Gangs and Burst
Posted: Fri Nov 04, 2011 11:02 pm
In my WW2 Golden Age Campaign I had a lot of Gangs firing bursts at PC's,
It struck me that it should be harder to dodge 5 guys with machine guns all shooting at you than one. The rule we are playing under is that for every person past the first the base 20 is increased by 5 per, we also apply the range modifier on burst weapons - reducing the base 20 by 5 per 10 squares.
Also, burst damage is increased, usually in a gang attack there is a dice bonus for each minion that hits (if they do), I think in a burst attack that an additional +5 result bonus for each minion past the first firing will approximate the same effect [given bursts are dodged].
It seems to be working well, most high agility PC's are still dodging, but they no longer see it as a given.
It struck me that it should be harder to dodge 5 guys with machine guns all shooting at you than one. The rule we are playing under is that for every person past the first the base 20 is increased by 5 per, we also apply the range modifier on burst weapons - reducing the base 20 by 5 per 10 squares.
Also, burst damage is increased, usually in a gang attack there is a dice bonus for each minion that hits (if they do), I think in a burst attack that an additional +5 result bonus for each minion past the first firing will approximate the same effect [given bursts are dodged].
It seems to be working well, most high agility PC's are still dodging, but they no longer see it as a given.