Assault Rifles with 2d6 option ?

soulman

Mongoose
Hi guys, just wanted feedback on ideas for my own games, smgs have 2d6 damage but with a shorter 12 to 15" range to them, the only one in Evo is the MP7.

2d6 because of the high rate of fire and low recoil...

But assault rifles can go full auto if needed, but with the stronger recoil etc, only good got close range or suppression.

So what rules options could we use..?

1. Option 1 was 2d6 for half range, so a m4 would use 2d6 upto 10" ?

2. Assault rifles can use 2d6, but only with Reactions, and up to 10" , this would show letting rip, then you are under pressure..?

Thats all i come up with at the moment, i use my own Evo skirmish rules, if you have seen them, based on ghost recon, but i`m after a core rule, but close up with rifles...?

Anybody have ideas on the above...

Many thanks all
Alan-Uk
 
Do what you want. My answer make them a CC weapon with a range of 0 (thus they have a 6" radius from the model) , 1xD6 with each die counting two for suppression.
 
As far as I see it, assault rifles firing on full auto are already represented by the rules for close combat, where infantry (except the MEA for some reason) roll 2D6. I mean, modern close combat is almost entirely short-range bursting, with actual hand-to-hand fighting being very rare.
 
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