Rocket ammunition.
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- RagnarokRose
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It's because rockets are more deadly. They can hit multiple targets in a large radius for more damage.
Now, this is what I think I'm going to use for my rules for infinite explosives so far. I'm referring to 2005:
Buy the launcher for whatever CP you would usually have according to the rules. The launcher determines how far the explosives are shot and the use rating.
Buy the types of explosives that will be shot from the launcher at this rate:
If you're using 100 CP pay double
If you're using 200 CP pay triple.
If you're using 300 CP pay quadruple.
Etc.
Also, you can not fire explosives from one launcher two consecutive turns. It takes one turn to load the next one.
So for an example:
You have a minifig with a bazooka in a 200 CP game. You want to give him infinite rockets to for his weapons you would calculate it like this (and I'm too lazy to look up the actual CP costs right now).
CP of regular launcher
CP of one explosive X 3 (for the 200 CP game)
Any suggestions or questions?
Now, this is what I think I'm going to use for my rules for infinite explosives so far. I'm referring to 2005:
Buy the launcher for whatever CP you would usually have according to the rules. The launcher determines how far the explosives are shot and the use rating.
Buy the types of explosives that will be shot from the launcher at this rate:
If you're using 100 CP pay double
If you're using 200 CP pay triple.
If you're using 300 CP pay quadruple.
Etc.
Also, you can not fire explosives from one launcher two consecutive turns. It takes one turn to load the next one.
So for an example:
You have a minifig with a bazooka in a 200 CP game. You want to give him infinite rockets to for his weapons you would calculate it like this (and I'm too lazy to look up the actual CP costs right now).
CP of regular launcher
CP of one explosive X 3 (for the 200 CP game)
Any suggestions or questions?
- IVhorseman
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Honestly, I'd just say to pay triple regardless of how much CP you've dumped into the game.
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I'd give it infinite ammo, but bump up the CP a bit and give the minifig less movement. You can think of this as either the heavy weapon slowing him down, or he has to stop to aim. Take your pick.
Last edited by Smifery on Tue Apr 28, 2009 1:22 am, edited 1 time in total.
Explosives are less cost-effective than regular weapons because, although they're cool, they tend to slow the game down. So I wanted to limit the number that players would want to bring into battle, and make them really value each one instead of rocketspamming. (It was a problem in earlier editions.)
Yea, and it really makes sense. Instead of dealing 1d6 to one target, it's 1d10 to several most of the time. I also thought that the rocketspamming could be taken care of with the reload. Or, IVHorseman did, anyway, as he suggested that part.Rayhawk wrote:Explosives are less cost-effective than regular weapons because, although they're cool, they tend to slow the game down. So I wanted to limit the number that players would want to bring into battle, and make them really value each one instead of rocketspamming. (It was a problem in earlier editions.)