorockets" (Like a machine gun but with missiles :twisted: )
There problem solved
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