Gatling Power

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

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Do you like this rule/ability?

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No
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Total votes : 7

Gatling Power

Postby BFenix » Sat Mar 06, 2010 9:22 am

So for my various MOCs with minigun-type weaponry I decided to make a new rule to give these awesome weapons a bigger punch, heres the rule:

Gatling Power: CP: +1
Whenever this weapon fires, make all necessary rolls for Use Ratings. If the attack was successful (weapon hits the target) you may roll a d6 for Gatling Power, if you get a result of 4 or higher you may attack another target in range with this weapon. The player can use this ability every time he gets a successful Gatling Power roll.
If the player gets a Gatling Power roll of 3 or less, the weapon stops firing due overheating and the player must wait 1 turn for the weapon to refresh until he can fire it again.
Once the weapons stops, make all rolls necessary for damage.

Thats it. Tell me your opinion about it, to complicated? To much power? Low CP cost? Im open to suggestions :idea:
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Postby legacymedia92 » Sat Mar 06, 2010 10:03 am

Should be 2 cp but other then that is great
Loosing your mind is a side effect to this fourm
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Postby Massam » Sat Mar 06, 2010 10:10 am

I like it.
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Postby OneEye589 » Sat Mar 06, 2010 12:09 pm

Nice. It kind of makes things a bit more complicated at the end, but I think 1CP is a good price for it.

I just got another idea for an automatic weapon-type rule. I think the less rules you have to make up and the more rules you can alter make the game better. That way you can just kind of use the "template" for all of the rules.

This one's based off of the missed shot rules:

~~~~~

Gatling Power/Automatic Fire (+2CP)

If a weapon with this ability is fired and the attacker gets a Skill Roll above the Use Rating, the attacker may make another ranged attack on another target. This second target must be within a distance equal to the difference between the Use Rating and Skill Roll in inches as well as in range of the attacker.

This second attack gets +1 to the Use Rating. This may continue until the attacker misses, with the Use Rating continuing to increase by +1 for each additional target past the first.

After the attacker has finished attacking the targets, he applies damage to all targets who were hit, using one damage roll. The first target receives full damage, the next target's damage is reduced by -1, the next by -2, etc.

~~~~~

Example: Frank has a Skill of 1d6 and a weapon with a Use Rating of 3, Gatling Power, and 1d6+2 damage. Bob, Bill, and Brian are all within range of Frank.

Frank attacks Bob first, rolling a 5 for his Skill Roll. He hits! The difference between the Use Rating of 3 and the Skill Roll of 5 is 2", so Frank checks and confirms that Bill is within 2" of Bob.

Frank attacks Bill next, now with the Use Rating increased by +1 for hitting him (4). Frank rolls another 5 and hits! The difference between the Use and Skill Roll is 1, and Brian is within 1 inch of Bill.

Frank attacks Brian, and the Use Rating is now increased by +2 (5 overall). Frank rolls a 4, not hitting Brian.

Frank rolls damage (1d6+2) and gets 5. That means that Bob gets 5 damage done to him. The second target, Bill, receives -1 to the damage, so he only takes 4 damage,
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Postby birdman » Sat Mar 06, 2010 12:24 pm

Didn't we already have about 5 sets of automatic fire rules?
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Postby OneEye589 » Sat Mar 06, 2010 12:34 pm

Yes.
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Postby BFenix » Sat Mar 06, 2010 4:47 pm

not a bad idea, a variant maybe, but I think since the CP was upped to 2, you shouldn't have damage penalty, its awesomer that way :twisted:
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Postby OneEye589 » Sat Mar 06, 2010 6:01 pm

This one could technically hit multiple targets, and do so every turn, though.
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Postby Warhead » Sat Mar 06, 2010 6:15 pm

Nice, I considered something similar to this idea but settled on an area effect for weapons with high rates of fire.

Use: 4+ anything in a D6/2" range also takes a hit on a 5+ for the same damage.

It was just quicker and less complex.
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