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Gunmaker help

JFGarber

SOC-12
Gentlebeings,

I need assistance and clarification. I am attempting to repeat this design from page 200 (sample weapons and armor).

"ABR-9 Advanced Battle Rifle -9 R=5 Cr800 3.2 kg Bullet -7"

For simplicity's sake, I will only follow TL and damage.

I start with table 03, and note that "Long Gun / Rifle" has TL=5 and D1=2 (Bullet). I consult table 04 and see that "Battle" adds TL+1, with D2=1 (Bullet). Table 05 for "Advanced" adds TL+3 and D2+2. So I apparently net out at TL=5+1+3=9 (good) and Damage = 2+1+2 = 5 (bad).

So I have two questions. Where are the other two damage dice coming from? And aren't D1 and D2 independent, i.e. intended for the V1 and V2 combat systems respectively? (This would reduce the rifle to Bullet-3.)

Any advice is appreciated.
 
No, that looks right. Remember it can pick up a couple more dice for full auto fire in combat.

5d is not insignificant or poor but it doesn't stack up well against higher tech armour. For that you may want something in the assault or combat range of weapons which, IRRC.

The Hit System One is different than and unrelated to D1 in the weapon design tables.
 
Using my online GunMaker (http://heldenhaufen.de/T5/GunMaker) I am getting:
Code:
    ABR-9  Advanced Battle Rifle - 9

    R=5  Cr800  3.20kg  QREBS=5 0 0-1 0  Effects=Bullet-7

    Recoil=Yes  Loud=Loud  Flash=No  Heat=No  Vacc=Ok  UW=No  CQ=-5

This is based on the errata before the current (T5.09) one.
I still need to incorporate the latest errata.
 
Remember it can pick up a couple more dice for full auto fire in combat.

David,

Just to make certain that I am following you, the "couple more dice" that you are referring to is on page 184 where the Tome notes that auto fire against a point target rolls three times the hit dice.

15D even against Battle Dress is nothing to sneeze at.

What is the downside to full auto? No count of ammunition is kept.
 
I think the couple more dice were from the first printing. My bad.

In a tactical game collateral damage and friendly fire would be big issues. I'd probably house rule that most small arms automatic weapons need a reload after going full auto.

I think on pg 184 when it says "(roll the hit dice three times)" indicates that the rolls are not cumulative against armour. I can't see where it says one way or another but that's certainly reasonable as the individual bullets wouldn't get increased penetration unless they all happened to strike exactly the same spot.
 
Ah. Make three attacks, rather than tripling the results of a single attack. That is reasonable.

And I like your idea of a reload. Perhaps my house rule would indicate one mandatory round of no other activity.

And I believe that I will also house rule +1D to hit for burst, and +2D to hit for full auto.
 
I think you only roll to hit once but roll for damage twice. It took almost two years to get combat only as clear as this. sigh

Two years is a long time, but I had placed the Tome on the shelf as unusable for a casual gamer such as myself and left it there for most of the two years. This 5.09 update is a dramatic improvement. I'm engaged again, and more importantly, it's usable by my daughter.

I'm on board with burst and auto. Single "to hit" roll, then either roll twice or thrice for penetration and damage.

But still, what's the RAW downside for these attack modes? I'm comfortable with houseruling reload turns, and to hit penalties, but want to be certain that I'm not overlooking anything.
 
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