8 damage or 1d6+4?

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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Postby spartan117 » Thu Feb 18, 2010 8:24 pm

ya me and my friends fudge fudge fudge, ignor cp, half the time if a guy dies that we all wanted to live we just over look it


most of the time i base my damage off of 2001 rules like the troopers weapons(thats were i got 3d6+2 for a light saber) and i mean a impact rifle has like 2d6+3 or somthing so i said "well a halo assault rifle isint that good"

thats were im getting lots of my stats...is that a bad source?
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Postby birdman » Thu Feb 18, 2010 8:45 pm

An Impact Rifle has 1d6+2.
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Postby Ross_Varn » Thu Feb 18, 2010 8:46 pm

I used to run battles like that when I didn't understand skill. Everything either didn't kill you or did, no other way. They went a bit faster.
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Postby OneEye589 » Thu Feb 18, 2010 9:29 pm

stubby wrote:
Warhead wrote:Why roll for armour, you're only slowing things down. Hit = kill, no exceptions.

Yep. That's the Cannon Fodder rule in a nutshell.

Heroes survive lightsaber attacks by using redshirts, not by having higher armor. If he runs out of redshirts it's time for him to die.


Oh, neat.

But a beamsaber would have 1d6+2 according to chapter 3, so a Hero would survive a beamsaber attack because of his higher armor most of the time.

I was just thinking of a Jedi and a Sith being Heroes, going back and forth with lightsabers. If they're in a personal duel and they're equally skilled, a lightsaber of 2d6 would keep them going back and for for a couple turns until one of their parries didn't do enough.
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Postby spartan117 » Thu Feb 18, 2010 11:25 pm

no in the troopers arsenal the impact rifle has 2d6+2 and the gyro rifle has

1d6+3 (2001 rules)
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