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Weapon related rules
Contents
[hide]2a Ammo:
2b Repeating Blaster rules:
*Spraying
Spraying, going full auto, laying down a blanket of fire, whatever you want to call it, has until now been an action you weren't capable of doing, at least not practically. Spraying an area is good when you want to target a large fairly compact group of targets. There is no limit to the number of targets you choose to spray, because when you spray an area your pretty much targeting everybody in that area friend or foe. Sounds good, but, you pay a price:
- You fire at a -1/2D blaster skill penalty (rounded down) to hit (Each additional action beyond spraying adds an additional -1D to hit.) (i.e. If you have a blaster skill of 7D when spraying that skill is reduced to 3D)
- For purposes of multiple actions in a round spraying is considered to be 4 actions
- Targets at medium range are at a +5 difficulty to hit. Targets at long range are at +10 difficulty to hit. (Thus spraying only becomes realistic at short ranges; unless your some marksman)
- A fire arc of 90 degrees can be covered at no additional penalty or a fire arc of 120 degrees can be covered at an additional -1D penalty or 180 degrees at - 2D penalty.
- When spraying you consume 1 ammo for every 2 individuals in the area being fired upon, rounded up.
- The weapon's fire control does not apply when spraying an area.
Example: Irdrid the brutal (blaster: 8D; dodge 6D) is a Merc carrying a light repeating blaster (fire control: 1D; damage 6D). While strolling along the corridors of the Death Star he stumbles upon a group of 9 stormtroopers (blaster: 4D; dodge: 3D; after armor modifiers) as he turns a corner. Irdrid, being the aggressive type, decides to spray the group of stormtroopers who are all at close range and informs the GM that he wishes to dodge any return fire, thus, Irdrid is performing 4 actions (3 for spraying the area and 1 for dodging). The stormtroopers see Irdrid in time to perform a combat dodge and also wish to fire upon Irdrid. The GM determines that the difficulty number to hit the stormtroopers is 7. Irdrid is penalized -5D to hit (-4D for spraying (1/2 x 8D = 4D) and -1D for the additional action of dodging) for a resulting skill roll of 3D. The GM decides to speed things up by rolling the combat dodge for the group of stormtroopers as a whole. The stormtroopers dodge of 3D is reduced to 2D because they are conducting 2 actions each. The GM rolls and gets a 6. Thus, Irdrid's modified difficulty is 13. He rolls for each one getting a 14, 6, 12, 15, 9, 9, 15, 11, and 5. Thus, Irdrid hits 3 of them. Let's say for sake of brevity the 3 stormtroopers hit are incapacitated. The other 6 fire back on Irdrid who dodges (at a -4D because he is performing 5 actions: 4 for spraying and 1 for the combat dodge) rolls 2D6 and gets 8 and adds this to the stormtroopers difficulty of 7 for a total modified difficulty of 15. The stormtroopers roll 3D6 each to hit Irdrid. The rolls are a 14, 13, 8, 4, 12, and 7. Irdrid gets lucky and they all miss. So Irdrid checks off 5 rounds of ammo and continues on into the next round of combat ... with a grin on his face. Many of you GM's might be thinking that this makes repeating blasters far too powerful. However, I think if you review the rules above and play test them you'll see that you need a high blaster skill to realistically attempt to do it and since it is only useful against groups of 5 or more chances are your not going to kill off everybody in the group and your going to leave yourself open to attack by the survivors. In the example above Irdrid was lucky that the remaining 6 troopers missed. Odds were that one of them was going to hit. Furthermore, I am a GM who believes that repeating blasters are strictly military issue only and that carrying one is illegal under both Imperial and New Republic laws; even in cities where carrying a blaster is legal (e.g. Mos Eisly) repeating blasters are outlawed, or at the very least require a military permit, in my campaigns.
2c Repeating Weapons: (Short)
Repeating weapons (SMG, repeating blasters) add +1D to the skill of the firer when fired. This simulates the density of fire created. In addition, when a repeating weapon strikes a target, it delivers 1D6 hits upon that target. These hits are resolved separately. Also, if a character using a repeating weapon decides to "spray" an area, he may do so to any group in a 45 degree arc within 10 meters of each other. The effect of this is to attack all targets in this group with one attack roll per target. One hit is applied to each target hit.Note that a character cannot choose to attack a farther group with a spray when a closer target is eligible, if they are in the same arc chosen for the spray. Also note that the character does not receive the +1D to his skill to-hit when using a spray attack.
2d Ranged Weapons:
To account for the penetrating ability of most ranged weapons, and the essentials of accuracy, all ranged weapons (GM's discretion) add a +2 to the damage roll for every full five points over the target number that is rolled on the to-hit roll. This bonus can yield a maximum of +2 for every full die of damage that the weapon already does. Note that this can also be readily extended to other scales as well, such as starfighter, speeder and walker scales.
2e Effective Stun:
Instead of having full dice of effective stun, reduce this to pips of effective stun. When these pips of effective stun add up to equal to or greater than the Strength score of the defender, unconsciousness occurs. Also, if stun damage ever lowers the Stamina score of the defender to zero, unconsciousness occurs.