Jump to content

pjmfox2003

HERO Member
  • Posts

    26
  • Joined

  • Last visited

Posts posted by pjmfox2003

  1. Re: Cool Guns for your Games

     

    On the issue of 12 gauges, don't forget the reduced-recoil shells. Even out of an 18" pumpgun w/ a folding stock, they are a quite a bit more comfortable to shoot than full loads, at least in regards to "00" and slug, in my personal experience. Makes for quicker follow-up shots too. Can't speak for other loads.

  2. Re: Rifts HERO?

     

    Tell me you redid the Tolkeen/Coalition War so that it didn't suck large. Tell me this and I will rep you as many times as I can and encourage others to do the same.

     

    In the Rifts campaign we did in Hero, I set the PC's in Tolkeen during the Coalition military build-up and let them be the deciding factor if the city fell or not.

    (as it turned out we never got to finish, so the fate of Tolkeen has yet to be seen:eek:).

  3. Re: Failure To Stop Drill

     

    Honestly' date=' isn't the head-shot slower, aimed, and deliberate? Sounds like a double tap, then an aimed headshot the next phase.[/quote']

    The way I have seen and heard of it (ala "Rainbow Six" the book), it is all reflexive. It is used with the 5.56 and subguns because of their notoriety for not being "one-shot stoppers". The origins of the drill come from the aggressor not stopping from center-of-mass shots, but it has evolved into a sort of triple-tap. If ya can't tell, I like a lot of realism in my DC's. Good ideas all, though.

  4. Re: Failure To Stop Drill

     

    Thank you, Toadmaster, I couldn't have explained it better myself.

    I guess I just saw all the cool super skills and felt that they had left something out, but you are right, I am over-thinking this and just need to KISS. Thanks again to everyone who posted.:thumbup:

  5. Kinda new with the Hero ruleset, and I was looking in DC to see if I could find a Super Skill that represented the "Failure to Stop" drill (2 in the chest, 1 in the head). I found double tap, but no F2S. Any suggestions on how to build it as a Super Skill? Also, what would the "Extreme Shock" ammo fall under, frangible or something else?

  6. Re: Dark Champions hero fragility

     

    In our current DC game, we don't use the hit location table, only if someone is targeting a specific location (just like your most basic firearms training "aim for center mass"). Also, my players know I don't fudge rolls for them, so they know when to just surrender and try to talk their way out of a situation. I would never kill a PC if they surrender, that's just a cheap shot. Ultimately, gunfights are supposed to be lethal, that's why you try to stack the deck in your favor as much as possible and NEVER play fair. Also, have the players bump up SPD, so they get off the first (and usually last) shot.

  7. Re: Cool Guns for your Games

     

    I own a Kahr E9 (no longer produced) as my o/d weapon. I can tell you from experience, the Kahrs are worth the money. It is as reliable and accurate as the Glock I carry. I never thought about their ultracompact models. I'll have to look into it.

  8. Re: Cool Guns for your Games

     

    Appreciate all the good advise. I would probably go with a Glock 27 if I could, but we can't use ankle holsters on-duty. It has to be something attached to my vest, so I was looking for something slim (because I'm decidedly NOT). I would like for it to be 9mm, but that seems too much to ask. I also like Ruger's quality, but I will look into the Keltec, especially for the affordability. Thanks again for the advise!

×
×
  • Create New...