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Author Topic: .45 rules question  (Read 4205 times)

Offline ace67

  • Bookworm
  • Posts: 78
.45 rules question
« on: January 07, 2009, 03:07:15 AM »
does anyone know wether if a ws is say 1 point higher than the dr does this mean
that there is a chance of a secound wound with of course a saving throw
i did try rattrap but i have forgotten my password and they are taking ages sending me a new one.
also im running a game that has assault rifles does anyone have any house rules for them in .45
cheers
ace67
dont fire till ya can see the whites of there eyes

Offline Yggdrasil

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Re: .45 rules question
« Reply #1 on: January 07, 2009, 09:26:49 AM »
I hope that iīve understand your question correct ^^
If the WS is only one point higher than the Defense Rating (DR) of a Hit Location this means that you made 1 wound (so you cross of 1 Wound Box for this location). For Example a WS5 Weapon hits a Location with DR4, than only one woundbox is crossed off.
Doubledamage is made when the WS is two times higher than the DR. For example a WS8 Weapon would cause Doubledamage on a Hit Location with a DR of 4 ;)
(Tripple Damage if the WS is 3 times higher than the DR. WS9 and a DR of 3 for example).
If the WS isnīt at least two times higher than the DR, no doubledamage is done. therefore Weapons with WS 5-7 wouldnīt cause doubledamage on a DR of 4 although they are higher than the DR.

The armor save only applys when WS is less than DR. So with a WS of 3 on a Location with DR 4 or more the model can made an armor save to avoid damage. (With this example on an armor roll of 9+ on a d10)
If the armorsave is passed, no damage is done, if the save misses, one wound box is crossed off.

Hope this is the answer you were looking for?

Well donīt know if there are rules for assault rifles in "Dragon Bones". This supplement is still missing in my collection. In Amazing Warstorys there is none but the soldiers use the standard Sub Machine Gun :)

But try this one. I made my own stats for a MAR (Military Assault Rifle). Havnīt try it yet but i think it will work ^^

Assault Rifle (3)
                 Range     TH       WS   
Close Combat   -           -        -
Short                 8"      +2/x3     6
middle               14"     +1/x2      5
long                   -           -        -

itīs more a short ranged assault rifle but it should cost 3 Attribute points and therefore it couldnīt have the same range and more shots than the sub machine gun at the same time....
« Last Edit: January 07, 2009, 09:42:50 AM by Yggdrasil »

Offline Argonor

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Re: .45 rules question
« Reply #2 on: January 07, 2009, 10:31:20 AM »
No AR in Dragon Bones - the rules are meant for 1920's to -40's, assaultr rifles are a bit more modern than that.

Use the above, or simply use Submachineguns with longer ranges, and an option for single-shot?
Ask at the LAF, and answer shall thy be given!


Cultist #84

Offline Operator5

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Re: .45 rules question
« Reply #3 on: January 07, 2009, 05:34:43 PM »
Questions answered correctly above and I sent you a PM about the password.

Richard A. Johnson
On Facebook: Rattrap on Facebook

Offline ace67

  • Bookworm
  • Posts: 78
Re: .45 rules question
« Reply #4 on: January 07, 2009, 07:34:03 PM »
thanks ever so much for your responses
i have taken on boared the ideas for assault
rifles and will probably try both mentioned
and thanks to the operator for sorting out
my password
cheers
ace67

Offline Grimm

  • Two-time LPL Champion (Season 2 and 3) Supporting Adventurer
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Re: .45 rules question
« Reply #5 on: January 07, 2009, 07:46:11 PM »
I would  use Assault Rifle as normal SMG but  with out a  -5 penalty for move and shoot . I would use a -3 for move and shoot .
maby you can try out both Ideas and tell us wich one work better .

cheers Grimm
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Offline Froggy the Great

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Re: .45 rules question
« Reply #6 on: January 08, 2009, 03:51:16 AM »
I would  use Assault Rifle as normal SMG but  with out a  -5 penalty for move and shoot . I would use a -3 for move and shoot .
maby you can try out both Ideas and tell us wich one work better .

cheers Grimm
I'm curious why you'd not apply the move/shoot penalty.  I figure .45A uses roughly 2-second turns, so it's always just sorta made sense to me to apply the penalty.

Not attacking, just asking.
You, sir, are not allowed to attempt a takeover of the solar system until your octopus sobers up.

Offline Yggdrasil

  • Scientist
  • Posts: 255
Re: .45 rules question
« Reply #7 on: January 08, 2009, 08:43:26 AM »
Grimm means that only for the Assault Rifle there shouldnīt be a -5 penalty because this weapon is made for rush attacks. Therfore itīs more precise than a normal SMG when the gunner is running.

By the way, thatīs a good idea.
I have forgotten the -5 penalty for moving Gunners, i think itīs better when the Assault Rifle is more precise than a normal SMG instead of having more shots with the same accuracy.
thanks Grimm :)

Offline Froggy the Great

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Re: .45 rules question
« Reply #8 on: January 08, 2009, 12:53:40 PM »
So if I understand correctly, you're modeling the fact that there are more shots are close range by reducing the penalty rather than adding in more actual to-hit rolls, and the fact that you're not rolling for out of ammo/jamming more frequently with the increased firepower is indicative of the weapon being of a more efficient modern construction.

Have I understood correctly?

Offline Argonor

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Re: .45 rules question
« Reply #9 on: January 08, 2009, 01:22:54 PM »
Sounds good to me  :)

Offline Grimm

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Re: .45 rules question
« Reply #10 on: January 08, 2009, 05:06:22 PM »

What I mean is that a Assault Rifle get a -3 penalty for move and shoot
not a -5 like all other weapons (Pistols,Rifle,SMG.....).
I would also use the same profile for Assault Rifle like I use for SMG (Range,WS...) .

Sorry for my bad english  :?

It is only a Idea of using a Assault Rifle not a official rule and it is not carved in stone.
I think that a rifle with 3 shoots can be a very powerfull weapon in 45 A. and I fear to damage the playability with to much fire power. Also some people  allow snap shots with SMG so a shnap shot Assault Rifle has 6 shots ,that will kill all grade 1 figures in play .
For me playability is more important than realistic game play .

A other question would you guys make a own  profile for BAR Rifles or would you use a rifle or SMG profile ?

@Froggy the Great
Quote
Not attacking, just asking.
every thing is fine  :)

cheers Grimm


Offline Froggy the Great

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Re: .45 rules question
« Reply #11 on: January 08, 2009, 05:32:26 PM »
A other question would you guys make a own  profile for BAR Rifles or would you use a rifle or SMG profile ?
I used an SMG when I statted out my jetpacking GIs with rayguns, but I'd be very interested in what other people do here.

Offline Yggdrasil

  • Scientist
  • Posts: 255
Re: .45 rules question
« Reply #12 on: January 09, 2009, 10:06:41 PM »
@Snap Shots and SMGs: Well I have seen the damage a LMG causes with a Snap Shot on a Grade 1 Anarchist standing too close to it^^. Therefore i would say that SMGs and LMGs with the possibility to make Snap Shots are a bit overkill but thaths okay.
The SMG costs the same as the rifle and the rifle is more precise and has more Range. Both can make Snap Shots. And even there the rifle is still more precise;)


@ BAR: How about using the LMG rules you can find in the "Amazing War storys" supplement? Maybe a bit too heavy for a BAR but if you donīt know what else you could use instead? ^^

Or a SMG with more Range or more Strength would fit too.

 

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