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General Tabletop Discussion
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Best Rules for Automatic Weapons
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2723649" data-attributes="member: 12332"><p>Generally I used the d20M and GT autofire rules in my StarWars game this summer. Also a few house rules that, oddly enough, I didn't realize were sort of Spycraft-esque. </p><p></p><p>I didn't want to track "ammo" for blasters (the PCs were all Jedi, so, y'know, not much blasting on THEIR end). So I ruled that a Natural 1 would mean the ammo pack was drained after that shot and would take an action to replace. When using burst fire, on a 1 or 2 the ammo pack drained. When using full auto, on a 1,2,3 the ammo pack was drained.</p><p></p><p>It came up when the Jawa Jedi decided to repair a (really really cruddy) battle droid to follow them around. "Roger Rodger" was pretty much artillery after that, letting fly with autofire whenever possible and even occassionally doing some damage in between swapping power packs. (Mostly it was fun watching 5th level Jedi trying to keep this Thug1/Soldier1 Droid alive in combats designed to challenge, well, Jedi.) On the whole, I think changing the rules worked out. It was actually worth it for a shoddy little droid with a +2 BAB to go auto or burst.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2723649, member: 12332"] Generally I used the d20M and GT autofire rules in my StarWars game this summer. Also a few house rules that, oddly enough, I didn't realize were sort of Spycraft-esque. I didn't want to track "ammo" for blasters (the PCs were all Jedi, so, y'know, not much blasting on THEIR end). So I ruled that a Natural 1 would mean the ammo pack was drained after that shot and would take an action to replace. When using burst fire, on a 1 or 2 the ammo pack drained. When using full auto, on a 1,2,3 the ammo pack was drained. It came up when the Jawa Jedi decided to repair a (really really cruddy) battle droid to follow them around. "Roger Rodger" was pretty much artillery after that, letting fly with autofire whenever possible and even occassionally doing some damage in between swapping power packs. (Mostly it was fun watching 5th level Jedi trying to keep this Thug1/Soldier1 Droid alive in combats designed to challenge, well, Jedi.) On the whole, I think changing the rules worked out. It was actually worth it for a shoddy little droid with a +2 BAB to go auto or burst. --fje [/QUOTE]
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