Dredd at Gencon 2009 Rocked Hard.

I don't like adding to much more then the existing rules though for HS and Guided, simply because Less is more.

At Gencon, We rolled with the Thermal Rules (The no soft cover no smoke defense), THEN, the guided rules if it had to chase a perp.

If you take the thermal rules and add that to something like Rapid Aim, AND the Lawgivers +2 inherent bonus, then Remove those defensive bonuses, hell even without Rapid Aim, the Judge is probably going to hit what he's shooting at.

~Rex, The Black Hand, Mongoose Infantry
 
djd said:
Rex,

Where are the thermal rules you mention?

Sorry if I've missed something obvious! :D

Ah, littered through out various Traveller books. Main Book, Central Supply Catalog, and off the top of my head I think there is a Mention in Mercenary as well. Pretty basic really.

No Bonus to defense for Soft Cover, no Bonus to defense for Smoke. Combine that with the guided munitions rule and it works really well without unbalancing the power curve of the game.

You can also when combined with input from the helmet, justify shooting around corners (which is what we all want it for), by targeting the heat image through the edge of the corner (soft cover for the most part depending on material).....Drywall means nothing to a HS round.

~Rex, The Black Hand, Mongoose Infantry
 
djd said:
That probably explains why I don't recall it. I only have the main rulebook, Scoundrel and Agent.

CSC is the one you want. Like a big giant toybox of Destruction it is. :D

~Rex
 
I can't see them either - there's a bit about guided weapons but it doesn't cover it there really.

I'm going to use the follwing rule for heat seekers:

Homes on a random target if there is more than one in the arc of fire.

Hits on a roll of 8+ Can only be evaded on a dex 12+ roll

Rolls once to hit in round it is fired

If it misses it then rolls up to 3 times in the round after t was fired at initiative 12, 7 and then 2.

If it still hasn't it it rolls once more in the round after that at initiative 12. If it still hasn't hit it is now out of fuel / momentum.

The defending character can attempt the dex 12+ roll once per round and this can be moddified by thermal cloaking, hard cover available and other factors as necessary. Evading is the only action possible in the round.
 
looking at the HS round describtion on page 96 it says it will "guide itself to" hit a target on a 6+, but other than that it looks good :)
 
It's not clear at all..... It says if there's no eligable target identified by the targeting mechanism then the round guides it self on a 6+.... So what if there is an eligable target??? It's as clear as mud! :?
 
djd said:
It's not clear at all..... It says if there's no eligable target identified by the targeting mechanism then the round guides it self on a 6+.... So what if there is an eligable target??? It's as clear as mud! :?

no i agree, when i said it looks good, i was refering to your house rule, as for the text i was just refering to the to hit roll.

Eligible in my book is any warm human 180 degrees in a frontal arc infront of the bullet after 15m...

It's interesting that the HS round is a "fair" bullet.. after all the perp gets a 15 meter head start ... :)
 
Don't forget. You can't loop the HS around to hit the Judge that fires it. So far, I've gone with the basic guided weapons rules combined with thermo imaging from the core books, AND, the 6+.... Seems to balance out. Being familiar with Heat Seeking weaponry in the real world, as well as real thermo imaging systems, I suppose I have a different point of view when thinking about it.....

One could keep it simple. Shoot with the Judges Roll, and DM's. If a Miss, roll again for Target Require, 6+.

I try and keep the movie Runaway in mind when thinking of the effect I wish to pull with those rounds.

~Rex, the Black Hand, Mongoose Infantry
 
djd said:
LOL :D It's definately something that needs to be covered in erreta

i was looking for an errata thread, but I'll post here... Last night I noticed something odd, page 218 - determine the crime table, its a d66 roll but the table starts at 12, there is no 11 result? Not a biggy as I will just use a 11 as roll twice result.

All the best
Mike
 
Well spotted - that got through editorial unseen, because its in my original manuscript too. Apologies.

Treating 11 as a Roll Twice and Combine the Results is the best solution.
 
Rex said:
Don't forget. You can't loop the HS around to hit the Judge that fires it. So far, I've gone with the basic guided weapons rules combined with thermo imaging from the core books, AND, the 6+.... Seems to balance out. Being familiar with Heat Seeking weaponry in the real world, as well as real thermo imaging systems, I suppose I have a different point of view when thinking about it.....

One could keep it simple. Shoot with the Judges Roll, and DM's. If a Miss, roll again for Target Require, 6+.

I try and keep the movie Runaway in mind when thinking of the effect I wish to pull with those rounds.

~Rex, the Black Hand, Mongoose Infantry

I think for me it's about trying to replicate what we see in the comics with HS rounds (rather than anything real world)- that's why I like the idea of the round being able to chase the perp around for a bit! :lol:
 
Loz said:
Well spotted - that got through editorial unseen, because its in my original manuscript too. Apologies.

Treating 11 as a Roll Twice and Combine the Results is the best solution.

Doing the same thing actually. Makes it interesting. :D

~Rex
 
djd said:
Rex said:
Don't forget. You can't loop the HS around to hit the Judge that fires it. So far, I've gone with the basic guided weapons rules combined with thermo imaging from the core books, AND, the 6+.... Seems to balance out. Being familiar with Heat Seeking weaponry in the real world, as well as real thermo imaging systems, I suppose I have a different point of view when thinking about it.....

One could keep it simple. Shoot with the Judges Roll, and DM's. If a Miss, roll again for Target Require, 6+.

I try and keep the movie Runaway in mind when thinking of the effect I wish to pull with those rounds.

~Rex, the Black Hand, Mongoose Infantry

I think for me it's about trying to replicate what we see in the comics with HS rounds (rather than anything real world)- that's why I like the idea of the round being able to chase the perp around for a bit! :lol:

Yeah you can always do it with contested Athletic's CoOrd rolls vs the Target Number, modified by other DM's. That can certainly give you a few of the multi-page dodge scene's we all know and love. Certainly lends to some interesting combat scenes I'll give it a shot on the next game and let you know how it worked.

~Rex
 
I've been thinking about Heat Seekers, I don't have Central Supply Catalogue, so have been forced to make up my own rules... Using the 6+ roll to lock on to the target, then using that rolls Effect we get the number of rounds the target must evade upto a maximum of 3 rounds (a roll of 6 being 1 round) anything in excess of 3 is used as a negative DM to the perps evasion roll - Athletics Co-ordination. If the perp evades for the required number of rounds he has out run/dodged the bullet, if he fails at any point he has been hit. Like DJD I like the idea of the target being able to evade for a few panels, like a sim of the comic rather than the real world, although theres nothing wrong with sim'ing it up. :D

All the best
Mike
 
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