Missile/Grenade launcher hit or miss rules

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are these good rules?

yes
2
33%
no
4
67%
 
Total votes : 6

Missile/Grenade launcher hit or miss rules

Postby mm233 » Thu Nov 19, 2009 1:50 pm

These are my rules for near-miss missile/grenade launchers.

First of all, the mini-fig must roll a skill roll to begin the process.
If the mini-fig rolls a 6 (or higher) the missile or grenade hits dead on like Bonn-o-Tron.
If he rolls lower, subtract the roll from 6 and thats how many inches away the missile or grenade hits.
To figure what it hits away from original target, roll a Directional dye(see my avatar).
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Postby OneEye589 » Thu Nov 19, 2009 7:42 pm

Uhm, there are already rules for this.
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Postby mm233 » Thu Nov 19, 2009 8:05 pm

yea, but isn't this more simple?
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Postby Moronstudios » Thu Nov 19, 2009 8:19 pm

mm233 wrote:yea, but isn't this more simple?

No, what you are doing is giving the launcher a UR of 6, and have randomness (direction dice) decide where the rocket lands instead of the player of the intended target.

So it is the exact same system, with a slight change. It is not more simple, but it isn't more complex either.
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Postby OneEye589 » Thu Nov 19, 2009 8:22 pm

All you do for the regular way is to take the difference and it's that far away in any direction the player chooses. Easy-peasey.
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Postby mm233 » Fri Nov 20, 2009 10:42 am

ok well i like mine better because then u can't make it hit were evr u want.
more randome! Yay :lol:
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Postby Arkbrik » Fri Nov 20, 2009 11:44 am

Lol, you stole this from 40k.
Remus: Harry... I'm a werewolf.
Harry: Are you fucking serious?
Remus: Well yes, but I don't see how that applies here.
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Postby birdman » Fri Nov 20, 2009 3:32 pm

mm233 wrote:ok well I like mine better because then u can't make it hit were evr u want.
more randome! Yay :lol:


>Implying that highly trained professionals are incapable of aiming their weapons to within 10 feet of someone.
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