Missile/Grenade launcher hit or miss rules

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are these good rules?

yes
2
33%
no
4
67%
 
Total votes: 6

mm233
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Missile/Grenade launcher hit or miss rules

Post by 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.
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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OneEye589
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Post by OneEye589 » Thu Nov 19, 2009 7:42 pm

Uhm, there are already rules for this.

mm233
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Post by mm233 » Thu Nov 19, 2009 8:05 pm

yea, but isn't this more simple?

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Moronstudios
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Post by 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.
Looking for Vancouver Island players: http://www.brikwars.com/forums/viewtopic.php?t=1194

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OneEye589
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Post by 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.

mm233
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Post by 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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Arkbrik
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Post by Arkbrik » Fri Nov 20, 2009 11:44 am

Lol, you stole this from 40k.

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birdman
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Post by 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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