skarg
New Member
Posts: 14
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Post by skarg on Sept 11, 2016 20:10:19 GMT -5
Elsewhere it's been suggested that a plausible explanation for stormtrooper armor, is that getting hit with a heavy enough blaster (e.g. Han's or a military blaster, but maybe not other weapons non-military tend to have) in the body tends to incapacitate/knock out a soldier, but that the armor may tend to make a big difference in terms of whether they die from that or not. That would require an adjustment to Legends' death and injury rules, which might be a good thing anyway. Currently, getting shot has no effect unless/until it kills you (or makes an NPC run away). Adding some sort of heavy effects of injury, such that being shot takes people out, might be a good thing. Alternatively, you could increase damage but also define a range past 0 where someone isn't necessarily going to die if not healed up to 1.
Of course, I don't suggest anything that removes a decent chance that getting taken out with a serious weapon will kill someone, and especially not something that makes death only something that really happens to NPCs and PCs who get TPK'ed, because then you get the ridiculous situation found in way too many games, where there's really often no real serious risk of consequences from combat, because healing and/or resurrection can always be done and is highly trivial.
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Post by badpixie on Dec 5, 2016 13:27:30 GMT -5
The F rating is for ammo tracking. An F10 gun is unloaded when the damage roll is 10+(the shot still takes effect)before adds/ subtracts. Thus you would then need to spend your next action reloading. Much easier than keeping track of individual shots.
The various adventures give numerous different systems for tracking ammo, but this is by far the best one.
Landing Suits are rated 3/1. 5/1 is the old rating which was later changed to 3/1.
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Post by badpixie on Feb 19, 2018 6:12:59 GMT -5
Deleted
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skarg
New Member
Posts: 14
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Post by skarg on Oct 31, 2018 15:57:29 GMT -5
Much easier (?), but with the side-effect that you can think you're fully loaded, make one attack, and be out of ammo? Seems like a huge trade-off to me, also considering making a tally mark or something doesn't seem to me like any sort of burden.
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Post by platimus on Nov 1, 2018 20:16:12 GMT -5
Much easier (?), but with the side-effect that you can think you're fully loaded, make one attack, and be out of ammo? Seems like a huge trade-off to me, also considering making a tally mark or something doesn't seem to me like any sort of burden. Yes, much easier than trying to keep track of ammo for 5+ figures. Side-effect? I look at it like this: If you roll 10+ damage with your F10 gun, it means you fired a lot of shots in that attack or volley, if you will.
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Post by badpixie on Dec 2, 2018 9:57:29 GMT -5
deleted
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Post by wolfsbane on May 23, 2020 3:37:12 GMT -5
I'd like to suggest Survival Carbines ... Either are two-handed Heft 6 (low recoil & lightweight design), potentially barely concealable in "storage mode" (3 turns to assemble plus 1 turn to load)
Model A (think M6 Scout) has two single-shot barrels, one a small caliber rifle and the other a shotgun barrel
Model B (think M7) has a single rifle barrel but an 8-shot magazine
These carbine (rifle) rounds do 2D-3 damage, the M6 shotgun round does 1D6 (+1D2 vs. multihex creatures) and has a (modified) shotgun bonus of AdjDX +1
Also the same "low-power" "low-tech" carbine ammo is used in an assortment of (mostly) inexpensive (and sometimes outlawed) handguns doing just 1D damage, and a common Utility Carbine (that is not normally concealable) with magazines holding 10, or 25 rounds for the full 2D-3 damage.
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