1. | Max Gun Skill level = 5. Divide TNE skill levels by 2. |
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2. | Each weapon has a value which is considered its "short range." This is built into TNE. I'll work on converting weapons over from other editions later on. Multiply a gun's short range value by 2, 4, & 8 and you'll get its medium, long, and extreme range values respectively. |
1. | Figure out the distance to the target. | |||||||||||||||||||||||||
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2. | Figure out where this distance lies within the gun's range. | |||||||||||||||||||||||||
3. | Calculate how many bullets are lost due to recoil.
1 is the minimum # of shots per burst available. Half of the bullets lost to recoil may be re-rolled on an adjacent target. The difficulty is treated as one higher due to loss of control. Bullet Availability Table
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4. |
Roll to hit for each bullet on the table below.
DIE MODIFIERS: Recoil: Influences the ability to hit a target. There is a recoil factor (F) per shot or burst (B) of shots. If the total recoil (FxB) is greater than a character's strength, then the difference is subtracted from the "To Hit" roll, otherwise it is left unadjusted. Recoil can never be used as a positive die modifier. |
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5. |
Determine Hit Location. Make note of what body parts, if any, are not covered by armor. Roll d10 for each bullet.
And for those who'd prefer 2d6. This is as close as I could get.
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6. |
Calculate Damage. Once you've hit the target, you'll need to penetrate their armor, if they have any. Each weapon has a penetration rating which determines how effective it is at penetration. The lower the number is, the better it is at penetration. Some weapons won't penetrate any armor at all. I'll work on a conversion for other editions later on. Total Damage Dice = Initial Damage Dice - (Weapon Penetration Rating x Armor Value)"Blunt Trauma" still has to be taken into account. Bullets and bolts of plasma carry with them momentum (Lasers do NOT). This energy needs to be taken into account. Each die absorbed by the armor is transferred to the body as 1 point of damage. |
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7. |
Apply Damage. Hit Points: By body part. S = Strength; E = Endurance
* Major Trauma: Depending upon the weapon type, damage can be severed limbs, compound fractures, severed artery, etc. In any case, major surgery is required. |
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