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Sunday, March 17, 2013

Thinking about RoF

No RoF Penalty for Moving and Firing
I am considering changing the way I handle the penalty to moving and firing.  Right now, a moving unit suffers a -1 to hit.  I think I may change the penalty to a reduced RoF instead.  Here's why.

In my last posts, I discussed the math behind shooting and saves.  I noted that under my current system, a moving unit needs 7+s to hit a superiorly-skilled target in concealment.  7+s are a pain when playing, so I'd like them to come up less often.  I considered changing the base to-hit number against a superior target to 4+, making moving and concealment a 6+.

It occurs to me that if I instead assess a penalty to RoF, it will make targets harder to kill or Suppress, without increasing the to-hit score needed.   What if I rated each weapons RoF with a slash: before the slash is moving, after the slash is stationary.  So a rifle might be RoF 1/2.

Such a change would also allow movement to affect different types of weapon systems differently.   Some heavy weapons might not be able to fire at all when moving RoF 0/X.  Others might not be affected by movement at all: RoF X/X.  I'd been wondering how to handle heavier weapons, like artillery, and this gives me an option.

Should I also replace the penalty on Suppressed weapons with an RoF penalty?  This is what FoW does, and I begin to see why.  (FoW is extremely well-designed.)  So all Supressed weapons might fire at the moving RoF.  On the other hand, I may keep the to hit penalty.  It is easy to imagine a gun that might not fire at all moving, but which once set up, could fire in a limited manner when Suppressed.

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