Annatar Giftbringer
Emperor Mongoose
Greetings,
a few thoughts on the new autofire rules.
Burst
The new burst rules seems to be based only on the weapon's base damage. A weapon adds +1 to its damage for every D, so a 3 D weapon bursting deals 3D+3 damage. However, it consumes ammo equal to its auto rating. This means that an auto 4 and auto 6 weapon deal the same damage while burst-firing, but the auto 6 weapon 'pays' more, with 6 bullets fired.
I feel that either all burst fire should consume the same number of bullets, regardless of auto value, or that the number of bullets fired affects burst damage.
Since I do find it a bit weak that a gauss rifle, (4D, auto 4) only deals an extra 4 damage when bursting (average damage of one shot is 14, firing 4 shots increases damage to 18) I would love to see something similar to the new starship rules, i e for each shot beyond the first, +1 damage is added per D or the weapon. Example: Gauss rifle (4D, auto 4) fires a 4-round burst, dealing 4D +4 +4 +4 damage.
Yes I realize this will mess upp armour values... Perhaps the base damage (4D) and the added burst damage (12) could count as two separate attacks for armor reduction purpouses? Or the extra burst damage (+D instead of +1) only comes into play against unarmoured opponents, or for the portion of the damage that penetrates armour, or... something.... I don't know.
Autofire
So, no dice-pool any more? I guess this is balanced by there not being a skill cap when autofiring any longer either. Should work, feels quicker and easier. I like how scope and auto can't be used together, limiting autofire's usefullness at long range.
I'm not quite fond of the ammo cost for autofire, however. I know it was the same last edition, but it feels a bit much IMHO... I mean, 12 shots to make two attacks? With no damage bonus?
A few more or less random ideas:
1) add burst damage to the attacks (the original +burst, not my above suggestion). This would mean that the gauss rifle gets two attacks that each deal 4D+4 damage and the total ammo cost is 12, while an ACR would get three attacks at 3D+6, costing 18.
2) Halve the ammo cost, making it auto/2 x 3 instead, or number of attacks times 3.
3) Allow relevant weapon skill to lower the required number of shots.
4) A two-parter. Start with 2) above, but add another category of attack. This one costs auto x 3, you roll auto number of dice, pick the highest. The rest of the dice gets paired with the highest dice for individual attacks. Example. An auto 4 weapon fires. 5 4 4 3. 5 is highest. The attack rolls are thus 5+4, 5+4 and 5+3. Basically, auto-1 number of attacks.
5) Make full auto some form of Area-of-Effect attack, with area size determined by auto rating.
a few thoughts on the new autofire rules.
Burst
The new burst rules seems to be based only on the weapon's base damage. A weapon adds +1 to its damage for every D, so a 3 D weapon bursting deals 3D+3 damage. However, it consumes ammo equal to its auto rating. This means that an auto 4 and auto 6 weapon deal the same damage while burst-firing, but the auto 6 weapon 'pays' more, with 6 bullets fired.
I feel that either all burst fire should consume the same number of bullets, regardless of auto value, or that the number of bullets fired affects burst damage.
Since I do find it a bit weak that a gauss rifle, (4D, auto 4) only deals an extra 4 damage when bursting (average damage of one shot is 14, firing 4 shots increases damage to 18) I would love to see something similar to the new starship rules, i e for each shot beyond the first, +1 damage is added per D or the weapon. Example: Gauss rifle (4D, auto 4) fires a 4-round burst, dealing 4D +4 +4 +4 damage.
Yes I realize this will mess upp armour values... Perhaps the base damage (4D) and the added burst damage (12) could count as two separate attacks for armor reduction purpouses? Or the extra burst damage (+D instead of +1) only comes into play against unarmoured opponents, or for the portion of the damage that penetrates armour, or... something.... I don't know.
Autofire
So, no dice-pool any more? I guess this is balanced by there not being a skill cap when autofiring any longer either. Should work, feels quicker and easier. I like how scope and auto can't be used together, limiting autofire's usefullness at long range.
I'm not quite fond of the ammo cost for autofire, however. I know it was the same last edition, but it feels a bit much IMHO... I mean, 12 shots to make two attacks? With no damage bonus?
A few more or less random ideas:
1) add burst damage to the attacks (the original +burst, not my above suggestion). This would mean that the gauss rifle gets two attacks that each deal 4D+4 damage and the total ammo cost is 12, while an ACR would get three attacks at 3D+6, costing 18.
2) Halve the ammo cost, making it auto/2 x 3 instead, or number of attacks times 3.
3) Allow relevant weapon skill to lower the required number of shots.
4) A two-parter. Start with 2) above, but add another category of attack. This one costs auto x 3, you roll auto number of dice, pick the highest. The rest of the dice gets paired with the highest dice for individual attacks. Example. An auto 4 weapon fires. 5 4 4 3. 5 is highest. The attack rolls are thus 5+4, 5+4 and 5+3. Basically, auto-1 number of attacks.
5) Make full auto some form of Area-of-Effect attack, with area size determined by auto rating.