Gunhearts OOC - New

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Disciple of Nagash said:
Should we do combat using this system, or should we stick to narrative for that?

I'd stick with the narrative, but if most of us are for the system, well, then we should implement how the armours interact. Saving throws, maybe?
 
The problem I have with making melee combat using the system is twofold:
1. A trained swordsman can kill a swordless opponent in seconds unless they're wearing some kind of good slashing protection, which a) appears to be rare in the 40k universe short of carapace armour and b) can be avoided unless it's quite extensive. Knives are also quickly lethal in this manner if one is competent with them. This should be kept as a counterbalance to how powerful shooting has just been made and to give an advantage to getting into melee.
2. A system that would accurately depict the interplay between our current stats (WS, RS, TS, T) and the prospective stats of our opponents would be much more complicated than a simple shooting calculator, and would likely slow things down a lot.
 
Personally I like the shooting being decided by dice, and I also like the idea of a dice system for melee, but yes the system for melee would be difficult to calculate and would slow the play down.
I think overall the melee should be narative and if someone starts overdoing their combat then they should be spanked by 'DoN'.
Like if I said toshiro
'Runs in and takes out 6 gaurds with nothing but his knife and a lot of luck, twisting and dodging every blow'
Ws 3: perhaps not, then DoN would say.
'Although it looked like he had dealt with the guards it was nothing more than a flesh wound and he was then power batoned to the ground unconscious and loses x equipment. '
I think that would be fair enough.
 
A couple of question.

How does Toshiro's luck work into the system. Was my idea of a D3 a good starting point for Tosh's luck as his luck wavers up and down and a extra 1-3 isn't going to be to much given his low stats.

Also how does the preferred weapon or other stats help people in combat or shooting.

I have just read through the start of the rules and its looking good.
 
OK, judging from the feedback we are only going to use the system for shooting and see how it pans out. I will trust you all not to overdo combat.

So bearing that in mind I will write up the skills and weapons tomorrow, so you can all have a look and then resubmit your bios.

Oh, an earlier question about rare ammo (like plasma packs for plasma pistols etc), in that case there will be a special note in the weapons description, such as halving all ammo found etc.

Now...I had better post!
 
I think the Bolt and Plasma weapons should be bumped at least a notch (if not two) in damage (and possible in reliability), which not only represents their sheer killing power (a bolt round to the torso would be an instant kill on anything short of carapace armour) and also gives more room for variations on stats.
 
Agreed with Kaladas. I think the bolt and plasma weapons should have 1 up in damage at least. Possibly 1 down for reliability for the bolt weapons as well, but I'm not sure.
Also, I never got the impression that the stub gun was more powerful than an auto/lasgun, just better at firing on the move. Any reason in partic it has damage 3? Or am I just wrong?
 
It might be seen as a poor mans autopistol. The diffence is stubgun is youre regular 6 shooter, where youre autopistol is a beretta or glock semi automatic.
So I think the damage is okay, since revolvers I believe is usually considered a bit more powerful. If nothing else, you can pretend to be dirty harry with youre future version of a magnum. :devil2:

Boltguns and pistols should probably be damage 4, since they are more powerful than stubguns. Thou its likely that the bolt weapons we find and can use, are of a smaller caliber than space marine bolter weaponry.

But otherwise looks good, I would probably but in a medium range modifier, but that might just be too much.
 
Yeah medium range is too much.

The stubgun is meant to be a magnum type weapon, hence the higher power but less rounds etc. Will up the Bolter and the Plasma weapons.
 
Lumping stub-guns into a single category is kind of odd to me, but I guess I can roll with that, but the whole "no penalties when firing when moving" is very weird. As a semi-automatic weapon they would logically have less chance of an effective shot when moving. As they are weapons that rely on stopping power rather than rapid fire, I propose to change their special rule from what it is now to:
Each shot after the first with this weapon adds a cumulative -1 modifier.

That would make more sense. I haven't used the new system yet so I can't say for sure but I feel that this might be too far a penalty for a weapon with an already small magazine size, and I'm not sure that adding another damage point would be entirely justified, even if this is based off a .44 like Dirty Harry's S&W 29 or Gunny Jack's Anaconda. Any suggestions?
 
I think the stub at st4 is alright, as for modifiers I'm not too sure about the -1 after the first. Maybe to compensate it could have a armor penetration maybe. -1 to the armour save so to say. To show its pure stopping power.
 
Just wondering if your rolling for say a boltgun (ammo rolls at -1) does a 6 still let you roll on the second table? Do you have a negative on that as well because that's more gun types then ammunition?
 
You could have fought guards on the way down, and spent youre ammonition, on a good roll you could just say thats what you have left, and wont lower youreself to loot those damnable guardsmen.
Maybe just agree with DoN that you need to make a roll of 2-5, so thats what you come with. So you have something, but don't end up with a heavystubber.
 
Yup he does - it's basically so we all start on an even level...well except the lucky git CRD xd

The standard weapon roll will probably change as the game goes on, but for the time being roll using this CRD to see what you get:

1 - Autopistol / Laspistol - Your choice.
2 - Autogun
3 - Lasgun
4 - Shotgun
5 - Rifle
6 - Boltgun
 
Come on Bolter!

Edit: Excuse me for a second...Whoooooooooooooooooooooooooooooooooooooooooooooooooooooo!

I think ill change my user title to Lucky git
 
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