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tetsuoh Captain
Joined: 21 Jul 2010 Posts: 505
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Posted: Fri Jul 03, 2015 2:36 pm Post subject: fire rate of rotary blasters |
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Okay guys I need some ideas.
Got a droid that is gonna lay some smack down with a set of twin rotary blasters build into its forearms.
Think super battle droid but bigger and badder.
Four legs for stabilization but makes it a bit slower (Move 6)
Heavy armor. Good stats - got all that......but!
The dang blasters.......*sighs*
I just don't know what would be a good damage and rate of fire for em.
The droid is character scale just in case your all wondering.
And the whole constant fire mode and each shot = so many shots *pulls hair out*
what do you guys do about all this.
We allow constant fire mode as a full round action and it allows the full fire rate to be done. this counts a single action but the shots must be directed as per constant fire rules.
But how many blasts per shot - ie how much damage, and what fire rate?
If I look at the Merr-Sonn Underslung Rotary
Blaster Carbine
Its 5D+2 and fires 3 blasts per shot on constant and allows 4 shots per round - so fire rate of 4 basically.
I'm wondering if 3 blaster per shot - a fire rate of 5 and a base of 5D is too must when it will be able to fire link its two and make it 6D per burst. |
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KageRyu Commodore
Joined: 06 Jul 2005 Posts: 1391 Location: Lost in the cracks
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Posted: Fri Jul 03, 2015 4:46 pm Post subject: |
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That would be a fire rate of 12 actually by my interpretation.
3 blasts per shot - I read this as three 5D+2 blasts with each declared shot (explained slightly better in newer D6 books as exactly this) at the same or 3 separate targets with no Die Code penalty for multi-action (isn't burst fire grand).
4 Shots per round - I read as a character using it can declare up to 4 shot actions (again newer D6 books had explained automatic weapons exactly the way I am interpreting this reading)
So, each of those can deliver potentially 12 hits. If the droid has 2 of them linked I would simplify by just upping the damage code by 1D per blast...but you could go the other route and give 6 blasts per shot if you are feeling very vicious and like doing a lot of rolling.
My interpretation is based on the clarifications of newer D6 materials than the SW RPG and I feel is in the spirit of what the rules had intended but did not explain in the SW write-ups of automatic weapons. _________________ "There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra |
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tetsuoh Captain
Joined: 21 Jul 2010 Posts: 505
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Posted: Fri Jul 03, 2015 8:23 pm Post subject: |
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um I highly doubt that - no offense but. but Star Wars D6 uses fire-linking as the standard explanation of repetitive shots.
So if it doesn't work as I stated above I would think at best the three blast "burst" shot would increase the damage code listed by +2D - not count as three separate shots.
Fire linked weaponry can even be of different types but each source only adds +1D damage to the highest Damage source. GG6 - Tramp Freighters explains this in detail.
Now if we have official sources that explain Constant fire in a better way - right on if it's closer to what you say.
But a LOT of D6 system material doesn't work the same way as West End Games - Star Wars D6.
Regardless of how it works - my request wasn't for how it work really but weither or not a blaster that does less but has more fire rate would be more appropriate for a killer droid. |
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tetsuoh Captain
Joined: 21 Jul 2010 Posts: 505
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Posted: Fri Jul 03, 2015 8:40 pm Post subject: |
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Okay me and my player can see both sides.
5D+2 for each blast in the "Shot"
or 3D+2 and the extra blasts give it +2D so the base is 5D+2
The original listing of the gun is D20 Star Wars and states the weapon is Multifire/Autofire Only - so it doesn't have a single shot feature which would indicate that the single shot is the damage listed.
Because of this and how numerous other repeating blasters are listed - I am more prone to believing the Damage listed is for the Burst and that the burst of blasts is calculated as a single attack - blasts missing in a burst because of movement etc etc - being purely cosmetic on the account of the GM as per the norm for much of the game. |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Jul 03, 2015 10:50 pm Post subject: |
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For me there should be at least some sort of die bonus for damage (IF YOU HIT) but with a recoil penalty from all the shots. In addition, since you are doing nothing but sit there and shoot, i would also say no dodge is allowed. _________________ Confucious sayeth, don't wash cat while drunk! |
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tetsuoh Captain
Joined: 21 Jul 2010 Posts: 505
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Posted: Fri Jul 03, 2015 11:35 pm Post subject: |
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constant fire is considered a full round action as far as I an aware, so yep.
basically atm the bonus for constant fire is enough shots to make hitting easier - but no increase to dmg.
he have a houserule that turns every 2 difficulty lvl you hit by over the difficulty into a extra 1D dmg though so it does increase dmg as well in our game. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Sat Jul 04, 2015 2:18 am Post subject: |
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Here's what I do:
Base damage depends on the power of the individual bolts. A light repeater fires the same strength of rounds as a standard blaster rifle, while medium and heavy repeaters fire progressively more powerful shots. So, depending on what you are using as a base, the cannon does a base of 5D, 6D or 7D.
Rate of Fire then provides a bonus to Fire Control due to the sheer number of rounds fired. A short burst (like the 3 round burst on Assault rifles or submachineguns) provides a 1D bonus; fully automatic weapons do 2D; extremely high ROF weapons (like Gatling guns) do 3D, and constant stream weapons (beam weapons, flamethrowers, cutting torches, etc.) do 4D
Depending on the range, a gunner may choose to put some or all of his Auto-Fire dice into damage instead. He can put all of it to damage at Point Blank or Short, all but 1D at Medium, and all but 2D at Long. A light repeating blaster with 2D Auto-Fire could put 2D to Damage at Point Blank or Short, 1D at Medium and none at Long.
The Auto-Fire dice can also be used to offset MAPs so long as the targets are in the same fire arc (-1D penalty for each additional arc). _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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KageRyu Commodore
Joined: 06 Jul 2005 Posts: 1391 Location: Lost in the cracks
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Posted: Mon Jul 06, 2015 4:29 pm Post subject: |
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tetsuoh wrote: | um I highly doubt that - no offense but. |
No offense - but that is exactly how this description is explained in later D6 books, as I stated. Feel free to do what you wish though, it is your game. No need to be rude.
You asked for help with Rules that were not covered in the older SW books. Described a weapon with a term that new rules in newer D6 source specifically accounted for and covered, so I tried to help by providing you those interpretations. - only for you to fall back on how the SW rules say nothing of the source.
I would point out, in the source material the SW rules by WEG were initially written from, there were no rotary blasters - easy rules favored solution - don't use rotary blasters. _________________ "There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra |
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tetsuoh Captain
Joined: 21 Jul 2010 Posts: 505
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Posted: Mon Jul 06, 2015 7:24 pm Post subject: |
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KageRyu wrote: | tetsuoh wrote: | um I highly doubt that - no offense but. |
No offense - but that is exactly how this description is explained in later D6 books, as I stated. Feel free to do what you wish though, it is your game. No need to be rude.
You asked for help with Rules that were not covered in the older SW books. Described a weapon with a term that new rules in newer D6 source specifically accounted for and covered, so I tried to help by providing you those interpretations. - only for you to fall back on how the SW rules say nothing of the source.
I would point out, in the source material the SW rules by WEG were initially written from, there were no rotary blasters - easy rules favored solution - don't use rotary blasters. |
And I wasn't being rude - I was pointing out the fact that the later D6 books are NOT Star Wars D6 books, and that I doubted that what was included in books after weg stopped printing material for star wars was what they had intended when they had items that worked similiarly and had rulings for the way they worked.
Also note that at the time they printed these books many games had weapons that were modern day rapid-fire weapons. And they did include versions of star wars weapons that were shown in the movies - which were there source of inspiration for the game - that acted similarly. This includes the e-web. They simply didn't write them that way, for whatever reason that may be. They later did come up with their constant fire idea. However it simply was not explained very well.
I was just trying to fix the problem of them not making certain weapons work as we are shown in the source material (the Movies) by trying to adapt them to what we have been shown of them trying to improve, and trying to make improvements to those rules in order to make them easier to understand.
I appreciated your input I always do - even if I don't agree. I you think I was rude - that's your opinion as well. Honestly If i was trying to be there would be not need for assumption because of the emotion through text barrier, but that was not my intention so I am sorry if you thought it was.
In the end I am trying to keep the constant fire as we know it - but flesh it out in a way people can understand easily.
Of note - this is what we concluded.
Weapons may have a burst mode - in burst mode each shot fires a number of blasts at a single target. This increases a weapons base damage as per the normal rules for combined actions and attacks (+1D damage per additional source). But consumes ammunition much more rapidly.
Weapons may have a constant fire mode - in constant fire mode the trigger may be held to fire a constant stream of shots for as long as the character wishes (number of attacks stated) or they are able (maximum shots = reaching 1D available skill roll). Each shot that successfully hits a target makes each additional shot at that target or any target within 1 meter one difficulty level lower. Weapons that are burst capable fire bursts in constant fire mode unless the weapon states otherwise. |
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KageRyu Commodore
Joined: 06 Jul 2005 Posts: 1391 Location: Lost in the cracks
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Posted: Tue Jul 21, 2015 3:27 am Post subject: |
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tetsuoh wrote: |
And I wasn't being rude - I was pointing out the fact that the later D6 books are NOT Star Wars D6 books, and that I doubted that what was included in books after weg stopped printing material for star wars was what they had intended when they had items that worked similiarly and had rulings for the way they worked. |
Except, I was referring to rules in WEG printed books, not third party materials or web sources - and they are Star Wars compatible, but whatever. _________________ "There's a set way to gain new Force Points and it represents a very nice system, where you're rewarded for heroism, not for being a poor conductor to electricity." ~Jachra |
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ZzaphodD Rear Admiral
Joined: 28 Nov 2009 Posts: 2426
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Posted: Tue Jul 21, 2015 6:41 pm Post subject: |
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crmcneill wrote: | Here's what I do:
Base damage depends on the power of the individual bolts. A light repeater fires the same strength of rounds as a standard blaster rifle, while medium and heavy repeaters fire progressively more powerful shots. So, depending on what you are using as a base, the cannon does a base of 5D, 6D or 7D.
Rate of Fire then provides a bonus to Fire Control due to the sheer number of rounds fired. A short burst (like the 3 round burst on Assault rifles or submachineguns) provides a 1D bonus; fully automatic weapons do 2D; extremely high ROF weapons (like Gatling guns) do 3D, and constant stream weapons (beam weapons, flamethrowers, cutting torches, etc.) do 4D
Depending on the range, a gunner may choose to put some or all of his Auto-Fire dice into damage instead. He can put all of it to damage at Point Blank or Short, all but 1D at Medium, and all but 2D at Long. A light repeating blaster with 2D Auto-Fire could put 2D to Damage at Point Blank or Short, 1D at Medium and none at Long.
The Auto-Fire dice can also be used to offset MAPs so long as the targets are in the same fire arc (-1D penalty for each additional arc). |
I remember a discussion a long time ago, we apparently came up with the same system...with Autofire Dice.
The only thing I added since then was a rule about that you could not put all your autofire Dice into damage, except at Close range. At long range they could only be placed into to-hit. At medium range you could put half the Autofire Dice into damage (rounded up). _________________ My Biggest Beard Retard award goes to: The Admiral of course.. |
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CRMcNeill Director of Engineering
Joined: 05 Apr 2010 Posts: 16281 Location: Redding System, California Sector, on the I-5 Hyperspace Route.
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Posted: Tue Jul 21, 2015 7:53 pm Post subject: |
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ZzaphodD wrote: | I remember a discussion a long time ago, we apparently came up with the same system...with Autofire Dice.
The only thing I added since then was a rule about that you could not put all your autofire Dice into damage, except at Close range. At long range they could only be placed into to-hit. At medium range you could put half the Autofire Dice into damage (rounded up). |
That was my basis for it, too. My thinking was that some weapons would have a high enough fire rate (such as gatling-type blasters or the composite beam weapons from the prequels) that they be able to at least partially increase the damage at long range, due to the sheer number of rounds being fired. Basically, while a standard full-auto weapon might have a 2D Auto-Fire rating, which would allow it to only put the 2D toward accuracy at Long Range, an extremely high ROF weapon would have a 3D Auto-Fire rating, of which it could put just 1D toward damage at Long Range, with the other 2D going to accuracy. _________________ "No set of rules can cover every situation. It's expected that you will make up new rules to suit the needs of your game." - The Star Wars Roleplaying Game, 2R&E, pg. 69, WEG, 1996.
The CRMcNeill Stat/Rule Index
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Pel Line Captain
Joined: 10 May 2006 Posts: 983 Location: Texas
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Posted: Tue Jul 21, 2015 9:52 pm Post subject: |
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So mowing down entire squads of Stormtroopers with that medium repeater isn't good enough, eh?
Here's my take/opinion/2 cents:
The damage code for repeating blasters (including those shiny rotary jobs) probably takes into account the fact that targets are being hit with at least a burst of bolts, and to be honest streams of 6 or 7D damage is usually enough to dissuade your enemies from their current course of action. If it isn't, then you are about to have a really bad day or simply need to bring a bigger gun next time. Of course one can always modify repeating (or rotary) blasters to increase the damage, or just call in an airstrike (it's about the same).
As far as dodging and shooting a crew-served weapon, the two are mutually exclusive. Unless you're playing a Wookiee that medium or heavy repeater is staying pretty still. I'd subtract dice for partial cover, but that's it. Besides, if you're the guy raining repeater fire on your enemies and they're still accurately shooting, you're probably firing at the wrong targets. 8) _________________ Aha! |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14168 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Tue Jul 21, 2015 11:22 pm Post subject: |
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When using auto fire (Full auto for firearms) i generally go by my HR for firearms..
Recoil value
All firearms even small and medium pistols gain a recoil value. This value is added to any target dodge roll to avoid getting hit.
Small pistols (EG snub nose 38) +2 RV
Medium pistols (EG glock 9mm) +3 RV
Heavy pistols (EG Desert eagle) +5 RV
SMGs (EG H&K MP5, USIs) +2 RV for single shot, +5 for burst, +10 for full auto
ARs (EG AR-15, M4, AK-47) +5 semi, +10 burst, +15 full auto (minus 5 if using attached bipod). Min of 2d+2 str needed to fire without injuring self if going full auto while standing.
LMGs (EG SAW)= +7 for burst without bipod, +2 with bipod. +17 for full auto/+12 with bipod. Needs 2d+1 str to fire unaided. If on hard point or bipod, can use with only 1d+1 str.
MMGs (EG M-60, AG-83) = +10 RV burst unaided, +5 if using bipod. FA is +20/+15.
Needs 2d+2 str to use without pod or support. If using bipod can use with only 1d+2 str.
HMG (Ma deuce) = +15 RV burst if no support. +10 if on bipod, +5 if on tripod or hard mount.
FA +25 if unsupported, +20 if on bi-pod, +15 if on Tripod or hard mount.
Requires 3d min str if unaided, Also must be heavier than 180lb and taller than 6ft to do so. Can use on bipod at 2d+1 str, or at 2d base if on Tripod or hard mount.
Full Auto rules
You have 3 forms.
FULL auto-single target (Or FAST for short). Going F.a.s.t on a single target gives both a mix of bonus dice to hit, as well as damage based ON the weapon getting used (so Fasting for a LMG such as a M-60, gives the person firing +2d+2 to hit and +4d damage if he hits). However this is somewhat offset, by each firearm having its own recoil value, which goes UP when you use burst fire OR full auto. This RV is added to the opponents dodge.
When using full auto, whether its FAST or spray, you must have a minimum of 24 rounds if the weapon uses a 30 round clip. 28 rounds for the 36 round clips, or 38 rounds for weapons using a 50 round belt.
While using full auto, you can do only a half move. You can't even dodge or roll any other skill check, similar to running full out allows no other actions.
For SMGs Fasting gives +1d to hit and +3d+1 to damage
Assault rifles get +2d/+3d+2
LMGs (as above mentions) get +2d+2/+4d
Medium Machine guns (MMGs) get +3d+1/+4d+1
while HMGs gain +4d/+4d+2
Spray fire has 2 sub-versions. The first is the damage spray. Using this method, the gunner makes ONE to hit roll, adding in the bonus he gets for the weapon. To this to hit roll you make, you add in a different bonus to hit (than F.A.S.T), but also remove dice for every additional target in the area you are spraying bullets into. For SMGs and ARs, you subtract 1d per target above the first in the zone. So Spraying a H&K MP5 at 4 targets would be 3d off.
For LMG/MMG and HMG, you subtract 1d for the 6th target and beyond (so the first 5 are free).
When Spraying a SMG, you gain +3d to hit, and those hit get an additional +1d damage.
ARs are also +3d to hit, but gain +2d damage.
LMGs and MMGs are +4d/+3d, while HMGS are +5d/+4d.
Everyone in the area you are targeting, gets to roll their dodges individually (adding the recoil value to this #) and compares it to your overall to hit total. IF any are hit, roll damage individually.
The other spray method, is the Cover spray. Unlike damage sprays, this is used to stop the enemy from returning fire AND moving as they need to keep their 'head down'.
As with the damage spray the shooter gains bonus die to hit, but unlike the damage spray, cares NOT how many targets are there, just the size of the area.
The DM determines the 'base difficulty to hit' based on
Range to area, Cover/concealment in the area, size of the area and any other factors he deems necessary.
Spraying a 5m by 5m area gives no mod.
10x10 area is 1d mod to the TN
15x15 area is 1d+2 mod
20x20 is 2d+1 mod
25x25 is 3d mod
30x30 is 3d+2 mod
35x35 is a 4d+1 mod
40x40 is a 5d mod and 45x45 is a 5d+2 mod.
Add +2 per 5x5 added to the area.
Once all the mods are added in the gunner makes his to hit roll. IF he hits, the total TN, then he adds +3 to THEIR return fire chance per 5 he beats the difficulty by.
Example in play..
F.A.S.T:
John has an assault rifle. He just got done reloading it, when through the airlock comes a quartet of Zero G troopers. 3 of them head towards engineering, but the fourth sees john and starts for him. During the next rounds initiative john rolls and wins. He declares a full auto on the trooper. As the Assault rifle has a recoil value of 15 for going full auto, he rolls the dodge roll and adds 15 to it. John adds in 2D for a F.A.S.T. to his 6d+1 firearms skill. The dodge roll comes up 18. +15 for using full automatic, and john sees he needs 33 to hit that generator. Luckily he rolls 39 and smacks it dead center. He then rolls damage (5d+1 base for the assault rifle and adds in 3d+2 for 9d total damage. Even adding in the Zero g troopers armor, this is enough to drop him dead.
Damage Spray:
Later on, john’s buddy, Borrial, has added a HMG to his ships defensive weapons complement. It is mounted on a hard point (which is counted as a tripod). John, has to sit this raid out due to leg injuries, so he volunteers to stay behind and man it. As the rest of the team is returning, they are being tracked/followed by 30 storm troopers. John notices the troopers following his team mates, just as they are clearing the tree-line (the troopers that is). He opts for a quick belt burst to lessen their numbers. The troopers do not yet know of john’s presence and so have no dodge, but the range is currently medium range (moderate, which the gm sets at 13). They are still in the edge of the woods, so the gm gives them 2d worth of cover/concealment, and rolls a 9 (bringing the diff up to 22), plus the HMGs full auto rating of 15 for being on a hard point (tripod), for a grand total of 37. His firearms of 7d gets a bonus of 5d for going full auto, but john is trying to take out 9 of the enemy for this round, lessening his firearms skill by 4d (5 for free –1d per opponent beyond 5). His roll is poor, only a 18, and so he completely misses everyone. Next round, now that the stormies are alerted to his presence they start to fire on his comrades and dodge. John tries again, to take out the same 9 troopers. They will add 20 to their dodge roll this round (15 for full auto recoil value and 5 for the cover this round). The 9 troopers roll 13, 16, 19, 10, 8, 18, 28, 16, and 12. Making their dodges from worst to best (inc the modifications) 28, 30, 32, 33, 36, 36, 38, 39, 48. Johns roll is a lot better, at a whopping 37. He hits all but the last 3 troopers in his spray. Killing the other 6 with ease.
Cover Spray:
The next round, john sees his buddies coming under heavy imperial fire, and so opts for his last 50-round belt (from this ammo box) to be for a cover spray. As he is not technically targeting the imperials, they get no dodge. He decides to target a 30x30 meter area (most of the storm troopers are within that), which minuses 3d+2 from his to hit pool. His difficulty is 13 for the range, 11 (for the cover for this round), 15 for going full auto and the gm adds in a further 5 due to situational modifiers (stress) for a total of 44. John’s roll is a whapping 67 (due to the wild dice), a difference of 23, and so applies a penalty to all the imperials firing of 12 to their roll. They all miss. The next round, john’s luck has finally ran out when the imperials tag his position with a shoulder launched missile.
Barrel Switch-outs
Someone can use FA as long as they have ammo (and they are not hit) but each weapon has its own overheat rating, at which the barrel MUST be switched out.
This is known as their Save Bullet Fire rating (SBF for short). ARs and SMGs by the nature of switching out magazines, have a slightly hire rating than do MGs, since you CAN chain up belts to be mass chains.
IF you try to go beyond the SBF of a weapon without cooling it down somehow, you add in an additional wild die "which is only looked at if it comes up a one" for EVERY time you fire it beyond that. This is cumulative, so if you say hit the 4 times fired beyond the SBF of a weapon, you would be rolling a total of 5 wild die, though only 1 counts in the normal fashion.
IF you get a 1 on any of those wild die, you consult the below chart to see what happens.
SMGs have an 800 round SBF
ARs have a 750 round SBF
LMGs have a 600 round SBF
MMGs are 550 and
HMGs are 500.
It takes 2 hrs of dousing with water to properly cool down a barrel. 12 hrs if just using air to cool it.
Chart of failure. 2d6 roll
2 = no effect
3-4 = Add in one additional wild die next time fired.
5-6 = add in 2 additional wild die, next time fired.
7-8 = Barrel warps but causes no back/miss fire this round.
9 = barrel warps causing a 4d damage backfire
10 = barrel warps causing a 5d damage back fire
11 = barrel warps causing a 6d back fire
12 = barrel warps causing a 7d back fire.[/u] _________________ Confucious sayeth, don't wash cat while drunk! |
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