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"Stargrunt 2 'slammer-verse' small arms" Topic

6 Posts

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635 hits since 23 Sep 2017
©1994-2018 Bill Armintrout
Comments or corrections?

secondconvex Inactive Member23 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 Supporting Member of TMP24 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 LIC24 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 Supporting Member of TMP24 Sep 2017 1:30 p.m. PST

fair point Obelindes.

And why did I write "Financially" when I meant "Practically"? Stupid autocorrect.

emckinney24 Sep 2017 1:55 p.m. PST

Coilguns superior to Powerguns? Heresy!

Legion 427 Sep 2017 7:13 a.m. PST

Don't let the Major see this !

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