ahh, my bad gorcheck. i mistook it to mean that the first shot is at -1, second at -2, etc. your explanation makes a bit more sense now, but i'm still a little leery of (and frankly not quite sure what you mean by) "increase the critical failure by half the penalty" (i mean i GET it, but do you round up or down in odd numbers, etc. not to mention, this mode ends up doing such incredible massive damage (3 shots at full power is quite a feat) that it very quickly becomes overdone. as i've reminded you several times, when i had a system that exploited this, a single minifig ended up hitting an enemy plane for 22d6 damage).
Almighty Benny wrote:The key to my system is that weapons must be declared either automatic fire or single fire.
exactly something i want to preserve, but don't see an obvious and fun solution to it. for example, reducing the range of autofire by half that of single fire means that a machinepistol can only fire full burst at a measly 3" away, taking out the fun. subtracting by some other percentage isn't nearly obvious enough to the casual observer (sure, i could say it has 5/6th of the range to get 5", but what the hell kind of a number is 5/6?). then of course INCREASING the range of single shots remove the tactical advantage of non-auto weapons altogether.
also to benny, an increased UR for automatic weapons (your column that says UR should be (+), not (-), unless you're saying it's easier to shoot more than one minifig in a single turn) is reasonable to say when you think about how individual shots aren't hitting, but you're pumping out such a volume of bullets that every shot dosen't
need to hit. one or two bullets is enough to drop a minifig, so not EVERY shot has to land.
restating everything though, i prefer the billingsly/horseman coalition edit, and not just out of narcissism. it:
*directly correlates skill into how many shots hit the target
*compensates for damage effectively vs. minifigs without overpowering it's anti-vehicular samage
*can hit other unintentional targets easily
*does all of it's calculations in one simple die roll
*is d6 based
to be honest, unless we can grab a system that either does all of that or brings in some crazy awesome fun AND simple side-effect that is easy to remember/calculate, THEN we're talking. other than that though? i think we just need to polish the current model until it shines golden.