jaz0nj4ckal
First Post
So, I am drafting another leg of my adventure that resembles aspects of the film Labyrinth. Due to the latter, I am introducing mild firearms, which have the ability to do auto fire. Like those crazy little goblins that look like a walking trash-can with a machine gun barrel.
Currently I am using the module Skull Port (book TSR1138) for additional resources, since it is my only resource that has some firearms.
What I am doing is creating weapons that model the Arquebus and the Starwheel, found on page 61, but have them automatic fire. I find it odd that the Starwheel as a 1/4 or 25% chance of scoring additional damage, and the Arquebus has a 1/10 chance 10% chance of scoring additional damage. - anyway!
All things aside – I am trying to think of ways as to how I can incorporate automatic fire to my firearms. Due to the latter, I am coming to the ENworl community as to how to introduce rules in 2E for automatic fire. Currently, I am giving a +2 to hit and making it an area affect, so everyone in the area will take damage, and doing something like Save vs Breath or Save vs Polymorph for half damage.
Open to ideas.
Currently I am using the module Skull Port (book TSR1138) for additional resources, since it is my only resource that has some firearms.
What I am doing is creating weapons that model the Arquebus and the Starwheel, found on page 61, but have them automatic fire. I find it odd that the Starwheel as a 1/4 or 25% chance of scoring additional damage, and the Arquebus has a 1/10 chance 10% chance of scoring additional damage. - anyway!
All things aside – I am trying to think of ways as to how I can incorporate automatic fire to my firearms. Due to the latter, I am coming to the ENworl community as to how to introduce rules in 2E for automatic fire. Currently, I am giving a +2 to hit and making it an area affect, so everyone in the area will take damage, and doing something like Save vs Breath or Save vs Polymorph for half damage.
Open to ideas.