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Judge Dredd - Rapid Fire
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<blockquote data-quote="Irishrelief" data-source="post: 7837088" data-attributes="member: 34093"><p>I'll start with it's your game, and your interpretation is your own. However, concerning weapons, automatic fire has little use outside of squad support and suppression. For all the years I carried an M4 I never used it in a suppression manner. There are other crew served squad support weapons designed exactly to do that. </p><p></p><p>I want to point out that is not an accurate portrayal of machine guns. In fact you can manufacture illegal machine guns for less than a few dollars. They can also be concealed to the same ease as any other weapon today.</p><p></p><p>If you look at the game rules for Auto (pg 99) you will see that they follow a similar pattern to real world usage today. You should also note that per page 103 there is some confusion as to the Lawgiver Mk I having the automatic trait, "All Lawgiver pistols have both the Automatic ID-Matched and Explosive Booby Trapped (3D6 damage) customisations." Spelling errors are as they appear in the book. Since the book doesn't have a customization named Automatic ID-Match but just ID-match and Booby Trap the argument has been made to me that there is a missing comma in the description. The counter argument has also been made that the word both implies only two (Booby Trap/ID-Match). The best part is you can make the determination as you see fit. If you want your judges to be able to provide a squad support element then go for it. If you take the tactical elements of combat into consideration the game is quite balanced (though I will admit I have at least one question each time I run a game without an answer as the books are not the most user friendly for answers). </p><p></p><p>As for my interpretation of your most recent question That is already answered by the exploits. Spray uses up both actions and allows for one attack on an area, so no extra damage as you're getting to attack an area. Strafe similarly does this too, at the cost of one action and a limited area while having a set amount of damage (1d6). This follows the doctrine that wildly shooting a weapon in auto is not exactly good for accuracy or handling. Burst is a much more acceptable method of attacking as it provides an increased volume of fire while being manageable, and not having to deal with the biggest problem of crew served weapons, HEAT.</p></blockquote><p></p>
[QUOTE="Irishrelief, post: 7837088, member: 34093"] I'll start with it's your game, and your interpretation is your own. However, concerning weapons, automatic fire has little use outside of squad support and suppression. For all the years I carried an M4 I never used it in a suppression manner. There are other crew served squad support weapons designed exactly to do that. I want to point out that is not an accurate portrayal of machine guns. In fact you can manufacture illegal machine guns for less than a few dollars. They can also be concealed to the same ease as any other weapon today. If you look at the game rules for Auto (pg 99) you will see that they follow a similar pattern to real world usage today. You should also note that per page 103 there is some confusion as to the Lawgiver Mk I having the automatic trait, "All Lawgiver pistols have both the Automatic ID-Matched and Explosive Booby Trapped (3D6 damage) customisations." Spelling errors are as they appear in the book. Since the book doesn't have a customization named Automatic ID-Match but just ID-match and Booby Trap the argument has been made to me that there is a missing comma in the description. The counter argument has also been made that the word both implies only two (Booby Trap/ID-Match). The best part is you can make the determination as you see fit. If you want your judges to be able to provide a squad support element then go for it. If you take the tactical elements of combat into consideration the game is quite balanced (though I will admit I have at least one question each time I run a game without an answer as the books are not the most user friendly for answers). As for my interpretation of your most recent question That is already answered by the exploits. Spray uses up both actions and allows for one attack on an area, so no extra damage as you're getting to attack an area. Strafe similarly does this too, at the cost of one action and a limited area while having a set amount of damage (1d6). This follows the doctrine that wildly shooting a weapon in auto is not exactly good for accuracy or handling. Burst is a much more acceptable method of attacking as it provides an increased volume of fire while being manageable, and not having to deal with the biggest problem of crew served weapons, HEAT. [/QUOTE]
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