Missile/Grenade launcher hit or miss rules
Moderators: warman45, Rev. Sylvanus
Missile/Grenade launcher hit or miss rules
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).
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).
- Moronstudios
- Mega Blok
- Posts: 1315
- Joined: Sat Dec 08, 2007 12:50 pm
- Location: Vancouver Island
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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.mm233 wrote:yea, but isn't this more simple?
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


