No RoF Penalty for Moving and Firing |
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.
No comments :
Post a Comment