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#1
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Moving Target ![]() ![]() Group: Members Posts: 393 Joined: 2-July 07 Member No.: 12,125 ![]() |
So...
Rockets scatter 4d6 meters (-1 meter per net hit), averaging at least 12 meters. 12 hits on a success test with heavy weapons is basically never going to happen without massively pumping a dice pool. And that is bevore comparing the opponent's defense pool, making the total net hits for a direct hit with a rocket something like 15 or 16, easy. See thread title. WTF?! Way to have yet another totally useless rule, SR4A. |
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#2
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Running Target ![]() ![]() ![]() Group: Members Posts: 1,416 Joined: 4-March 06 From: Albuquerque Member No.: 8,334 ![]() |
If I'm a professional person whose job it is to end life, the last thing I'm going to use is a tool that is "very unlikely" to even hurt, let alone kill, my target.
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#3
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Prime Runner Ascendant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 17,568 Joined: 26-March 09 From: Aurora, Colorado Member No.: 17,022 ![]() |
If I'm a professional person whose job it is to end life, the last thing I'm going to use is a tool that is "very unlikely" to even hurt, let alone kill, my target. Fact is, for the game, if you use realistic scatter probability (read minimal to none), your characters are dead, do not pass go, do not collect 200 Nuyen. Which is very little fun for most people. If you have issues with the Scatter rules, and you do not like the Airburst Link (which is insanely cheap, as is reuseable, and applies to every Rocket/Grenade system in existence in the game), then just use SR4's Scatter rules, which were a bit more friendly in that regard. |
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#4
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Prime Runner ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Members Posts: 3,507 Joined: 11-November 08 Member No.: 16,582 ![]() |
Fact is, for the game, if you use realistic scatter probability (read minimal to none), your characters are dead, do not pass go, do not collect 200 Nuyen. Which is very little fun for most people. If you have issues with the Scatter rules, and you do not like the Airburst Link (which is insanely cheap, as is reuseable, and applies to every Rocket/Grenade system in existence in the game), then just use SR4's Scatter rules, which were a bit more friendly in that regard. And how is that different from the Manabolt to the face? From a skilled user both usually mean the incapacitation/death of the target. And both should be used sparingly by the opposition unless the PCs are blatantly obvious targets and have seriously pissed off the opposition.If a PC is hit by a deadly rocket, there is always Edge to burn. A hit from an AV rocket is very deadly because of its high damage and relatively low negative AP (Sniper rifles with the right ammo are better). Maybe a houserule would be to reduce the Damage to 10 and "increase" the rocket's AP to -12. So most personal armor is useless but the damage is not so high that it cannot be soaked. In this case I would remove scatter completely but give the target a positive defense modifier (+1 or +2) for each range category above short. |
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Lo-Fi Version | Time is now: 16th August 2025 - 02:51 AM |
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