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Re: WAS: [BNW] Blasting? Veering off topic...



> I agree on this - the Blaster isn't going to use burst fire to take out the
> terrorist holding the young delta hostage, but when the terrorists comrades run
> screaming at him to take revenge, then he's probably going to let rip. =)

Hey, he's a Blaster, that's what he does, right?

> > Incidently, does anyone else think the multiple shots rules are kinda
> > wacked/incomplete? It seems like burst fire weapons are genearlly meant to
> > increase hit chance (spray'em with bullets and hope one connects), but
> > this is not the case in BNW.
> 
> I think you'll find it is - IIRC, the burst fire rules are that you get a number
> of extra dice on the roll to hit equal to the number of shots over the first that
> you're firing. For example - Rebel Yell, a Blaster with a Speed of 5d6 and
> Shooting of 5 (can't remember if those are his actual stats, so sue me =) lets off
> a burst at a Primer in an Armorgeddon Suit. He rolls 7d6 (5d6 plus the extra 2
> shots) and adds 5 to his roll, and for every success, a shot hits.

Cool. You are correct (about the extra dice) this seems like a really good
way to work the rules. Fire three shots and your chance to hit goes up
slightly, but the average joe won't get too many extra hits. Fire off nine
bullets and your chance to hit goes WAY up, but your chance of getting
multiple hits only increases marginally. I think I may have to adopt this
rule into my DLs campaign. 

> The burst fire rules are pretty good, in my view - they do make it
> more likely that you'll hit someone, whereas in Deadlands/HoE, firing
> bursts simply means you have a chance of hitting them more than once.

Agreed. Thanks for the clear, I kinda half-read the rules and assumed
they were like in DL.

-Theo McCracken, whose thoughts and ideas are solely his own and do not, 
in any way, reflect those of Jefferson Lab or its staff. Unless of
course there is any money to made off those ideas, in which case the lab
says: "Gimme, gimme, gimme!"