Re: Just a little Railgun rule idea I've been toying with
Posted: Wed Jul 15, 2009 1:41 pm
I think you should read my thread here. This very same idea I have posted at the bottom under the bursting rules.
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Ajax wrote:I read your thread a while back Dog of War, when you first posted it. It's a good thread, but my intent was for a single rule that could be used in addition to the current combat system instead of writing an overhaul for the combat system which your thread details.
I agree with you Keir451. The bonus to hit for bursts should be lowered per additional burst or for longer bursts, and you should have a damage multiplier equal to the number of rounds fired in each burst. But palladium doesn't do this for railguns and you already take a pretty big negative for firing a burst regardless of the number of rounds in the burst. So instead of changing the damage multiplier, which opens up the problem of having to change MDC values for body armor, vechiles, etc as most railguns would then be doing 4d6x10 and the system isn't really designed for that level of damage. I opted to keep the damage multiplier unchanged and just gave a bonus for firing far more shots then needed.
Ajax wrote:So it works like this, UAR-1 railgun does 1d6mdc per single shot, on a burst of 80rounds it does 1d6x10mdc. It takes 10rounds to do 1d6x10, so for every group of 10 after the first you'd get a +1 to hit. Giving the UAR-1 a +7 to hit.
Another example, the Samson using a Super NG-202 fires a single round doing 1d6, a burst of 40 does 1d6x10. Again 10rounds to do it's burst damage, then every extra grouping adding +1 to hit, for a total of +3