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 Post subject: Different Auto-fire Rules
PostPosted: Sat Oct 20, 2007 11:14 am 
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I played Twilight 2000 ver 2 way back and have been thinking about breaking it out again for some one-shots or short runs. One thing the players never really liked was the auto-fire rules. While it looks fine for spray and pray, those who had experience said you should have a better chance to hit based off of skill, even with S&P, and that firing 3 round bursts just didn't work that way.

Anyway, can anyone give some suggestions for different auto-fire rules or point me at a site with options.

Thanks


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PostPosted: Sat Oct 20, 2007 2:58 pm 
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Can I ever! Ask the same question over at the Twilight:2000 forum at http://forums.rpghost.com/ and I'm sure you'll get lots of suggestions. We have been discussing T2K house rules a lot over the past week.

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 Post subject: Re:
PostPosted: Thu May 08, 2008 8:04 am 
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Targan wrote:
Can I ever! Ask the same question over at the Twilight:2000 forum at http://forums.rpghost.com/ and I'm sure you'll get lots of suggestions. We have been discussing T2K house rules a lot over the past week.


yeah ....IMHO house rules are very often better than originals ;)

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 Post subject: Re: Different Auto-fire Rules
PostPosted: Fri Dec 05, 2008 5:47 pm 
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I liked Palladium's way of dealing with automatic fire. One roll to hit. Double the damage of one round for a short burst, for a long burst (half a mag) it's five times the damage.

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 Post subject: Re: Different Auto-fire Rules
PostPosted: Fri Dec 05, 2008 9:44 pm 
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There was an alternative rule with a chart that was printed in either Demonground Magazine or Challenge that used a single roll for autofire with the result of the roll determining the number of rounds that struck. That seemed to work good for our gaming purposes. But there are lots of things out there. If you want to go off the deep end you can try Gunmaster or Phoenix Command; very cumbersome and over the top for simple roleplaying. But Gunmaster is hailed by a handful as the end all be all, Gods gift to roleplaying and combat simulation, not my groups opinion. But I can't post my groups opinion about it. ;)

The autofire chart was the middle ground and I have heard of other methods but they all just over complicate it, some so much so you might as well use Gunmaster. The thirty or so players I have had around all like the autofire chart over anything else. I'll see if I can find it for you if you are interested. Been way to long since I have played Twilight 2000.


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 Post subject: Re: Different Auto-fire Rules
PostPosted: Fri Feb 13, 2009 10:49 am 
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I've just pulled my old 1st ed out of the closet after 15 years.

I just want to verify that I am doing Auto Fire correctly:

Assume the character has an M-16 (ROF 4). According to rules, he can fire up to the ROF in "shots" (which represent a burst of three bullets each).
Here is my question: does the character roll his CRM (combat rifleman) skill 4 times; once for each shot? Then each successful shot has its damage applied separately (e.g. hit location, armor, damage roll)? Do you get to see the result of the first shot before committing to the next shot?

Is that it for auto fire rules: just roll to hit multiple times? No recoil? No suppressive fire?


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 Post subject: Re: Different Auto-fire Rules
PostPosted: Fri Feb 13, 2009 5:07 pm 
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Banesfinger wrote:
I've just pulled my old 1st ed out of the closet after 15 years.

I just want to verify that I am doing Auto Fire correctly:

Assume the character has an M-16 (ROF 4). According to rules, he can fire up to the ROF in "shots" (which represent a burst of three bullets each).
Here is my question: does the character roll his CRM (combat rifleman) skill 4 times; once for each shot? Then each successful shot has its damage applied separately (e.g. hit location, armor, damage roll)? Do you get to see the result of the first shot before committing to the next shot?

Is that it for auto fire rules: just roll to hit multiple times? No recoil? No suppressive fire?

I think you have it correct because v1 doesn't have autofire rules, recoil etc. Version 2 does that.

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 Post subject: Re: Different Auto-fire Rules
PostPosted: Fri Jan 29, 2010 1:49 pm 
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I think I'll borrow the rules for bursts from the 2013 rules. Seems to work.

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 Post subject: Re: Different Auto-fire Rules
PostPosted: Fri Jan 29, 2010 6:48 pm 
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ToadSix wrote:
If you want to go off the deep end you can try Gunmaster or Phoenix Command; very cumbersome and over the top for simple roleplaying.


Not true - Phoenix Command actually runs pretty darn fast, in practice. (The problem is you had to be willing to run it after looking at the rules - everything is pretty much pre-done for you.) I know my initial thought when I got PC lo those many years ago was that it was unplayable. Luckily, our GM borrowed the rules and ran it as test. It pretty much became our go-to rules for gun combat.

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 Post subject: Re: Different Auto-fire Rules
PostPosted: Thu Feb 25, 2010 7:05 pm 
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Understandable Skid, and I completely agree that once either system is learned and applied it becomes far easier and quicker to bash out a quick fire fight. I only say it is cumbersome and over the top because the learning curve varies on it based on the GM and players ages, experience level in gaming, etc. Guess I could have mentioned all this in the first post of mine.

But I enjoy Phoenix Command immensely and actually own all of the products for it. Hell, one day I would love to adapt it to Twilight 2000 or 2013 (if I don't like the combat rules, have not actually played 2013 yet so no clue).


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