From: | dbuehrer@******.carl.org dbuehrer@******.carl.org |
---|---|
Subject: | Home Grown Autofire Rules |
Date: | Fri, 23 Jun 2000 11:35:09 -0600 |
>From: <dbuehrer@******.carl.org>
>
> > If the FA burst scatters, roll 1d6 to determine the direction
> > of the scatter: 1-2 left, 3 up, 4-5 right, 6 down.
>
>Is this really important for SR?
No, but it's important for these rules. If you're going to have scatter,
you need to determine the direction somehow.
Is scatter important? I like it. If you don't like the scatter bit, but
like the rest, chuck the scatter bit :)
> > Once the center point of the FA burst has been determined, figure out the
> > spread of the FA burst next. Muliply the unmodified recoil by the range
> > level to determine the diameter of the FA burst in meters: Close Range x1,
> > Medium Range x2, Long Range x3, Extreme Range x4.
>
>This is why I say 2d6 is too much. If the target is 4 meters away I can
>somehow still miss him by 12+ meters in any direction which seems hmm,
>unreasonable.
oops. Thank you very much for pointing that out.
hmmmmm....
Gonna have to think about this for a bit.
> > To determine the chances of a target being hit, determine the density of
> > the FA burst by dividing the number of rounds fired by the burst radius
> > (round normally). Roll a number of dice equal to the density vs a 4
> > (modified by cover) vs each target within the burst radius. Successes
> > result in a target being hit. Successes stage damage normally.
>
>Sounds good to me. Perhaps note that each tracer fired reduces the Density
>Test TN by 1? That would at least make them useful unlike in the standard
>rules.
I haven't figured out how to fit the tracer rules into it yet. Have to
re-read the tracer rules when I get home. But I like your idea :)
To Life,
-Graht
http://www.users.uswest.net/~abaker3
--
"What you are doing at the moment must be exactly what
you are doing at the moment--and nothing else."