For projectiles (and even Melee Weapons) these are House Rules my table uses....
Fighting or Agility defined how accurate or skillful the Weapon was used for that FEAT Roll..... And we also had "Talented" Characters use Shooting Weapons on the Fighting Rank if that was better than Agility.
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It's sort of a complicated house rule but it works for 'Gunners' like Punisher, Dead-Pool, Bat-Man, and especially Characters like RoboCop, Terminator, and Big Azz War Hammer Tanks....... (Weak Agility, but Accurate and Responsive as Hell)
+ Strength, Mass, or Caliber defined Damage and Destruction.... Most Hand Guns are Below EX:20...
+ Speed / Velocity (or Agility) defined Armor Piercing [-1SCS]..... It does not effect the Character's FEAT Rolls.
For Weapons such as 'GUNS' and 'Laser-Blasters' and 'Hand Cannons' we also had this House Rule...
Rapid Fire Weapons, such as an M-16, AK47, UZI, etc... had Single, Burst, and Full Auto Firing....
+ Single Bullet: Normally GD:10 to EX:20 Damage.... You got all your entitled Plus Shifts...
+ Burst Firing: GD:10 to EX:20 Damage [+1SCS]..... You lose 1 of your entitled Plus Shifts on the FEAT...
+ Full Auto: GD:10 to EX:20 Damage [+2SCS]..... You lose All of your entitled Plus Shifts on the FEAT...
Real Heavy Duty Fire Arms, such as a Chain Gun or Mini-Gun had the results listed with the Character's Status Page.... But we still referred to our handbook for reference.... So Real Heavy Duty Fire Arms were handled quite methodically..... This sucks, and just slows down the Game... (But some Player ALWAYS brings a Gun Toting Character to the Table)
We calculated most hand held Chain Guns fire off about 50 Bullets per FEAT Roll...... Your Character also had to have a minimum of EX:20 Strength to even wield most Hand Operated Chain Guns, [-1SCS]...... RM:30 Strength was Cool...
+ Blue: Total Miss.... You don't even Fire.... Gun Jammed, You hesitated; Something like that.
+ White: You Fired but totally missed your Target..... 5 to 10 Bullets wasted.
+ Green: You hit your Target with 5 to 10 Bullets.... EX:20 Damage X 10 = 200 Points of Damage.
+ Yellow: You hit your Target with 10 to 20 Bullets.... EX:20 Damage X 20 = 400 Points of Damage.
+ RED: You hit your Target with 20 to 40 Bullets.... EX:20 Damage X 40 = 800 Points of Damage.
+ 100 RED: ALL Fiddy Bullets nail the target.... EX:20 Damage X 50 = 1000 Points of Damage.
Any other weapons were considered 'Solid' Beam Weapons.... Basically a 500-Foot long Light Saber...
We also used Punstarr's Categories, but 3 instead of 4.... And we almost always tried to calculate with positive shifts... So a Gunner Character got more Plus Shifts with a more sophisticated weapon...
+ Thrown or Slower than a Bullet: [+0SCS] to Shooter
+ Fast Projectiles (Bullets): [+1SCS] to Shooter
+ Energy Based Projectiles (included Rail Guns too): [+2SCS] to Shooter
+ Scatter Shot / Flame Thrower: [+2SCS] to Shooter
'Talented' Gunners actually got a whole lot of perks with a Nasty Hand Held Gun......
But the Defender had Perks as well....
+ Fighting: The Defender could 'Shoot' back while simultaneously Evading or Dodging.
+ Agility: With a Successful Dodge you had [+1SCS] in the Next Round Initiative.
+ Strength: Blocking with a Shield or instrument.... The only instrument took Damage.
+ Endurance: Used to 'Charge' or 'Run Like Hell' out of the area of flying Bullets...
And of Course the Defender could use an appropriate 'Power' or 'Talent' to thwart any Gunnery attack...
Mang.... I have to stop posting these Huge Rambles..... No One reads all this Stuff.....
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Edited 1 time(s). Last edit at 01/03/2008 03:50AM by TankerAce.