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#1 |
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Join Date: Dec 2008
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We played last night and a new player took shotgun skill.
My first question is how do you determine how many of the shots hit? how many of the nine seperaste projectiles hit the intended target and what damage do they do. Is it 1d+1 for each mini projectile or is that total dmg? I can't seem to read it right. For example Player 1 fires at bad guy from 20 yrds firing 2 of the 3 possible shots allowed his skill is 13 and for arguments sake he rolls ten whats the damage? Thanks in advance |
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#2 |
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Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Yes, each pellet does damage independantly of the others. You determine how many shots hit with the normal Rapid Fire rules. If you're using a shotgun with pellets, remember that it fires multiple projectiles per shot.
In the example you give, this means that Player 1 is firing (2x9=18) shots, which gives a bonus to hit of +4 (from memory, please excuse if that's not exact), so his Skill of 13 raises to 17. I'm unsure from your wording whether you've already taken out the range penalty or included any applicable bonuses for Aiming. Assuming you have: rolling 7 is success by 7. With a Recoil of 1, that means 8 shots hit. The target takes 8d+8 (OW!) damage if they have no DR. If they have DR, remember that each of these dice has to penetrate separately. |
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#3 |
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Join Date: Dec 2008
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Thanks Benj that has clarified it for me.
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#4 |
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Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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You're welcome. It is a little confusing, but I got familiar with it very fast because one of the PCs in the campaign I'm running has an ice shard Innate Attack (it's a gritty supers game) that's like a shotgun blast of crossbow bolts. 3x27 RoF and each is 1d+2 Impaling. Big ouch.
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#5 |
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Join Date: Aug 2005
Location: Cowtown, Canada
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Also, don't forget slugs. 12G gives a single 4d+4 pi++ attack per shell fired. Recoil goes up when firing slugs though; typically 5 to 7 for most shotguns.
Another odd feature is what I like to call 'boomstick' range. At 10% of max range (works out to a few yards for most guns) shot loads (pellets) don't have time to spread out much so they act like a single 'squishy' slug attack. At boomstick range or less, pellet loads deliver 4d+4 (0.25) pi++ (quadruple target's DR, but otherwise treat as a slug). This is handy because if you are using a semi-auto shotgun you can fire three shells per turn. At boomstick range or less you end up doing 4d+4(0.25)pi++ THREE TIMES (if you manage to hit with the slug recoil penalty, which is typically 5 to 7 depending on the shotgun). Even with a pump-action, two 4d+4 pi++ attacks is pretty serious, and at boomstick ranges you have little or no range penalty on your roll.
__________________
"Rockets make everything better!" -The Interwebs |
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#6 | |
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Join Date: Jul 2008
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Quote:
Two is a possibility, though.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#7 |
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Join Date: Dec 2007
Location: Portland, Oregon
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Well, "cinematic" does depend on what you clarify skill number benchmarks as.
__________________
The best roll is the one you never have to make. Quit bashing other systems: it isn't doing you any favors. |
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#8 | |
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Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Quote:
So using a scattergun at short ranges has the plus of better chances of a Major Wound, but you lose the RoF bonus to hit (although you still have a beautifully low Rcl). |
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#9 | |
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Join Date: Jul 2008
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Quote:
Kromm seemed to think that was what was in the book, so I think we're save in assuming that that's the intended function.
__________________
I don't know any 3e, so there is no chance that I am talking about 3e rules by accident. |
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#10 | |
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Join Date: Aug 2004
Location: Platform Zero, Sydney, Australia
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Quote:
That makes close-up shotgun so much better! How it should work for things that AREN'T shotguns though, that's a different question. |
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