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  • Automatic fire and Grenades

    I thought there'd been some threads on this in the past, I've done some searches but couldnt find the Q&As i was after. Sorry if the questions seem repetitive, both situations are something i'm looking to firm up and get some consistency for my own game rules.

    1. How do you handle automatic fire against targets
    Under V2.2 if a weapon has a ROF of 5, then it can fire 5 bursts of 5 bullets each for a total of 25 rounds. Do you roll 25 to hit dice Do you roll to hit 5 times and adjust the damage for hits Are you rolling for each person in the "danger zone corridor"

    2. How do you handle hand grenades
    Does the player nominate a target point, then roll to hit
    Hit or miss (after determining where the grenade lands) how do you determine damage Knockdown Stun Anything else

    Happy to hear your interpretations of the rules or your house rules on these things.
    Last edited by kcdusk; 08-05-2013, 02:38 AM.
    "Beep me if the apocolypse comes" - Buffy Sommers

  • #2
    Originally posted by kcdusk View Post

    1. How do you handle automatic fire against targets
    Under V2.2 if a weapon has a ROF of 5, then it can fire 5 bursts of 5 bullets each for a total of 25 rounds. Do you roll 25 to hit dice Do you roll to hit 5 times and adjust the damage for hits Are you rolling for each person in the "danger zone corridor"
    Jim has small arms skill 4 and his strength is 5 and he uses Uzi (recoil 5).

    Opponents have same initiative and both throw 1D6. Jim throws 6 and opponents throw 4 and 5. Jim fires first.

    He shoots two soviets (short range).

    For the first burst:

    Skill 4+ bonus for burst + 1 + 1d10= 7. He needs at least 6 to hit target. Result is 7 so two bullets hit the first opponent. Opponent dies.

    Second burst:
    Skill 4+ 1D10+ 1 bonus for burst 1 for recoil it is over his strength= 5 Jim misses his target.

    Now Player can shoot extra burst if he wants:
    Skill 4+ 1D10+ 1 bonus for burst 2 for recoil 1 extra action= 4 Jim misses target again.

    Opponent has same initiative and referee decides he can now shoot back even if Jim has won the initiative throw.

    Skill 4+ 1D10+ single shot no bonus 2 under intense fire= 8

    Throw random location = he hits Jim in chest. Damage from 3d6 round is 12. Referee throws 11 with 1D20. Result is under 12 and Jim dies.

    Range and bonus for automatic fire:
    1+ short range, + 0 for medium and long range fire, -1 for extreme range

    MG with bipod or tripod:
    2+ for short range, no bonus for longer range, -1 for initiative.

    area fire from bipod and tripod: normal skill check for distance and use normal V2.0 rules for automatic fire. If player fails skill check burst dont hit target area.

    Area fire for smg:s and assault rifles -1 for skill check- use normal V 2.0 rules.

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    • #3
      Originally posted by kcdusk View Post
      I thought there'd been some threads on this in the past, I've done some searches but couldnt find the Q&As i was after. Sorry if the questions seem repetitive, both situations are something i'm looking to firm up and get some consistency for my own game rules.
      I'm not much of a house-ruler. I also don't have my books to hand, so am writing off the cuff.

      1. How do you handle automatic fire against targets
      Under V2.2 if a weapon has a ROF of 5, then it can fire 5 bursts of 5 bullets each for a total of 25 rounds. Do you roll 25 to hit dice Do you roll to hit 5 times and adjust the damage for hits Are you rolling for each person in the "danger zone corridor"
      Yes, in theory, you roll 25 to-hit dice. Given the stats of the guy above (skill 4 + Str 5, Burst Recoil 5):
      1 burst would roll 5 dice
      firing 2 bursts would roll 5 dice (10 recoil - 5 Str = 5 lost shots)
      firing 3 bursts would roll 5 dice (15-5 = 10 lost shots)
      firing 4 bursts would roll 5 dice (20-5 = 15)
      firing 5 bursts would roll 5 dice (25-5 = 20)

      His to-hit target is (str+skill)/8, so a 1 on a d20. Half of the 5 that are rolled are applied to the DZ targets.

      Jim, with an auto-weapon, is only gonna waste a lot of bullets. Get him a rifle with a lower Recoil #, or keep him to short bursts only.

      2. How do you handle hand grenades
      Does the player nominate a target point, then roll to hit
      Hit or miss (after determining where the grenade lands) how do you determine damage Knockdown Stun Anything else
      Yep, roll to hit a spot on the map.
      I roll for fragments to hit first, then apply that damage and burst effect together to determine knockdown and the like.
      My Twilight claim to fame: I ran "Allegheny Uprising" at Allegheny College, spring of 1988.

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      • #4
        Originally posted by Trooper View Post
        Jim dies.
        Hate to be Jim
        I will not hide. I will not be deterred nor will I be intimidated from my performing my duty, I am a Canadian Soldier.

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