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jmanski Arbiter-General (Moderator)

Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Fri Jul 02, 2010 11:35 pm Post subject: |
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That sounds like what I do for repeaters: add +1d or whatever Fire Control. _________________ Blasted rules. Why can't they just be perfect? |
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atgxtg Rear Admiral


Joined: 22 Mar 2009 Posts: 2460
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Posted: Wed Jul 07, 2010 4:08 pm Post subject: |
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ZzaphodD wrote: | [
Another, IMO, more smooth solution would be to just add it to FC or Dmg. I have an 'Autofire' die for automatic blasters and the like (e-web) that can be added to either damage or as a to-hit bonus. This would easily translate to ships weapons. |
That would probably be the best way to do it, just upping Firce Control, or giving them a Burst Value that can be split between FC and damage. Either than or ignoring multifire/autofire all together. Multifire/Autofre was sortof required in D20 to handle reeapting blasters. In D20 a character is limited in the number of attacks he could make in a turn, while in D6 he (usually) isn't. |
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ZzaphodD Rear Admiral


Joined: 28 Nov 2009 Posts: 2426
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Posted: Sat Jul 10, 2010 10:36 am Post subject: |
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atgxtg wrote: | ZzaphodD wrote: | [
Another, IMO, more smooth solution would be to just add it to FC or Dmg. I have an 'Autofire' die for automatic blasters and the like (e-web) that can be added to either damage or as a to-hit bonus. This would easily translate to ships weapons. |
That would probably be the best way to do it, just upping Firce Control, or giving them a Burst Value that can be split between FC and damage. Either than or ignoring multifire/autofire all together. Multifire/Autofre was sortof required in D20 to handle reeapting blasters. In D20 a character is limited in the number of attacks he could make in a turn, while in D6 he (usually) isn't. |
As repeating blasters didnt really exist in the early movies (the e-web being more of a light cannon) there are no rules of it. Even 'repeating' guns in the RPG are more like light 'cannons' or heavy blasters with long range.
The other thread about automatic blasters (think it was yours) deal with autofire with burst die. It then seems logical to do the same thing with starfighter weapons. |
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jmanski Arbiter-General (Moderator)

Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Sat Jul 10, 2010 12:49 pm Post subject: |
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That's the logic I've used, so of course I agree....  _________________ Blasted rules. Why can't they just be perfect? |
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ZzaphodD Rear Admiral


Joined: 28 Nov 2009 Posts: 2426
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Posted: Mon Jul 12, 2010 5:10 pm Post subject: |
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I looked at the weapons from the Saga supplement on starships.
Some can be used, but those rules treat some combinations quite differently.
This got me thinking..
Whats the difference between a 'double' laser cannon, and a 'linked' one? If there is, why? |
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jmanski Arbiter-General (Moderator)

Joined: 06 Mar 2005 Posts: 2065 Location: Kansas
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Posted: Tue Jul 13, 2010 10:04 pm Post subject: |
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It's D20, who knows.... _________________ Blasted rules. Why can't they just be perfect? |
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ZzaphodD Rear Admiral


Joined: 28 Nov 2009 Posts: 2426
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Posted: Wed Jul 14, 2010 2:19 pm Post subject: |
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jmanski wrote: | It's D20, who knows.... |
Yeah, but they do exist in D6 too. |
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Madwand Sub-Lieutenant

Joined: 06 May 2009 Posts: 57
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Posted: Wed Jul 14, 2010 6:15 pm Post subject: |
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ZzaphodD wrote: | I looked at the weapons from the Saga supplement on starships.
Some can be used, but those rules treat some combinations quite differently.
This got me thinking..
Whats the difference between a 'double' laser cannon, and a 'linked' one? If there is, why? |
In WEG Star Wars, as far as I can tell, there is no difference. "Double" means that the two weapons share a single mount, but do "linked" damage. The Millennium Falcon has "Quad" laser cannons, and the X-wing has "four" laser cannons. The only difference is that the Falcon's Quads share a mount. Terminology. |
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