Automatic Weapons in 6E

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Shannon Mac
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Re: Automatic Weapons in 6E

Post by Shannon Mac » Sun Nov 03, 2013 4:34 am

I am not finding "targets of opportunity" in the DG PDF. Any idea where it is? I searched the firearms section, did a search on the PDF and then looked at the table of contents followed by the glossary. Thanks.
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Re: Automatic Weapons in 6E

Post by PirateLawyer » Tue Nov 05, 2013 1:46 am

Shannon Mac wrote:I am not finding "targets of opportunity" in the DG PDF. Any idea where it is? I searched the firearms section, did a search on the PDF and then looked at the table of contents followed by the glossary. Thanks.
Targets of Opportunity is the title of the latest DG sourcebook - I believe it came out in 2011. Go buy it, because it's great, as one might expect.

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Re: Automatic Weapons in 6E

Post by Shannon Mac » Mon Nov 11, 2013 5:57 am

Ah, thanks and will do.
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Re: Automatic Weapons in 6E

Post by celtic1888 » Mon Nov 11, 2013 9:00 pm

This is what I have gathered from all the supplements that I have found that cover it:

6E Call of Cthulhu
For each shot fired in a burst raise the chance to hit by 5%. Cannot more than double attacker's chance
Roll a die for how many bullets hit (8 shots= 1d8, 10 =1d10, etc)
Only first bullet can impale
Multiple targets get separate attack rolls but attacker allots how many bullets go towards each target

Investigator's Weapons Volume 1
-3% to firearms skill per shot in the burst after the
first
-2% to firearms skill per shot in the burst after the
first if using a braced gun
-1% to firearms skill per shot in the burst after the
first if using a mounted gun

Delta Green Targets of Opportunity
Subtract the tens digit in the attack roll form the tens digit of the chance to hit. The result is how many bullets hit the target.
example:
75% chance to hit, attacker rolls a 49
7 - 4 = 3 bullets hit

I've decided to introduce a rate of fire for each auto weapon and the 'burst' cannot exceed that number per round
I'm also incorporating the DG Targets rule for the number of bullets that hit.

Only thing I'm not totally clear on is if the attacker's base chance' includes any range modifiers.

A base level, 10 round burst SMG attack at point blank range
15% base + 15% Point blank = 30% + burst bonus 30 % (10 rounds x 5% capped at double) = 60% chance to hit

or

A base level, 10 round burst SMG attack at point blank range
15% base + 15% Point blank = 30% + burst bonus 15 % (10 rounds x 5% capped at double base chance) = 45% chance to hit

Also as the player's base goes up it gets really hard to miss:

50% SMG base, 10 round burst at Point Blank

50% base + 50% point blank + burst bonus of 50% (10 rounds x 5% capped at double base chance) = Success on everything but a critical fail


Any thoughts?

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Re: Automatic Weapons in 6E

Post by Shannon Mac » Wed Nov 20, 2013 12:49 am

I like the way you did it in the game with number of bullet hits but I think I'd do the recoil or it makes it too easy to hit so I'd probably use recoil and drop each bullet bonus to 3%. That's still a +30% if one does a full burst and also makes it easy to drop PCs if the Keeper is feeling especially cruel.
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Re: Automatic Weapons in 6E

Post by celtic1888 » Wed Nov 20, 2013 8:10 pm

Shannon Mac wrote:I like the way you did it in the game with number of bullet hits but I think I'd do the recoil or it makes it too easy to hit so I'd probably use recoil and drop each bullet bonus to 3%. That's still a +30% if one does a full burst and also makes it easy to drop PCs if the Keeper is feeling especially cruel.
I think that works as a solid compromise.

Base + 3% per bullet and the roll determines how many bullets hit.

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Re: Automatic Weapons in 6E

Post by creatureslagoon » Thu Nov 28, 2013 3:33 am

Man I hope 7e gives some real easy machine gun rules, my group in the jazz era is finally experimenting with them and I already hate it, lol.

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