TNE:Combat notes comments

By [Caffine Achiever!] ·

TML message #6307From bundle 516

I've been using the d10 damage roll since TNE first came out.  My group is some what blood thirsty and it seems to work
out quite
well.  I have a rather large list of variation I'm using (and still testing) for personnal combat.  To be fair I've base
d quit a bit
of it on the Phoenix Command system from Leading Edge games.

One item I'd like to point out is that the 3 round burst rule used in Cyberpunk is based on the performance of the G11 w
eapon in
final development for the German Army.  This weapon fires fast enought to achieve the recoil effect only when it fires i
n the
3-round burst mode and at a specific range.  This feature only increase the likelyhood of a single hit at a specific des
igned range.
Under normal area fire the G11 sprays just like any other weapon.  In my varient I gave weapons with this feature a DM e
qual to:
              rounds per burst / 3, ignore all fractions.
multiple hit can be score for each number rolled that's less then the required to hit number.  At LONG range an addition
al hit is
scored for every two number less then the required to hit number rolled.  No multiple hit is allowed at EXTREME range.

If anyone is interested in obtaining a copy of my rule variant (whick covers combat visibility, mod. wound and recovery,
 combat
sequence, guided rounds) let me know and I can upload it to uwo.ca. (~16 pages)

- ----Ed F.----