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Gannok
Apr 21st, '03, 11:45 AM
Anyone have an idea on how you would simulate the popular shotgun spread effect in this system.

One obvious idea would be to use the AoE: Cone modifier but that seems kind of like over kill. The area seems too big.

The other idea is to use the 3 shot Autofire mod. Perhaps with some changes like can only hit three adjacent hexes and you can't use skipfire or other effects. Autofire is usable just to hit more than one target. The problem I can see with this is that it is way clunky to do. Anyone have another idea maybe?

Steve Long
Apr 21st, '03, 11:56 AM
Since this isn't a "rules" question, but a "how to" question, I've forwarded it "HERO System Discussion."

What do you think, Herodom Assembled?

SleepyDrug
Apr 21st, '03, 12:24 PM
Area of Effect: Any Area, Reduced by Range

season to taste

Blue
Apr 21st, '03, 12:36 PM
I tend to think you are best served by making it area effect - straight line of hexes. An entire hex is plenty wide.

Aroooo
Apr 21st, '03, 12:47 PM
I would either keep it simple and do the straight line, or at most the any area, defined as a line out to max range range, then add one hex line to either side at half the max range. Limit by either reduced penetration or reduced by range, or both (realistically).

Aroooo

Old Man
Apr 21st, '03, 12:59 PM
1 hex area is way big already. If you think about it, that 2 meters in spread. Even sawed off shotguns don't get spread much bigger than that.

Gary
Apr 21st, '03, 01:03 PM
It should probably be house ruled. An energy blast can be Spread to hit multiple targets in the same hex. Simply allow the shotgun RKA to do the same, and buy 1 or 2 extra DC's only for the purpose of "Spreading".

Aroooo
Apr 21st, '03, 01:03 PM
Originally posted by Shadowpup
1 hex area is way big already. If you think about it, that 2 meters in spread. Even sawed off shotguns don't get spread much bigger than that.

See, I keep forgetting its 2m/hex :) Shame on me :(

Aroooo

Vondy
Apr 21st, '03, 01:14 PM
I think it would be best simulated by adding a level or two of OCV to the weapon.

However, you could make it:

AE 1 Hex, Accurate (-0)

pinecone
Apr 21st, '03, 01:40 PM
I almost always buy shotguns as AE:1 hex...if you need more just spread the attack,I usually buy +1 stun as well.Most of my gun toting chars use a shotgun as a back-up...aka "Look! a ninja!":)

Toadmaster
Apr 21st, '03, 04:08 PM
it depends on what you are trying to simulate, AE 1 row of hexes works for a cinematic "room broom" style of shotgun. For a more realistic view +1 OCV is about all that you expect, at 40m a shotgun only covers about 18" (1/2m), as a compromise perhaps you could give area effect 1 hex row at long range (you could define this as the range damage has dropped to 1/2). As previously mentioned reduced by range and reduced penetration are appropriate.

I've seen rules in another game that took the "lost" damage and allowed it to be used against other targets in line with the target, you could create a house rule along with the 1 hex row AE allowing the damage lost due to reduced by range to attack other targets beyond the first, since reduced by range is used to represent pellets spreading to far to hit the intended target.

Pattern Ghost
Apr 21st, '03, 08:48 PM
Well, what's the effect of shotgun pellets spreading?

1. Less pellets hit further out. Cut and dry reduced by range.

2. Slightly better chance of at least some of those pellets hitting what you're shooting at. Simplest fix, an OCV bonus.

IMO, any of the area effects are overkill. For a 40mm flechette round, maybe AE: Hex bought up to double radius (+3/4 advantage), but for a shotgun? nah.

Tom Carman
Apr 22nd, '03, 09:31 AM
Originally posted by Pattern Ghost
Well, what's the effect of shotgun pellets spreading?

1. Less pellets hit further out. Cut and dry reduced by range.

2. Slightly better chance of at least some of those pellets hitting what you're shooting at. Simplest fix, an OCV bonus.
This might be handled with a "No Range-mod" advantage instead of a flat OCV plus for standard shotguns. The spreading pellets are as likely to hit their target at range as they are up close, just with less force. A shorter barrel might merit an OCV bonus for being quicker to aim, but only a sawed-off model should really get area-effect.

Of course, this just applies to realistic shotguns. Cinematic games call for cinematic effects.

Old Man
Apr 22nd, '03, 09:57 AM
Of course we are assuming that these are normal shotguns. If we're talking 120mm beehive rounds out of a Boomer assault rifle, then that's a whole different story.

Marcus
Apr 22nd, '03, 01:43 PM
Id think some combination of no or reduced range penalty and reduced by range to simulate all kinds nifty spreading.

For a more realistic solution, just go with a quite slow reduced by range, and a combination of levels to offset-but-not-entirely-counterbalance the increased range penalties.

Then again, if you simply MUST hit the ninja, may I reccomend an Explosion, or for the sick junkies with too many spare points, an autofiring explosion? (Fully Automagic grenade launcher. 'Why Magic? Have you SEEN what it does to Martial Artists?'-Random Gunbunny PC I cant recall)

pinecone
Apr 22nd, '03, 01:56 PM
Well I tend to like cinematic style action, so I go for AE:1 hex...besides that lets me hit multiple targets in the same hex (standing sholder to shoulder or wrasslin) so I'd probibly write me up a 2D6 RKA AE 1 hex,+2 stun,OAF, Reduced by range, Reduced Pen,Real gun/Beam effect and maybe 2 clips of 8 charges and call it my ninja buster 2000...:)

Talon
Apr 23rd, '03, 05:58 AM
Hm, guess this proves that James Davis isn't posting on these boards...