Gannok Posted April 21, 2003 Report Share Posted April 21, 2003 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? Quote Link to comment Share on other sites More sharing options...
Steve Long Posted April 21, 2003 Report Share Posted April 21, 2003 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? Quote Link to comment Share on other sites More sharing options...
SleepyDrug Posted April 21, 2003 Report Share Posted April 21, 2003 Area of Effect: Any Area, Reduced by Range season to taste Quote Link to comment Share on other sites More sharing options...
Blue Posted April 21, 2003 Report Share Posted April 21, 2003 I tend to think you are best served by making it area effect - straight line of hexes. An entire hex is plenty wide. Quote Link to comment Share on other sites More sharing options...
Aroooo Posted April 21, 2003 Report Share Posted April 21, 2003 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 Quote Link to comment Share on other sites More sharing options...
Old Man Posted April 21, 2003 Report Share Posted April 21, 2003 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. Quote Link to comment Share on other sites More sharing options...
Gary Posted April 21, 2003 Report Share Posted April 21, 2003 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". Quote Link to comment Share on other sites More sharing options...
Aroooo Posted April 21, 2003 Report Share Posted April 21, 2003 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 Quote Link to comment Share on other sites More sharing options...
Vondy Posted April 21, 2003 Report Share Posted April 21, 2003 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) Quote Link to comment Share on other sites More sharing options...
pinecone Posted April 21, 2003 Report Share Posted April 21, 2003 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!":) Quote Link to comment Share on other sites More sharing options...
Toadmaster Posted April 22, 2003 Report Share Posted April 22, 2003 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. Quote Link to comment Share on other sites More sharing options...
Pattern Ghost Posted April 22, 2003 Report Share Posted April 22, 2003 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. Quote Link to comment Share on other sites More sharing options...
Tom Carman Posted April 22, 2003 Report Share Posted April 22, 2003 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. Quote Link to comment Share on other sites More sharing options...
Old Man Posted April 22, 2003 Report Share Posted April 22, 2003 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. Quote Link to comment Share on other sites More sharing options...
Marcus Posted April 22, 2003 Report Share Posted April 22, 2003 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) Quote Link to comment Share on other sites More sharing options...
pinecone Posted April 22, 2003 Report Share Posted April 22, 2003 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... Quote Link to comment Share on other sites More sharing options...
Talon Posted April 23, 2003 Report Share Posted April 23, 2003 Hm, guess this proves that James Davis isn't posting on these boards... Quote Link to comment Share on other sites More sharing options...
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