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TW 2000 vs. TW 2013 burst fire rules

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  • TW 2000 vs. TW 2013 burst fire rules

    I was wondering what you thought about the burst rules for both systems Both are quite different.

    Twilight 2000 uses 1d6 for every bullet in a burst with a 6 being a hit. Burst volume can be quite high, emptying a clip in a turn not an issue. Bursts are modified by range and recoil. There is a danger zone to either side of the burst with missed dice being rerolled.

    Twilight 2013, bursts give you a +1 bonus per extra bullet fired. The extra bullets have a 50% of hitting the same target. There is a rule for sustained fire giving the shooter an attack of opportunity.

    Which one do you think is better

    Which one do you think replicates reality the best

    Why do you think the author choose his method

    Thanks

  • #2
    The Twilight:2000 burst rules you mentioned are not familiar to me. Is that v2+
    sigpic "It is better to be feared than loved" - Nicolo Machiavelli

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    • #3
      Originally posted by Targan View Post
      The Twilight:2000 burst rules you mentioned are not familiar to me. Is that v2+
      Yes.

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      • #4
        I don't think either one of them is all that realistic, though I do like how in the v2 rules, you automatically miss with a portion of the burst as the range increases. At our last session of 2013, one of the PC's fired a 12.7mm Russian heavy machinegun, mounted on a vehicle, at a bad guy. Moving truck, at night, shooting at muzzle flashes. He was hoping to suppress the enemy long enough for the group to get away. I told him that realistically there was no way he was going to hit with more than one or two rounds out of the ten he fired, but go ahead and roll the dice anyway. He got something like seven hits on his target. Out of ten rounds. I was reminded of the GM's reaction in the scene in Gamers 2 when the bard tries to backstab the book and rolls a 1 on his hit roll, stabbing (and killing) himself. "That...was unprecedented."

        I DO like how 2013 gives a bonus per round fired, and another when tracers are used. v2 rule is just too much dumb luck. You've got a 1 in 6 chance of hitting, no matter how good (or poor) you are with the weapon. IRL, skill does count when you're using automatic weapons.

        I may have to work up some kind of homebrew rule for this. Combine v2/2.2's reduced number of rounds that can hit due to range, with 2013's bonuses to hit, and maybe go through some of my books for other systems and see what I can stea....er, adapt...for use in my campaign. IIRC, Shadowrun had a decent system (2nd and 3rd editions, anywya...I don't have 1st and haven't read 4th), though its been so long since I looked at my Shadowrun books, I can't remember for sure. Now I'm gonna have to go look that up....
        Last edited by stg58fal; 09-06-2012, 12:41 AM.

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        • #5
          There are definitely realistic burst fire rules out there. I found some good ones that I used for many years...
          sigpic "It is better to be feared than loved" - Nicolo Machiavelli

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          • #6
            Originally posted by Targan View Post
            There are definitely realistic burst fire rules out there. I found some good ones that I used for many years...
            LOL. Let me guess....


            Now that I think about it, I remember how the auto-fire rules worked in Shadowrun, and they won't work for Twilight.

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            • #7
              Originally posted by Targan View Post
              The Twilight:2000 burst rules you mentioned are not familiar to me. Is that v2+
              From memory I think that the loads of D6 rules for burst fire are v1 and v2.0 - I think that they changed to a skill roll in v2.2

              I'm sure that someone will correct me if my memory is wrong though.

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              • #8
                Originally posted by Mahatatain View Post
                From memory I think that the loads of D6 rules for burst fire are v1 and v2.0 - I think that they changed to a skill roll in v2.2

                I'm sure that someone will correct me if my memory is wrong though.
                I'm to lazy to look it up in the BYB, but I'm shure, that Mahatatain is right. You loose rounds/D20, depending on the range, but you roll for bullets, that can hit the enemy in V2.2!

                @ Mahatatain:
                Man, your nickname is a nightmare to write: Too man "ta"s, if you ask me
                I'm from Germany ... PM me, if I was not correct. I don't want to upset anyone!

                "IT'S A FREAKIN GAME, PEOPLE!"; Weswood, 5-12-2012

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                • #9
                  Originally posted by B.T. View Post
                  I'm to lazy to look it up in the BYB, but I'm shure, that Mahatatain is right. You loose rounds/D20, depending on the range, but you roll for bullets, that can hit the enemy in V2.2!
                  And the chance of hitting is much less than 1 in 6 (as with v1 and v2.0) - in v2.2 you're rolling a task check against your Autogun skill for each bullet with a typical chance of hitting of 1 in 10 (1 or 2 on a D20) - the number of rolls you make is dictated by the number of rounds you fire, reduced by range and recoil.

                  Originally posted by B.T. View Post
                  @ Mahatatain:
                  Man, your nickname is a nightmare to write: Too man "ta"s, if you ask me
                  Sorry - it's the name of an old character of mine that I loved but retired.

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                  • #10
                    Oh yeah! I was looking at 2.0 My bad.

                    So Targan. What are these rules that your talking about

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                    • #11
                      Originally posted by Michael Lewis View Post
                      So Targan. What are these rules that your talking about
                      Yes, Targan, tell us about these rules
                      I'm from Germany ... PM me, if I was not correct. I don't want to upset anyone!

                      "IT'S A FREAKIN GAME, PEOPLE!"; Weswood, 5-12-2012

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                      • #12
                        Originally posted by B.T. View Post
                        Yes, Targan, tell us about these rules
                        Yes, Targan, tell us about these rules.


                        V2.2 (which I am running) has a confusing burst rule... if i get it right someone firing all five burst in one turn with an AKM (recoil 7) has to take (35 minus your strength) dice loss per burst... so someone with a strength of 8 would have to lose 27 dice when only firing 25... even at short range that brings it down to only 5 dice out of 25 hitting (minimum 1 dice rule)

                        Plus all automatic weapons are fired at the impossible difficulty level (.25) so even with a skill of 8 and a strength of 8 (total skill 16/4) would mean they would hit on a 4 or less ... almost impossible... and unrealistic
                        *************************************
                        Each day I encounter stupid people I keep wondering... is today when I get my first assault charge??

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                        • #13
                          Originally posted by Cdnwolf View Post
                          Yes, Targan, tell us about these rules.


                          V2.2 (which I am running) has a confusing burst rule... if i get it right someone firing all five burst in one turn with an AKM (recoil 7) has to take (35 minus your strength) dice loss per burst... so someone with a strength of 8 would have to lose 27 dice when only firing 25... even at short range that brings it down to only 5 dice out of 25 hitting (minimum 1 dice rule)

                          Plus all automatic weapons are fired at the impossible difficulty level (.25) so even with a skill of 8 and a strength of 8 (total skill 16/4) would mean they would hit on a 4 or less ... almost impossible... and unrealistic
                          Yeah, that seems redonkulous.

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                          • #14
                            Originally posted by Michael Lewis View Post
                            So Targan. What are these rules that your talking about
                            Well, Michael, I'm glad you've asked

                            I really like Gunmaster's burst fire rules. Gunmaster (a rules addition to Harnmaster) uses a straightforward percentile skills and task resolution system. To simplify the burst to-hit calculations, the writer (Bill Gant) created easy-to-use cross-referencing tables to give the GM and player an at-a-glance way to determine how many rounds are likely to hit the target based on the effective chance to hit (the chance to hit after all modifying factors have been added and subtracted) and the level of success or failure of the to-hit roll. Even if you don't use Gunmaster the concept is solid and worth a look:

                            sigpic "It is better to be feared than loved" - Nicolo Machiavelli

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                            • #15
                              Originally posted by Cdnwolf View Post
                              [snip]

                              V2.2 (which I am running) has a confusing burst rule... if i get it right someone firing all five burst in one turn with an AKM (recoil 7) has to take (35 minus your strength) dice loss per burst... so someone with a strength of 8 would have to lose 27 dice when only firing 25... even at short range that brings it down to only 5 dice out of 25 hitting (minimum 1 dice rule)

                              Plus all automatic weapons are fired at the impossible difficulty level (.25) so even with a skill of 8 and a strength of 8 (total skill 16/4) would mean they would hit on a 4 or less ... almost impossible... and unrealistic
                              Yes, that's what the rules say.
                              But keep in mind, that not-hitting dice are hold back. Half of the dice are rerolled imediately, to generate hits to "bystanders". Half of the dice, that are still missing are held back to generate hits to persons, that cross the Line of Fire, up to the firer's initiative step in the following Combat Turn.

                              Hm, unrealistic ... yes. But, as it is a gaming rule, it works in the game, to hold down an enemy with a carpet of bullets.
                              I really cant remember, if this applied to ver.1 and ver2.0.

                              An addition: After Mahatatain's post yesterday, I got aware, that I used a false interpretation of the rules all these years. Off course, the skill: Autogun should be used, because it is an automatic weapon. I allways used the Small Arms (Rifle) skill for tasks with battle rifles, assault rifles, and MPs/submachineguns. Autogun is reserved for heavy MGs and autocannons (I let the players chose, when they fire a medium MG. In this case they may use the skill that is higher.). This was a mistake, but still it worked, because most PCs have a higher skill in small arms, than they have in Autogun. I believe, I will stick to my wrong interpretation of the rules.
                              I'm from Germany ... PM me, if I was not correct. I don't want to upset anyone!

                              "IT'S A FREAKIN GAME, PEOPLE!"; Weswood, 5-12-2012

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