Dynamic fire with semi-weapons

Kromodor

Mongoose
Hello guys,

I was wondering if you used any house made dynamic fire rules for the semi-auto slug weapons.

I mean, you can aim for 1 minor action and shoot for one major action which is precisely...1 shot per 6 seconds.

The closest official rule I saw is the "Panic fire" which depletes all your ammo and makes the small-arm slug Auto Weapon with rating 2. It also gives -2 DM each shot.

Seems OK, however I was wondering if there is something in the middle.

Let's see what we can tailor.
 
What aspects of dynamic fire are you thinking about that aren't covered in Mongoose's Mercenary book or Core book?
 
3-4 Shots in quick succession with non-auto (slug) weapon as a Major action (or full combat phase).

Maybe there was something like this in the books and I missed it?
 
I've got a house rule. Can't post it at the moment, but if you search for my posts, you might be able to find it.
 
Yeah, house rule it.

As apoc527 says, look back on the thread index, there are some good ideas and discussions there (some from him, some from me, and some from the rest of the gang!)

Egil
 
What you're looking for may be in this thread..I think.

http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=43276&highlight=
 
And this one

http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=44461&start=15&postdays=0&postorder=asc&highlight=

Not sure if I can get this link thingy to work.

If so, might be of interest

Egil

Edit. Hurrah!! It works
 
Thanks guys,

Actually I already found those, before bed time. Pretty cool suggestions.

For my campaign, based on your suggestions on those threads, I tailored something like this:

The concept is, that it should be less powerful than the burst for game-design purposes. Also, the trigger is pressed multiple times, rather than 1 time for burst, which affects the accuracy...but is compensated by the multi chance to hit?

Rapid fire
Significant action
Requires semi-automatic slug weapon
This attack needs and uses 4 ammo. The shooter gets bonus damage equal his shooting skill (minimum +1 dmg, even with less skill). Weapon recoil increases with +1 for this attack.


Maybe a little bit weak, but the shooter get minor boost to damage, if he can spare more ammo.

Still wondering if it should have -1 DM for the attack. Technically, the first shot can be pretty accurate, especially after aiming.

Also, game-mechanics wise, -1DM is 1 less effective damage. I.e. If you have, for example, Shooting of 1 and use this, it's rather useless, because you have -1 chance to hit, and if hit, the damage will be the same, as if you used normal shooting (because you would get +1 dmg from the effect)

Skill 1 shooting at target with TN 8. (Dex DM is 0) Avg dmg is 10
He rolls 9.

Usual single shot rules:
Hit with 10 dmg + 1 from the effect, = total of 11 dmg

Rapid fire pseudo-rules with -1 DM penalty to attack:
Hit with 10 dmg +1 from damage boost and +0 from effect = total of 11 dmg. This time he used 4 ammo instead of 1.

It's becoming rather weak. Will remove the -1 penalty for game-usefulness purposes.


However trying to abstract complex dynamics, always meets difficulties. You know that well :)
 
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