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Problems with firearms?
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<blockquote data-quote="S'mon" data-source="post: 1426395" data-attributes="member: 463"><p><strong>d6 system autofire</strong></p><p></p><p>If using T-2000 d6-system autofire, I recommend breaking it up into bursts of 10 rounds (T-2000 uses 5-round bursts), with every 10 rounds or fraction thereof having a Recoil* score. A character should be able to fire at least 3 bursts in a single combat round, but you might like to say these can must all be at the sam target area unless the firer has Iterative attacks (BAB 6+).</p><p>Add up the Recoil of all bursts fired in a round, and compare this figure to STR. If it exceeds STR, (Tootal Recoil - STR) gives the number of rounds in each burst that automatically miss the primary target, spraying wildly.</p><p></p><p>EG: firer has STR 12 and empties an Uzi of its 30-round clip in 3 10-round bursts, the Uzi has a burst recoil of 5, so total recoil is 15. 15-12 is 3, so 3 rounds per 10 automatically miss, leaving 21 with a chance to hit the primary target. Each '6' rolled is then a hit.</p><p></p><p>If the target has cover, some bullets will hit it. Eg 50% cover means 1/2 the bullets automatically miss, so remove half the dice. Combined with recoil effects the number of dice rolled can soon fall to quite manageable numbers.</p><p></p><p>In my experience, sensible use of cover is the key to survival - I remember in my Cyberpunk game, the PC's AV6 minigun was pinning down a squad of Arasaka security troops. The troopers had 75% cover and even though the minigun had a huge rate of fire (AIR it used a rule that 1d6 was rolled per 5 bullets fired, with a 'hit' result being 1d3 actual hits), as long as they stayed hunkered down they took few hits. I they'd gotten up and charged they'd have been mown down in short order.</p><p></p><p>*"Recoil" here is used losely to mean "tendency of gun to go off-centre" which can be due to the muzzle kicking up & right or whatever, as most guns do. Very few guns' recoil is actually enough to push the firer back, though a shotgun-wielding friend of mine reports some bruising. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="S'mon, post: 1426395, member: 463"] [b]d6 system autofire[/b] If using T-2000 d6-system autofire, I recommend breaking it up into bursts of 10 rounds (T-2000 uses 5-round bursts), with every 10 rounds or fraction thereof having a Recoil* score. A character should be able to fire at least 3 bursts in a single combat round, but you might like to say these can must all be at the sam target area unless the firer has Iterative attacks (BAB 6+). Add up the Recoil of all bursts fired in a round, and compare this figure to STR. If it exceeds STR, (Tootal Recoil - STR) gives the number of rounds in each burst that automatically miss the primary target, spraying wildly. EG: firer has STR 12 and empties an Uzi of its 30-round clip in 3 10-round bursts, the Uzi has a burst recoil of 5, so total recoil is 15. 15-12 is 3, so 3 rounds per 10 automatically miss, leaving 21 with a chance to hit the primary target. Each '6' rolled is then a hit. If the target has cover, some bullets will hit it. Eg 50% cover means 1/2 the bullets automatically miss, so remove half the dice. Combined with recoil effects the number of dice rolled can soon fall to quite manageable numbers. In my experience, sensible use of cover is the key to survival - I remember in my Cyberpunk game, the PC's AV6 minigun was pinning down a squad of Arasaka security troops. The troopers had 75% cover and even though the minigun had a huge rate of fire (AIR it used a rule that 1d6 was rolled per 5 bullets fired, with a 'hit' result being 1d3 actual hits), as long as they stayed hunkered down they took few hits. I they'd gotten up and charged they'd have been mown down in short order. *"Recoil" here is used losely to mean "tendency of gun to go off-centre" which can be due to the muzzle kicking up & right or whatever, as most guns do. Very few guns' recoil is actually enough to push the firer back, though a shotgun-wielding friend of mine reports some bruising. :) [/QUOTE]
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