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== NEW RULES ==
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== NEW RULES (Totally Untested, Have Fun!)==
  
 
<B>Note 4:</B> Chow Yun Fat Dual Gun Technique: Handguns can be wielded in pairs - but unlike adding +5 to the Weapons' Strike as Melee Weapons do, it adds +5 to their Damage. Rather wasteful in ammunition, but what the hell, it looks cool and is kinda useful. (Hmm, maybe not)
 
<B>Note 4:</B> Chow Yun Fat Dual Gun Technique: Handguns can be wielded in pairs - but unlike adding +5 to the Weapons' Strike as Melee Weapons do, it adds +5 to their Damage. Rather wasteful in ammunition, but what the hell, it looks cool and is kinda useful. (Hmm, maybe not)
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<B>No Secondary Attacks:</B> Guns must always be used on your primary action for the round. Guns may never be invoked on a Secondary Attack, unless Gun-specific kung fu is used (ala "Equilibrium"). (This is under the assumption that ranged attacks are badassed as represented in the corebook, you can probably ditch this if you tone down the defence rules a bit. - Jonathan)
 
<B>No Secondary Attacks:</B> Guns must always be used on your primary action for the round. Guns may never be invoked on a Secondary Attack, unless Gun-specific kung fu is used (ala "Equilibrium"). (This is under the assumption that ranged attacks are badassed as represented in the corebook, you can probably ditch this if you tone down the defence rules a bit. - Jonathan)
  
<B>Ammunition and Reloading:</B> You will note a Reload Interval and Difficulty in the weapon descriptions - the Interval is the number of combat rounds that may pass before making a Skill Roll (probably Expertise: Gun-Handling or use your Ranged Skill + applicable specializations) against the stated difficulty; this takes a Full Action. If you fail, then the gun jams as you reload it and is useless; you can only unjam it by spending another full action and make another skill roll against the next highest difficulty. If you don't make the reload roll, then obviously the gun becomes useless for lack of ammunition. Firing an Automatic Weapon Full Auto subtracts 5 from the Reload Interval each time it is done.  (Note: rolling for this is probably not something you really want to care about during a cinematic game, in fact rolling to reload is pretty lame and wastes gametime on silly rolling)
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<B>Ammunition and Reloading:</B> You will note a Reload Interval and Difficulty in the weapon descriptions - the Interval is the number of combat rounds that may pass before making a Skill Roll (probably Expertise: Gun-Handling or use your Ranged Skill + applicable specializations) against the stated difficulty; this takes a Full Action. If you fail, then the gun jams as you reload it and is useless; you can only unjam it by spending another full action and make another skill roll against the next highest difficulty. If you don't make the reload roll, then obviously the gun becomes useless for lack of ammunition. Firing an Automatic Weapon Full Auto subtracts 5 from the Reload Interval each time it is done.  (Note: rolling for this is probably not something you really want to care about during a cinematic game)
  
 
<B>Pistol-Whipping:</B> Handguns can be worked into hand-to-hand combat; when so used, they act similar to Gauntlets... ie., they add +5 Damage Bonus, moving up the usual bare-handed attack from -5 to 0. It is possible to modify handguns further so they add a +5 Damage modifier to hand-to-hand combat, but this ups the Cost by 1 points when so done.
 
<B>Pistol-Whipping:</B> Handguns can be worked into hand-to-hand combat; when so used, they act similar to Gauntlets... ie., they add +5 Damage Bonus, moving up the usual bare-handed attack from -5 to 0. It is possible to modify handguns further so they add a +5 Damage modifier to hand-to-hand combat, but this ups the Cost by 1 points when so done.

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