tbeard1999
SOC-14 1K
A question and an observation:
Q1. How do "to hit" modifiers apply to autofire attacks, if they apply at all. (It would be helpful for the example to include the effects of the firer's Rifle skill).
Observation. This mechanic looks like it's defective. I can't tell for sure until the question above is answered.
To hit, you roll dice equal to the autofire rating of the weapon (usually 3 or 4). The lowest die is automatically the timing die. The remaining dice are individually paired with the timing die to produce several “to hit” rolls.
Here’s the example from the rules:
Morn fires his Advanced Combat Rifle (Automatic 4). He rolls four d6, and gets a 2, a 3, a 4, and a 5. The 2 is the lowest die, so it becomes the Timing die for the weapon. The other dice are Effect dice. Morn assembles three attacks 2+3=5, 2+4=6, and 2+5=7.
The problem is that there is a 52% chance of rolling at least one “1” on 4d6. And you cannot roll an 8+ if one of your dice is a 1! So poor Morn has a 52% chance of missing all three shots, just by rolling a 1 if he has no bonuses to the roll. Worse, if he fails to roll at least one "1", he has a 52% chance of rolling at least one "2", which is nearly as bad. If one die is a two, the other die *has* to be a "6" to score a hit.
When time permits, I'll run the statistics out. But right now, it looks like Morn has a better chance of hitting his target by firing 1 bullet rather than 12 bullets. And his chance of a miss *increases* as he fires more rounds...
Sigh...
Q1. How do "to hit" modifiers apply to autofire attacks, if they apply at all. (It would be helpful for the example to include the effects of the firer's Rifle skill).
Observation. This mechanic looks like it's defective. I can't tell for sure until the question above is answered.
To hit, you roll dice equal to the autofire rating of the weapon (usually 3 or 4). The lowest die is automatically the timing die. The remaining dice are individually paired with the timing die to produce several “to hit” rolls.
Here’s the example from the rules:
Morn fires his Advanced Combat Rifle (Automatic 4). He rolls four d6, and gets a 2, a 3, a 4, and a 5. The 2 is the lowest die, so it becomes the Timing die for the weapon. The other dice are Effect dice. Morn assembles three attacks 2+3=5, 2+4=6, and 2+5=7.
The problem is that there is a 52% chance of rolling at least one “1” on 4d6. And you cannot roll an 8+ if one of your dice is a 1! So poor Morn has a 52% chance of missing all three shots, just by rolling a 1 if he has no bonuses to the roll. Worse, if he fails to roll at least one "1", he has a 52% chance of rolling at least one "2", which is nearly as bad. If one die is a two, the other die *has* to be a "6" to score a hit.
When time permits, I'll run the statistics out. But right now, it looks like Morn has a better chance of hitting his target by firing 1 bullet rather than 12 bullets. And his chance of a miss *increases* as he fires more rounds...
Sigh...