To Hit With a Sub-machinegun:
Here are the stats on a Sub-machinegun
Targets Effective Long Extreme Magazine
2 25(2)+4 50(1)+3 100(0)+1 30
If Frank fires a SMG at a squad of approaching monkey-men, he checks the range: 25 meters or less would be Effective Range, 26-50 would be Long, and 51-100 would be Extreme.
Say the monkeys are at 20m, he would be effective range. At effective range he must roll 8+ on 2d6 (Long is 10+, Extreme is 12+).
The +4 is the "autofire bonus" at that range. So, Frank rolls 2d6, adds his Skill (say he has Machinegun 2) and the autofire bonus. He rolls a 7, adds 2 for skill, and 4 for autofire bonus, for a total of a 13. For each 2 points he rolls over 8 means he has hit his target an extra time. So 8,10,12 means 3 total hits. and he will roll three damage rolls on monkey-man number 1.
But wait, there's more! Since his weapon has 2 targets, he gets to fire again at a second target. He rolls a 5, plus 6, gives an 11, for 2 hits on monkey #2.
In the parentheis after the range number, is the Penetration for the weapon at that range. Damage works by rolling 2d6, adding the Penetration of the weapon and then subtracting the Armor value of the target's armor. Each one of Frank's shots will roll 2d6+2, minus the monkey-men armor to discover the wound effect (but that's another story).
A two-target weapon uses 10 bullets per round, so Frank has blown through 1/3 of his magazine.
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