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Pulse weapon bonuses
Posted: Tue Jul 13, 2004 9:40 pm
by Rimmer
Just wondering out loud, why do laser pulse weapons only have +1 to strike when doing the pulse ability ? the pulse is meant to be 3-5 shots that are so fast as to nearly become one beam, so shouln'd they get the +3 bonus for an aimed shot ? the other thing that bothers me is that when firing a burst you get less accuracy, no problem, have fired a fully automatic gun before and if i was only firing one shot cool, any more than one though and the only thing i would hit was the sky
but in Rifts, lasers have no recoil. So why does the penalty remain.
Posted: Tue Jul 13, 2004 11:15 pm
by Adam of the Old Kingdom
Apply the +1 for the pulse mode to the WP bonus. an aimed pulse is +3 +1 + WP Level bonus.
depends on how the players is doing it. if firing a burst or pulse mode volley in an aimed position (as if firing single shot) you could say it is the same as aimed and impose the +3 for aimed not the +1 for burst. medium and long bursts may still cop the burst bonus of +1 due to muzzle flare.
Posted: Wed Jul 14, 2004 8:54 am
by Borast
Maybe the gun "shimmies" when you fire on pulse...
If you ever meet KS, ask him why he decided a weapon with no recoil and which fires a recoiless pulse of 3 shots in less than a 1/10 of a second should not receive the full +3 for ailed shots.
Personally, I go around this by creating a "pulse" weapon with three barrels. All three fire simultaneously with the pull of a single trigger. Laser, Particle cannon, ion beam, plasma ejector (aka: the bucking bronco!)...
Posted: Wed Jul 14, 2004 9:17 am
by Adam of the Old Kingdom
Borast wrote:Maybe the gun "shimmies" when you fire on pulse...
maybe, the Eclips have an off centre weight so you have a sort of rumble pack to add realism to the guns sound effects package. lasers being silent that is.