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Tactical Combat
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Naaman
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PostPosted: Sun Feb 24, 2013 11:47 pm    Post subject: Tactical Combat Reply with quote

This is going to be a compilation of all of my combat house rules for ranged combat. It will cover basic techniques such as reloading, transitioning, controlled pair and other types of actions that are practiced in battle. The format will simply be presenting new uses for skills that already exist in the game.

So here we go:

DEXTERITY

Blaster/Slugthrower
Shoot at target: One action; opposed by dodge or variable static difficulty

Aimed Shot: One action; before anyone acts at the start of the round, you may choose to declare that you are taking extra time to aim your shot. You choose a penalty of up to -6 on your initiative, and you gain a bonus equal to half the penalty on your attack roll [up to +3].

Shoot From the Hip: One action; before anyone acts at the start of the round, you may choose to declare that you are trying to speed up your shot at the expense of accuracy. You choose a penalty of up to -6 on your attack roll and you gain a bonus equal to half the penalty on your initiative [up to +3].

Snap Shot: Reaction; you may fire your blaster at a target of opportunity. If you do, you lose the benefits of your dodge skill for this round and you can only shoot at a single target in this manner per round. You suffer a -6 penalty to your attack roll [per the hip shooting option], but you do not gain the bonus to your initiative: instead, you're gaining the chance to attack before your turn.

Called Shot: A character may attempt to call a shot to a specific location on his target's body. This has the effect of increasing the difficulty by +10. If the attack is successful, resolve it according to the following rules:

If the area targeted is the head or heart, increase damage by +2D.

If the area targeted is some other vital organ (such as lungs, stomach, kidneys, etc) add +1D to damage.

If the area targeted is not a vital organ (such as the arms or legs), roll damage normally, but treat killed results as mortally wounded; treat mortally wounded results as incapacitated; treat incapacitated results as wounded. Treat wounded or stunned results normally.

Immediate Action: 2 actions to resolve a malfunction; a roll of moderate reduces this to one action.

Quick Draw: One action; a roll of very difficult reduces this to a free action. Note that only the blaster skill may be used to draw a blaster; advanced skills that are derived from the blaster skill may not be applied. The only exception to this rule is the (A) CQB skill. It may be added to the total normally when quick drawing. Only blaster pistols may be quick drawn. If the weapon is a hold out blaster, add +2 to the roll. If it is a heavy blaster pistol, subtract -2 from the roll.

Controlled Pair or "double tap": Blaster action; -5 penalty on your attack roll, and expend 1 additional round of ammunition. Increase damage by +1D--note that even though two rounds are fired, this counts as only one action; this ability is only effective within point blank range with pistols and short range with other weapons, and can only be employed with semi-automatic weapons [not weapons set to burst or full auto, or any other action type]. Certain weapon modifications can reduce the penalty to the attack roll.

Armor Drill: If you are within point blank range(using a semi-automatic pistol) or short range (using another semi-automatic weapon) to your target, after firing a single shot or controlled pair at your target's center of mass (not a called shot, per se), if the target is still able to fight (has not been incapacitated or worse), you may forgo future reaction rolls in the same round in order to make an immediate called shot to the head. Note that this additional shot counts as a separate action, so it incurs a MAP. But it is performed on the same turn as your previous shot.

If you have already used a reaction skill this round, this option is not available to you.

Suppressing Fire: One action to force target to keep head down; expend 2D rounds of ammunition which automatically miss; if target moves or shoots, you get a free shot at the opponent, and his cover bonus is halved [round down to nearest whole die]. All targets you choose to shoot at are treated as being suppressed; you cannot suppress some and shoot normally at others.

Transition: 2 actions to switch from one weapon to another; no roll is required, however, having a sling or other retention device reduces this by one action; a roll of very difficult [per the quick draw option] reduces it by one further action, to a free action.

Reload: 3 actions to drop a power pack, draw, insert power pack and "load" the first round; no roll is required, however, a roll of difficult reduces this to two actions; special equipment or weapon features can reduce this by 1 further action.

Leading Burst: Repeating blasters only; part of "shoot at target" action; expend 2D rounds of ammunition that automatically miss. Gain +1D on attack roll.

Grenade

2-Count Cook: Grenade action; increase difficulty to dodge by +10. If the grenade scatters at all, the grenade detonates in the thrower's space, the thrower is automatically hit.

Vehicle Blasters

Immediate Action: 2 actions; a roll of moderate reduces this to a single action.

Leading Burst: Repeating blasters only; part of "vehicle blasters" action; expend 2D rounds of ammunition that automatically miss. Gain a +1D bonus on attack roll.

Reload: 5 actions; a roll of moderate reduces this to 4 actions; a roll of very difficult reduces this to three actions.

Suppressing Fire: 1 action; expend 3D6 rounds of ammunition and roll skill. Attack automatically misses, but if target moves or shoots from cover, he must make an opposed dodge roll against your attack roll [his cover bonus is halved, round down to the nearest whole die] or suffer damage from your weapon.

Brawling Parry

Back to my Tools: Reaction; you knock your opponent to the ground or off balance momentarily, giving you room to re-engage with your blaster; if your roll is successful by at least 5 over the difficulty, all attacks directed at that character receive a +5 bonus for one round, including your next attack if it occurs before that opponent's next turn.

KNOWLEDGE

Tactics
Tactical Advantage: Free action; leaders make opposed rolls; for every 5 points of difference, the winner's side gains a +1 bonus to initiative rolls.

Tactical Expertise: Free action; difficulty: moderate; for every 5 points by which the roll exceeds the difficulty, add +1D to a command roll to coordinate combat actions [note, if a specialization of tactics is used, the bonus only applies if the command roll is applied to that particular tactic.

Strategic Knowledge: One action; you may use your tactics skill instead of your search skill to locate positions of strategic advantage on a battlefield [if enemies are located at any of these positions, your tactics skill opposes their sneak skill]. If using a specialization of tactics, then the circumstances must be appropriate to your specialization. For example, if using the specialization tactics: urban warfare, you may only use this application in an urban environment.

STRENGTH

Brawling
Pain Compliance: Brawling attack; if your attack roll succeeds by 5 or more, you may roll +2D damage, but all damage beyond stunned is forfeited. In effect, you trade the possibility of doing serious damage for an increased chance of dazing or stunning your opponent. Remember that stun effects are cumulative and can eventually disable a target.

TECHNICAL

First Aid

Combat Lifesaver: First Aid action; use a med-pack; you gain a +10 bonus on your roll, but your patient automatically loses consciousness and becomes stable for the next 2D hours; no other improvement in his condition can be achieved by this method.


Last edited by Naaman on Fri Sep 18, 2015 2:19 am; edited 15 times in total
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garhkal
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PostPosted: Mon Feb 25, 2013 4:02 pm    Post subject: Reply with quote

Some nice rules.. love the cook off for grenades.
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You cannot dodge it if you do not know it is coming, and you cannot hit it if you do not know its there.
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Naaman
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PostPosted: Tue Feb 26, 2013 12:12 pm    Post subject: Reply with quote

Thanks. I've got more that break weapons down into more distinct categories which make choosing a weapon more of an actual decision. Ill post when I get home annd can use my computer.
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Naaman
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PostPosted: Tue Feb 26, 2013 10:39 pm    Post subject: Reply with quote

WEAPON CHARACTERISTICS

Action
The method by which the weapon is cycled or "loaded" with a new "round." For purposes of this write up, action types will be based on real life options, with tactical considerations spelled out.

Automatic

Holding the trigger down will continuously cycle the action until the trigger is released. Automatic weapons will have a "fire rate" which determines the number of "shots" fired with a single action. These shots can be used 1 of 2 ways:

-Area target: ammo is expended, and a bonus equal to the number of rounds fired is applied to the attack roll. A successful hit deals the weapon's base damage. An area of 5m^2 can be covered with a single action.

-Point target: ammo is expended with the intention of hitting the target with all of the rounds. A penalty is applied to the attack roll equal to the number of rounds fired, and a bonus of +1 (not +1D) is applied to damage for each round fired. This function can be combined with "leading burst" (above) to offset the attack roll penalty, in exchange for a significant expenditure of ammo.

Regardless of which option is selected, anytime an automatic weapon is fired, in addition to the ammo discharged with each burst, 1D6-2 rounds of ammo are expended without effect.

Burst
See "automatic." The burst option is usually present on otherwise semi-automatic weapons. It's purpose is to reduce the unneeded expenditure of ammo by limiting the number of rounds fired with each trigger pull (usually 2 or 3).

Semi-Automatic

One shot per action. There is no limit to the number of shots the character may take per round (limited only by his MAPs, ammo in the weapon, and any special "rate of fire" considerations that may apply to that weapon)

Revoler

Some blaster technology has been developed that uses individual ammo capsules or shells, which are loaded individually into the weapon. Different types of ammo can be loaded into each cylinder, if desired, and may be selected prior to firing the weapon (2 actions required to manually select a specific round). Otherwise, treat the revolver as semi-automatic. Revolvers are usually limited to between 4 and 10 shots, depending upon the size of the cylinder and the caliber of ammunition.

Revolver technology is most often used in pistols, however, it is known to have been applied to certain applications of blaster rifles, as well.

Pump Action or Lever Action

Like the revolver, the pump weapon uses individual ammo capsules which contain too much power for a single power pack. Rather than drain an entire power pack in 1 or 2 shots, pump guns have tubular, attached magazines which hold the ammo. The ammo is loaded individually (so a variety of types of ammo can be used), and manually cycled into the chamber by way of a sliding hand grip that moves along rails on the weapon.

The pump action technology is most often applied to scatter-blasters or "scatterguns," which fire such a powerful shot that the energy bolt cannot usually remain completely stable during its flight. The bolt's energy simply starts to "unravel" or decompose as it travels, causing the beam to expand. This expansion has tactical value: the expansion or "scatter" of the photon particles increases the chances of a hit on target. The scatter effect is scarcely large enough to hit multiple targets, but the hit rate of scatterguns within their normal operating range (about equal to most pistols) is unrivaled by any other weapon.

A pump action weapon can be fired a number of times equal to the number of D the shooter has in Dexterity.

Bolt Action

Due to the nature of blaster technology, tremendous amounts of heat can build up in the reaction chamber during combat. The amount of heat build up far out paces the rate at which the atmosphere can absorb it. Even after only one shot, the characteristics of the weapon have changed enough that any subsequent rounds fired will not behave the same as the round fired before it. In order to preserve a constant temperature inside the weapon, the action is filled with a fluid which absorbs heat almost instantaneously. When the action is operated, and the fluid is mixed with a thermophilic gas which is cycled through a micro condenser, cooled, and then replenished into the mixing chamber. The mechanism for this is usually built into the back of the receiver, and internal to the design, taking up no more than a few cubic centimeters. As a result, the temperature in the reaction chamber remains relatively constant, shot after shot, and the characteristics of each blaster bolt remain virtually identical from one shot to the next. This allows precision shooters to achieve the consistency necessary to make surgical attacks against their targets at impressively long ranges. Such deadly firepower cannot be achieved using "standard" blaster technology, since the excessive amounts of heat in the reaction chamber cause the resulting bolt to carry too much heat to remain stable over vast distances.

A bolt action weapon can be fired a number of times in a round equal to half the number of D the character has in Dexterity. (round fractions down to the nearest whole die).


Last edited by Naaman on Wed May 27, 2015 9:20 pm; edited 2 times in total
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Naaman
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PostPosted: Tue Feb 26, 2013 11:45 pm    Post subject: Reply with quote

SAMPLE WEAPONS
Herein are examples of weapons to give an example of how a choice of weapon has a tactical element to it. Gone are the days when a "side arm" could pop off 50 shots from a single power pack. Also, power packs will be specific to each model of blaster, so deciding how much pistol ammo and how much rifle ammo to bring becomes a consideration.

Range has been redefined so that it is expressed in static increments. This way, weapons can be easily compared when shopping, and the right tool can be selected for the task at hand.

Ranges are defined as follows:

Point Blank: Within 10 meters
Short: 11-50 meters
Medium: 51-150 meters
Long: 151-500 meters
Extreme: 501 meters or more (+5 difficulty at 600 meters and every 100m thereafter)

A weapon's profile will express it's effectiveness at range by way of a bonus or penalty to the attack roll. An entry of "miss" means that the weapon is simply ineffective at that range, and attacks miss automatically or otherwise fail to damage the target. The profile is expressed from left to right in order of distance to the target (point blank on the left, extreme on the right).

For example, a profile for a typical blaster pistol might look like this:

+1/+0/-20/miss/miss

BlasTech Model92FS, Blaster Pistol
Action: Semi-Auto
Ammo: 16
Accuracy: +0/+0/-10/miss/miss
Damage: 4D

BlasTech USP40, Blaster Pistol
Action: Semi-Auto
Ammo: 13
Accuracy: +1/+0/-10/miss/miss
Damage: 4D+2

BlasTech Model 11/45, Heavy Blaster Pistol
Action: Semi-Auto
Ammo: 8
Accuracy: +2/+0/-10/miss/miss
Damage: 5D
Special: Due to the simplicity of the feed system used by the power packs for this model, certain malfunctions are impossible with the 11/45. To reflect this, anytime a malfunction results, simply ignore it (total the dice normally). If a second malfunction is rolled in the same round, treat it as a normal malfunction. The trade-off is the limited capacity of the power pack.

This weapon is very easy to modify relative to other blasters. Most other weapons can be improved by a maximum of 5 pips (1D+2) worth of modification, this weapon can be improved by an additional three pips (2D+2). See the rules for modifications in the post below.

Merr Sonn 500 Heavy Blaster Pistol
Action: Revolver
Ammo: 5
Accuracy: +0/+0/-10/miss/miss
Damage: 5D+2
Special: Due to the massive recoil of this weapon, the number of shots possible per round can never be more than the number of D the shooter has in Strength (though neither can it exceed the number of D in Dexterity). In addition, you may re-roll the lowest die when rolling damage. If you do and the second result is lower, ignore it and count the first result instead.

BlasTech MP5, Sub-repeater
Action: Semi-Auto/Burst (2-round)/Automatic (6-rounds)
Ammo: 50
Accuracy: +4/+2/-5/miss/miss
Damage: 4D

BlasTech MP45, Sub-repeater
Action: Semi-Auto/Burst (2-round)
Ammo: 40
Accuracy: +4/+2/-5/miss/miss
Damage: 5D

BlasTech 870 Tactical, Scattergun
Action: Pump
Ammo: 6
Accuracy: +2/+5/+5/miss/miss
Damage: 6D+2 (4D+2 at medium range)
Special: Because the blast from this weapon decomposes over time and distance, it's intensity is weaker at the limits of it's range. However, special ammunition that uses a less intense charge allows the weapon to maintain it's full damage even at medium range. If this ammo is used, replace the weapon's accuracy profile with the following: +2/+2/+0/-20/miss.

Soro Surub 47K, Military Carbine
Action: Semi-Auto/Auto (4-round burst per action)
Ammo: 20
Accuracy: +0/+1/-2/-5/miss
Damage: 5D+2
Special: Due to the simplicity of design, this weapon almost never malfunctions. Anytime a malfunction results, simply ignore it (total the dice normally). If a second malfunction occurs in the same round, treat it as a normal malfunction. The trade-off is that this weapon achieves poor accuracy relative to it's peers.

BlasTech Model 15, Military Blaster Carbine
Action: Semi-Auto/Burst (3-round)
Ammo: 30
Accuracy: +2/+2/+0/-2/miss
Damage: 5D

BlasTech Model 14A, Battle Rifle
Action: Semi-Auto
Ammo: 20
Accuracy: +0/+0/+0/+0/-5
Damage: 5D+2

BlasTech Model 1A-G, Battle Rifle
Action: Semi-Auto
Ammo: 8
Accuracy: -1/+0/+1/+0/-5
Damage: 6D

Merr Sonn SPS 700, Precision Tactical Rifle
Action: Bolt Action
Ammo: 5
Accuracy: +0/+0/+2/+1/+0
Damage: 5D+2

Merr Sonn M40XB, Sniper Rifle
Action: Bolt Action
Ammo: 4
Accuracy: +0/+0/+1/+1/+0
Damage: 6D

BlasTech SSW, Light Repeater
Action: Automatic (9-round burst)
Ammo: 200 (personal generator pack) or 30 (standard power pack)
Accuracy: +0/+0/+0/+0/-2
Damage: 5D+1

BlasTech PSW, Medium Repeater
Action: Automatic (8-round burst)
Ammo: 200 (personal generator pack)
Accuracy: -2/+0/+2/+0/-2
Damage: 6D


Last edited by Naaman on Thu Sep 17, 2015 6:52 pm; edited 5 times in total
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Naaman
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PostPosted: Sat Mar 02, 2013 12:16 am    Post subject: Reply with quote

ADVANCED SKILLS

(A) Sniping

This skill encompasses the training that a military marksman goes through in order to be competent to engage targets from well beyond the normal distances at which blaster combat normally occurs.

Prerequisites: Blaster 5D, Search 5D, Scholar: Ballistics 4D

When firing from a supported position, for each die you have in this skill, you may ignore 100 meters of distance beyond long range. For example, a sniper with 3D in (A) Sniping may ignore the penalties for 300 meters of distance beyond 500 meters (so, the difficulty to hit a target at 800 meters is the same as it would be to hit a target at 500 meters without this skill). When using this benefit, roll only your dice in this skill (do not add your skill in blaster). Note that beginning snipers will therefore roll only 1D to make an attack roll, however, many sniper rifles have bipods and other features that provide a fire control bonus. The "average" new sniper with an "average" sniper rifle will therefore usually roll 3D against the weapon's base difficulty (since the target will generally not be aware of the sniper's presence, so will not be afforded a reaction roll), ignoring the last 100 meters of distance to the target.

When engaged in typical combat, you may add your dice in this skill to your blaster roll, but if you do so, the benefits of ignoring distance are lost.

(A) Tactical Marksmanship

This skill represents the training and expertise developed by tactical marksman observers. The ability to quickly engage a target at medium range with precise attacks, often targeting vital organs or specific, critical targets (such as shooting a weapon out of an enemy's hand).

Prerequisites: Blaster 5D, Scholar: Ballistics 6D, Scholar: Anatomy 3D

When shooting at a target within 150 meters (medium range) and calling your shot, you gain a +1 bonus on your attack roll for each 1D you have in this skill. If you hit with the called shot, you may add either the standard damage bonus, or you may add your dice in this skill to the damage (whichever you prefer, but not both). Furthermore, if you take an initiative penalty in order to aim your shot, not only do you gain the aiming bonus, but the bonus provided by this skill is doubled. When using this ability, only the advanced skill is rolled. Do not add your blaster skill to the roll. However, all other bonuses provided by equipment (such as optics, fire control, or modifications to your weapon, etc.) apply as normal.

During normal combat (your target is aware of you), add your dice in this skill to your dice in blaster when making attacks, but you do not gain the benefits of calling a shot.

(A) Close Quarters Battle

This skill covers the training of operators who conduct missions indoors that focus on capturing or killing a target that may be taking refuge in a hideout. Often, law enforcement personnel will use these tactics when serving high risk warrants.

Prerequisites: Blaster 5D, Tactics 5D (Specializing in Tactics: CQB meets this prerequisite at a die code of 4D),

When engaging a target at point blank or short range, add your dice in this skill to your dice in blaster. For each die you have in this skill, you gain a +1 bonus to initiative rolls and a +1 bonus to damage with a blaster at point blank or short range. For example, a character with 5D in blaster and 2D+1 in (A) Close Quarters Battle would roll 7D+1 when attacking with his heavy blaster pistol (5D damage). If he hits, he rolls 5D+2 damage. With a perception of 3D+1, he would roll 3D+3 for initiative when combat takes place at short range or point blank range.


Last edited by Naaman on Thu Mar 10, 2016 2:57 am; edited 7 times in total
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all2ezy
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PostPosted: Sat Mar 02, 2013 2:52 am    Post subject: Great House Combat Rules! Reply with quote

Hey Naaman I really like your rules for combat, the advanced skills are very well thought out too!
what other House rules to you use in your game?
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Naaman
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PostPosted: Sat Mar 02, 2013 10:37 am    Post subject: Reply with quote

Thank you. I'll be posting some more as time permits.
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Naaman
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PostPosted: Sat Mar 02, 2013 5:10 pm    Post subject: Reply with quote

GEAR

Weapon Retention

Detachable 3-point to 1-point sling
This item allows a character to let go of his long-gun while still retaining it on his person. When a fight is expected, the sling is connected at one end to the buttstock of the weapon, and at the other end to a loop or ring on the characters clothing or armor. When released, the weapon hangs freely. When not engaged, the weapon is usually slung over the shoulder, with the sling having three points of contact (two on the weapon, one on the person).

This piece of equipment reduces transition time (from one weapon to another) by 1 action.

Tactical Speed Holster
This holster is designed to allow the character to establish his firing grip on his pistol during the act of drawing the weapon. It also has a lower profile which allows the muzzle to clear the holster sooner. When used, this holster adds +5 to a character's blaster roll when he attempts to quick draw his blaster.

Lanyard
This item retains a weapon (usually a pistol) even if the weapon is dropped. In effect, the weapon is simply "tied" to the character by way of a cord.

***************************************

Weapon Accessories

Weapon Light
Simply a flash light designed to mount to the front of the weapon to illuminate dark areas. The shooter must consider that his light source also indicates his position.

Speed-Feed Magazine Well
This device either attaches to, or is built into the magazine well. It's edges are rounded, creating a funnel-like path for a power pack to be more easily inserted. Add a +5 bonus to blaster rolls when attempting to speed up a reload.

Recoil Buffer

This item provides a +1 bonus to attack rolls with the equipped weapon when making multiple attacks. This bonus applies to all attacks with the weapon, partially offsetting the MAP. For example, a character with 7D in blaster declaring three shots would roll 5D for all of his shots due to MAPs. With the recoil buffer, each of those shots would be rolled receive a +1 bonus (rolling 5D+1 on all three shots).

Bi-Pod/Tri-Pod
This device attaches to the weapon and provides a stable platform from which to fire. Depending upon the quality and size of the bi-pod/tri-pod, it provides a fire control bonus of +1D to +2D.

Bead Sight
Bead sights are the fastest sights to acquire and are in certain cases, tactically superior to rifle sights. Many scatterguns come standard with a bead sight, which is difficult to aim at distant targets, but easy to acquire for high stress, high intensity scenarios. When shooting from the hip, the bonus gained on initiative is +1 greater than it normally would be. A character who chooses to take a -2 on his attack roll in order to gain a +1 bonus to initiative gains a +2 bonus to initiative instead.

Tactical Sights
Tactical sights are upgrades to the sights normally installed on a weapon. They are generally easier to see and improve the sight picture of the firer. When taking an aimed shot, reduce the initiative penalty by 2. For example, if the shooter chooses to take a -4 penalty in order to gain a +2 bonus on his attack roll, the penalty is reduced to -2. Note that the character may choose to take a -2 penalty, effectively reducing the penalty to 0, and gaining a +1 bonus on the attack roll.

Laser Pointer
This device simply projects a beam in a straight line in whichever direction the weapon is pointed. Target acquisition is fast and easy with this device. A user gains a +2 bonus on called shots within short range.

I/R Laser
This laser projector is mounted on the barrel of the weapon, and projects a beam of infra-red light wherever it is pointed. Not normally visible to the naked eye, the shooter may view the laser through special night-vision optics. This laser functions the same as the laser pointer, above, save that it is only functional if the shooter can see the I/R spectrum.

******************************

Optics

Reflex Sight
This optic presents a simple sight picture for the shooter, making target acquisition faster and more precise. When using this optic, re-roll your lowest die when firing your blaster. This optic is effective within medium (or closer) range.

Night Optic
This optic presents the sight picture in "night vision." The effects of darkness are eliminated when selecting a target through the night optic. Note that the target must be within medium range for this benefit to apply. This optic also reveals the IR spectrum and is often combined with an IR laser pointing device for quick target selection and engagement. These optics tend to cost an average of 1,000 to 5,000 credits (and sometimes more).

Thermal Optic
This optic sparates objects based on their relative temperatures. The warmer the object, the stronger they glow in the optic. Note that this optic cannot see through glass or other clear surfaces, nor can it reveal creatures or objects on the other side of a wall or other obstacle, unless the heat source is strong enough to locally affect the temperature of the obstruction, since it only "sees" temperature, and not a light spectrum. Note that depending on the quality of the optic, these devices range in price from 10,000 to 100,000 credits, where price increases exponentially with quality.

Medium Range Scope
If the shooter declares only a single action for the turn (firing his blaster rifle), this optic provides a +1D bonus on called shots against targets at medium range. It applies a +1 bonus on all attacks at long range, provided the shooter does not attempt to call the shot. It has no effect on shots at any other range.

Long Range Scope
This optic provides a bonus on all search checks made through the optic as well as called shots made through the optic. At medium range, the bonus is +1. At long range, the bonus is +1D. At extreme range, it provides a +1 bonus to the attack roll, provided the shooter does not attempt to call the shot. A weapon with this scope mounted on it cannot be used to engage a target a short range or point blank range.

Sniper Scope
This optic provides a +1D bonus to search checks and called shots at extreme range. It also provides a +2D bonus to called shots at long range. Because magnification is so large, the scope cannot be used to engage a target at closer than long range.

Variable Magnification Scope
This scope can be adjusted to function as a medium, long, or sniper range scope. Choose a setting and use the rules from the appropriate scope, above. Note that scopes like this will cost upward of 2,000 credits.


Last edited by Naaman on Fri Aug 28, 2015 5:53 pm; edited 5 times in total
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PostPosted: Wed Mar 06, 2013 5:49 pm    Post subject: Reply with quote

WEAPON SMITHING

This is a set of options that are available using the various repair skills. Each modification shall count as improving the weapon by +1 pip per RAW, unless otherwise noted. Each modification can only be applied once, unless otherwise noted. Note that selecting one of these modifications counts against the maximum damage that can be added to the weapon when modifying. For example, a weapon that has two modifications from this list can increase its damage by no more than +1D (rather than the 1D+2 stipulated in the RAW, since two "pips" have already been used to upgrade other features of the weapon).

Accurizing, Stage 1
This weapon provides a +1 bonus on attack rolls with called shots. This modification may be applied up to three times to any weapon other than scatterguns. This modification may be applied only once to a scattergun, and it only applies when the weapon is firing solid/steady state ammo.

Accurizing, Stage 2
Provides a +1 bonus to attack rolls made at medium range and longer. This modification may be applied up to three times to any weapon other than scatterguns. This modification may be applied only once to a scattergun, and it only applies when the weapon is firing solid/steady state ammo.

Improved Action
This weapon's rate of fire increases by +1. This costs as much as increasing the weapon by +2 pips. For semi-automatic weapons, the shooter may fire one additional shot without incurring a MAP; if the shooter is attempting a "controlled pair" or "double tap," this modification simply reduces the penalty associated with the attack to -2 instead of -5.

Compensated Barrel
This modification reduces muzzle rise during firing, allowing faster acquisition of the sights after firing. When firing multiple shots, add a +2 bonus to all attack rolls. This bonus partially offsets the MAPs. So, a shooter with 7D in blaster who fires three shots with this weapon rolls 5D+2 for each shot (rather than just 5D).

Free Floating Barrel
This modification ensures that no other part of the weapon is in contact with the barrel, thereby reducing the number of variables affecting the final trajectory of the shot. Reduce any penalties the weapon's profile by 2. This benefit only applies to penalties for shots at medium range and farther. Typically, it is only performed on special purpose rifles (sniper rifles).


Last edited by Naaman on Thu Sep 17, 2015 4:20 pm; edited 4 times in total
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DougRed4
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PostPosted: Tue Mar 26, 2013 3:44 pm    Post subject: Re: Tactical Combat Reply with quote

Naaman wrote:
-Quick Draw (1 action; a roll of very difficult reduces this to a free action)


A lot of good stuff, Naaman. So what is the roll for Quick Draw made against? Dexterity?
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Naaman
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PostPosted: Wed Mar 27, 2013 3:11 am    Post subject: Reply with quote

No, blaster... or whatever skill governs the weapon you are drawing. The idea is that as you practice with your weapons, you're better at using them in more ays than just "to hit." Also, having the right equipment/accessories gives you a tactical advantage over someone who does not properly equip himself.

Though I suppose you could use the attribute instead, which would cause having the right equipment to be even more important.

And thank you for the compliment.
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Naaman
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PostPosted: Thu May 30, 2013 12:43 am    Post subject: Reply with quote

Okay, I've updated some of the stuff here and added in a few more entries. Here is a list of the updates.

-Double Tap (chaged to a static penalty instead of die code reduction)

-Supressing fire (changed to 2D rounds of ammo)

-Brawling Parry (changed to a +5 bonus to hit in order to account for other attackers seizing the opportunity after a reaction has been rolled by the target.)

-Pain Compliance (clarified rules)

-Scattergun (changed sample profile to account for slight possibility of hit -at long range)

-PSW Medium Repeater (changed profile to reflect use as a longer ranged weapon)

-Speed Feed Magazine Well (Increased bonus to +5)

-Recoil Buffer (added optional rule to apply bonus to offset MAPs to allow for application on semi-autos)

-Added bead sights to list of accessories/features

-Clarified tactical sights.

-Clarified laser sights.

-Clarified I/R laser pointer.

-Clarified thermal optic.

-Clarified medium, and long range and sniper scopes.

-Added Variable Magnification Scope.

-Clarified weapon smithing rules for accurizing.

-Clarified weapon smithing rulse for improved action.

-Added compensated barrel to weapon smithing rules.

-Added Free Floating Barrel to weapon Smithing rules.
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Naaman
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PostPosted: Sat Jun 29, 2013 5:53 am    Post subject: Reply with quote

Has anyone read these? Any feedbak/critique?
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thedemonapostle
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PostPosted: Sat Jun 29, 2013 6:15 pm    Post subject: Reply with quote

ever play shadowrun? the older editions have some very thorough firearms rules that can be easily converted to star wars D6. it also has some more ideas for weapon accessories.

also, more for the shotgun/scattergun. choke rules, more various rounds, etc.

what follows is long and very critical. i didnt try to be negative. though i think it may come off that way.

if youre going to include the low accuracy and minimal failure rate of the 47K (AK-47 pattern rifles)then you might want to include the higher accuracy and the common failure rate with the M-15 (M-16/M-4/AR-15 pattern rifles). the M-9FS could use some of the same rulings as well. as could the MP5.

also, another note on ammo. if theyre blasters using the same sized magazines as the real world base models, then i would argue that to keep the ammo capacity the same, then damage would need to increase, or ammo capacity would need to increase significantly. a common blaster pistol has 100 shots worth of power per pack, yours have 8-16. a heavy blaster pistol has 25 shots.

bolt actions-make it more like the revolver/shotgun/lever gun rounds. it simplifies the whole thing, as is one of the whole points of a bolt gun vs a semi- or auto-.

combat life saver- dont know about you but during my cls training we were trained to use that craptacular first aid kit to stabilizer as best we could. this meant that as long as we were providing care as best as our training allowed we could sustain their life for a short period of time. usually up to the point were a combat medic took over and used superior skills and our med kit to improve the situation from critical to stable.

CQB-id argue that this covers all forms of combat in tight quarters. not just ranged.

sniping and tactical marksmanship-you certainly did cover the aspect of video game skills here.
to better reflect real world crossing over into D6 you would need more skill prerequisites such as hide and sneak for the sniping. for tactical marksmanship- ive been there done that got the scars to prove it. this shouldnt be an advanced skill. i feel that it should be a specialization of the blaster or firearm skills. its easy to learn and quick to become an expert at. i say specialization over advanced skill because specializations have a much more limited use when youre using the base skill. whereas an advanced skills are generally used when ever youre using t6he base skill, kinda like first aid and medicine. .

optics-glad to see someone besides me trying to do something for this. medium, long and sniper scopes. the first 2 are fine maybe add the words fixed magnification to their names. fact sniper scopes are the same things you can get for your hunting rifle. so maybe chance it from a sniper scope to extreme range scope. the variable magnification scope-these scope usually go between two categories of ranges, short to medium, medium to long, long to extreme, short to long, medium to extreme. but a short to extreme range scope will generally cost you more than 1000 for a decent quality scope.

sights are generally off. I/R lasers are generally as you stated, but have a limited range and high power consumption.
laser pointer sight-outside of hollywood no one uses them on rifles, while it does put a dot on target, it also reveals your position in the same manner. has limited range and requires optics to see it beyond about 50 feet, not meters. but its ideal for pistols as it does increase target acquisition/round placement during heightened stress situations.
tactical sights, if youre referring to the ACOG/reflex sights then yes thy are easier to use and provide bonuses at short to medium or greater ranges based on their type. but if youre referring to upgraded iron sights/open sights, then no bonuses should really be applied. most refer to these as tacti-cool. and theyre installed as a backup should the scope be damaged or fail in some way.
bead sight-this is usually the least accurate of all sights on weapons, it that stupid little ball welded onto the end of your barrel, commonly installed on shotguns. there typically is no rear sight though you can use the top of the barrel and/or the receiver to assist in aiming.

bipod vs tripod. bipods can fold up into the weapon and are easily portable and provide decent stabilization. tripods cannot be folded up into the weapon and not easily transportable but do provide significant stabilization, provided the surface the tripod is on/attached to is stable.

recoil buffer-change name to improved recoil buffer.

weapon smithing-please add how long it takes to do each one, cost-if dont by self or if paying someone else. legality as well.

another thing, wheres the "dump the mag into him" rules? (firing fully automatic)
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