Jarec
Recruit
Worst General EVER!
Posts: 27
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Post by Jarec on Aug 4, 2011 6:36:19 GMT -5
I've been playiong around with a house rule recently to allow Rapid Fire.
It's basically the reverse of the non moving bonus. If a vehicle or figure doesn't move it can fire it's weapons twice in a round, once for each action. When rapid firing each action spent firing has a cumulative -1 to hit.
Example: Gruntz firing Laser rifle: First action -1 to hit modifier Second action -2 to hit modifier
Tank with 2 weapons: First action first weapon -1 to hit modifier First action second weapon -2 to hit modifier (-1 for rapid fire, -1 for second weapon) Second action first weapon -2 to hit modifier (-2 for rapid fire second action) Second action second weapon -2 to hit modifier (-2 for rapid fire second action, -1 for second weapon)
I would tend to exclude missile weapons and artillery from using rapid fire due to slow reload times. Also not sure if prone figures should benefit from this.
Any thoughts welcome.
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Post by inrepose on Sept 16, 2011 22:53:19 GMT -5
Those are good but for me a little heavy on the need to think about what the modifier might be which results in a lot of potential minus factors. The actual rule we have been testing for 1.1 is just a simple additional D3 roll which determines hits for full-auto. I will put details out soon.
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Post by pancake on Sept 17, 2011 8:48:04 GMT -5
The D3 roll for full Auto is a good addition to Gruntz Watched your vid and used it in a game.
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Post by papabees on Sept 22, 2011 16:43:41 GMT -5
The D3 roll for full Auto is a good addition to Gruntz Watched your vid and used it in a game. So how does this work exactly?
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Post by kealios on Sept 24, 2011 11:44:35 GMT -5
The cost to buy Rapid Fire better be expensive, otherwise this will be abused by everyone who can get their hands on it! A cheap d3 shots means a Heavy Mech with 2 rotary gatling guns will get a potential 6 shots, with an average of 4. This should, then, cost at LEAST, 1.5x the cost of buying the base guns, since it is letting you get away with twice or more the number of guns on a vehicle that can fire! Im all for it...but want it to be balanced
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Post by pfaghe on Oct 18, 2011 7:56:17 GMT -5
We like also the possibility to add to some weapons a "auto-fire" rule, we will test the d3 immediately. I think that you have also to say something about a distance in inch from the original target and if inside the same squad or not. also if the full auto can hit also friendly model inside that distance. so D3 more hits but for example within the same squad (if any) and at max. 2" from the original target, the new hits can wound also friendly models if inside that range Finally the D3 could be perfect with standard/attachment weapons while a D4 or D6 using heavy vehicle or specialist weapons ...
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Post by inrepose on Oct 20, 2011 5:33:14 GMT -5
Some good ideas on different dice sizes there. The actual Full-Auto rules are pretty much tested and ready to go now. I am putting the pressure on myself to get them all ready in the 1.1 update in November. If I can get the the specific full auto rules shared as a mini update before then I will and allow people to comment test etc.
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