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[HoE] Doomsayer MIRV Question
Coyote wrote:
> 3) Raises allow you to modify the hit location of the first bolt only
> (sort of like the idea behind only being able to make a called shot
> with the first bullet in a burst)
>
> Actually that brings up a second question...can you make called
> shots with MIRV? If so I assume you may only make a called shot with
> the first Bolt in the bunch. Thanks for the help!
>
>
Your third idea as pasted above is correct, as far as I know. Here's how
we work it at least.
If you're firing at one target, treat MIRV like any weapon that fires a
burst. Raises would adjust only the hit location of the first bolt,
with the rest falling where they may. So, a called shot is allowed, but
only the first bolt can (intentionally) hit the desired location - all
others you'd roll a body location.
If you're firing at multiple targets, its handled in a similar way. You
may do a called shot on your first target, but the rest hit their
targets at random locations. This doesn't mean the target you do the
called shot on necessarily has to be the closest of the targets, and you
must make sure you can hit all the target's ranges with your faith
roll. For example:
A doomie is facing four scavs; 10, 30, 40 and 50 yards away
respectively. The doomie has Faith: 5 so, he's got the range to be able
to hit all four scavs with his MIRV, and he chooses his targets before
he makes the roll. He decides to put one bolt in each, with an extra in
the scav at 45 ( he has the heaviest weapon). According to the range,
he needs a TN 5 for the first, TN 8 for the second, TN 9 for the third
and TN 10 for the fourth. He rolls his Faith and gets a 15. This is
enough to get two raises on the number of dice (two over the TN of 5) so
each bolt will do 3d10 and hit all the men as desired, with enough to
get a raise to the hit location of the first target (all hit locations
rolled randomly, but the first you could move up or down a location).
Okay, now here's the same situation assuming he wants to do a called
head shot with his first bolt on the scav with the heavy weapon. This
would make his initial TN to hit an 15 (9 for range + 6 for the head),
while the others remain the same based upon their regular range
modifiers. With the same roll of 15, he'd still get the same effects on
all four targets as above, with the bonus that the scav with the gun is
taking a head shot (5d10) in addition to the other randomly rolled
location for the second bolt (I'm thinking the heavy weapon won't be a
problem anymore).
At least, like I said, that's our take on it. Hope it helps.
Matt Steflik
Master of Wahoo
Gimme Shelter - http://www.geocities.com/grifflik/