Siege Miniguns

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Siege Miniguns

Postby Theblackdog » Wed Jul 09, 2008 4:53 pm

In my opinion, the single most bad - a$$ weapon on any battlefield, bar none, is the unrealistically large rotary cannon.

Image

However, we only have stats for minifig-sized miniguns. Originally I just treated each barrel of the gun like an independent gyro rifle, but this became so tedious that I made some stats for larger weapons:

MKI minigun
Range 8", use 4, damage 1D6+1, fire cone 15 degrees/2-finger cone, 10CP (this is essentially the man-portable version, mounted on a vehicle)
MKII minigun
Range 12", use 4, damage 2D6+2, fire cone 15 degrees/2-finger cone, 20CP
MKIII minigun
Range 16", use 5, damage 2D6+2, fire cone 30 degrees/3-finger cone, 30CP
MKIV minigun
Range 20", use 5, damage 3D6+3, fire cone 30 degrees/3-finger cone, 60CP
MKV minigun
Range 20", use 6, damage 3D6+3, fire cone 45 degrees/3-finger cone, 120CP
Last edited by Theblackdog on Wed Jul 09, 2008 4:59 pm, edited 1 time in total.
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Postby *CRAZYHORSE* » Wed Jul 09, 2008 4:55 pm

Well the design look sreally cool I just think the stats need some tweaking.
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Postby Theblackdog » Wed Jul 09, 2008 4:57 pm

That's my AAPV (armored antipersonnel vehicle). It usually slaughters most of my brother's infantry.

Specifically, what tweaking do the rules need?
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Postby *CRAZYHORSE* » Wed Jul 09, 2008 5:00 pm

I think it needs a more of a system other then just remembering each kind of minigun. but for big miniguns like that I always just use the vehikle weapon table and then add the cone fire rule.
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Postby IVhorseman » Thu Jul 10, 2008 12:16 am

Crazyhorse is right: you need something faster than a table.

Personally, my minigun stats are 1d12 -(fingercone size) damage, with a UR of 4 and a 12" range. then for every size up, add 2 inches for range and 2 to the UR, as well as an extra d12 in damage.
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