"Stargrunt 2 'slammer-verse' small arms" Topic
6 Posts
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secondconvex | 23 Sep 2017 11:26 p.m. PST |
Been building alot of slammer-verse mercs and forces lately, using the stargrunt rules. These are the rules i have come up with for the small arms. Weapon firepower impact special Powergun 2 D12 *1 Coilgun 2 D12 - Fletchette 3 D8 - Conebore 1 D12 - Laser 2 D8 - *1 because powergun bolts explode at the first thing hit, light covour counts as heavy covour. Thinking of giving lasers some sort of bonus over longe range due to accuracy but not sure how? |
Covert Walrus | 24 Sep 2017 1:52 a.m. PST |
In Dirtside2, lasers and such have the same to hit roll over their entire range – you see it, you hit it, financially – so some mechanical like that? Maybe LOS automatically means a hit? |
Oberlindes Sol LIC | 24 Sep 2017 11:14 a.m. PST |
A laser is only as accurate as the soldier holding it is steady. StarGrunt's fire combat rules reflect this fact. Better squads have longer range bands than weaker squads. You don't need a special bonus for laser accuracy. |
Covert Walrus | 24 Sep 2017 1:30 p.m. PST |
fair point Obelindes. And why did I write "Financially" when I meant "Practically"? Stupid autocorrect. |
emckinney | 24 Sep 2017 1:55 p.m. PST |
Coilguns superior to Powerguns? Heresy! |
Legion 4 | 27 Sep 2017 7:13 a.m. PST |
Don't let the Major see this ! |
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