How about this: anything bigger than a .50 (2D12, the lonely dice)
gets more than 2 dice, and is inelegable for double tap and normal auto-fire rules because its now a small cannon
A) 2d12 shouldnt be 50BMG in the first place. 2d12 would fit the 375Mag- 500NE class of Magnum Rifles. Leaving the big jump from 2d12 to 2d20 for the corresponding big jump from 416Mag to 50BMG.
Std Rifle : 2d10
Mag Rifle: 2d12
BMG class: 2d20
B) Autocannons are just that: Automatic Cannons.
20's like the Hispano/Oerleys, 40& 57 Bofors, even the modern 5" rapid naval can do a DTap. Gotta keep in mind the CrackSmokin precedent set when WoC said you can DTap a SingleActionArmy revolver. At 130+ rpm, the 3" SR Naval obviously can DTap.... maybe even 3rb for +100% (+2d<45>)
C) check the d20Past thread on WW2 for Tema's discussion on stating the cannons. While they may be for WW2 tech, sllight mod will fit them into Current world.
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How about this: anything bigger than a .50 (2D12, the lonely dice)
gets more than 2 dice, and is inelegable for double tap and normal auto-fire rules because its now a small cannon.
-Or-
Double tap just does an additional half dice damage (rounded down)
so 12d10 becomes 18d10
Burst fire does double damage.
Or you could decide that the number of die used is irrelevant and rule that double tap does +50% damage and burst does +100% damage.
#5tema69May 29, 2008 13:26:18
Hmm. Although I agree with Backstabbist, I don't mind a lot of dice when it comes to damage. I'd go for 4d6 for a .50BMG and 2d12 for Magnums. Of course, none of that 4d6+1d6DoubleTap. It's obviously 6d6 Double Tap with a .50BMG. The description of double tap should be "add 50% damage (round down)" instead of "add 1d". The same goes for HE ammo. The slavic RAW interpretation just doesn't fit here.
#6kjakanMay 29, 2008 16:02:49
As a house rule of mine, gatling weapons deal damage in the standard way, e.g. 2d12 for the heavier versions. The increased rate of fire translates to a larger area of effect for autofire: 10 ft. radius (12 squares) instead of 10 x 10 ft. (4 squares).
In addition heavy weapons such as autocannon have damage values such 2d6x2 or 2d8x2 etc. This means you roll two dice and multiply the result by 2. Adding addition damage dice is easy this way. A Burst-Fire attack with a light autocannon does 4d6x2 damage
-K
#7doomsoughtMay 29, 2008 16:19:53
As a house rule of mine, gatling weapons deal damage in the standard way, e.g. 2d12 for the heavier versions. The increased rate of fire translates to a larger area of effect for autofire: 10 ft. radius (12 squares) instead of 10 x 10 ft. (4 squares).
Nice, I think I'll use that if it comes up.
#8backstabbistMay 30, 2008 1:20:26
RAW MM Blackhawk Minigun rules
Bottom of that web page has the OFFICIAL gatlin rules:
m134 Minigun 7.62, 4d10 base damage, 20x20 Autofire DC20
For real Gatlin Fun, forget the xm214 5.56,
put away the puny m134 Minigun 7.62,
and get a cheesy grin like this guy on the GAU-19 50BMG RotaryGun
#9kjakanJun 04, 2008 8:27:44
Nice, I think I'll use that if it comes up.
It works great for the kind of heavy machine guns used in our d20M adaptation of Mutant Chronicles.