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 Post subject: Re: 2d6 Microlight?
PostPosted: Fri Nov 28, 2008 5:48 pm 
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Golan2072 wrote:
Is any of you interested in me continuing my work on the 2M6 system? :)

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 Post subject: Re: 2d6 Microlight?
PostPosted: Fri Nov 28, 2008 6:02 pm 
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Ok, weapon tables are next... :)

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 Post subject: Re: 2d6 Microlight?
PostPosted: Sat Nov 29, 2008 5:20 pm 
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Weapon Ranges
There are four range categories: Melee Range (up to about 3m), Pistol Range (around 3m to 50m), Rifle Range (circa 50m to 500m) and Extreme Range (more than 500m).

Range DMs are given in the following table:

Code:
WEAPON      MELEE      PISTOL      RIFLE      EXTREME
Melee        +0          N/A        N/A         N/A
Thrown       +0          -2         N/A         N/A
Pistol*      -2          +0         -4          N/A
Rifle        -2          +0         +0          -4
Support**    -4          -1         +0          -4


* The "Pistol" category also includes shotguns and SMGs.
** The "Support" category includes rockets, heavy machine guns and their likes.

"N/A" means that this weapon is not capable of reaching this range.

A magnifying scope moves the range one category "down" - Extreme becomes Rifle and so on.

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 Post subject: Re: 2d6 Microlight?
PostPosted: Sat Nov 29, 2008 5:39 pm 
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Location: Yavne, Israel
Melee Weapons

Code:
WEAPON         TL   DAMAGE   COST
Unarmed        -    1d6      -
Improvised     -    2d6-2    -
Club           1    2d6      -
Dagger         1    1d6+2    10
Blade          2    2d6      50
Broadsword     2    4d6      300
Cutlass        2    2d6+4    100
Stunstick*     8    1d6      300


* Anyone struck by a Stunstick must make an Endurance check with a negative DM equal to the stun damage (after armour is subtracted). If this Endurance check is failed, the character is knocked unconscious.

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Last edited by Golan2072 on Sat Nov 29, 2008 10:42 pm, edited 1 time in total.

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 Post subject: Re: 2d6 Microlight?
PostPosted: Sat Nov 29, 2008 5:50 pm 
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Location: Yavne, Israel
Slugthrowers

Code:
WEAPON         TL   DAMAGE   AUTO   CLIP   COST   AMMO
Revolver       5    3d6-3    N/A    6      150    5
Pistol         6    3d6-3    N/A    15     200    10
Gauss Pistol   13   3d6      4      40     500    20
SMG            5    3d6-3    4      30     500    20
Rifle          5    3d6      N/A    20     200    10
Assault Rifle  7    3d6      4      30     500    15
ACR            10   3d6      6      40     1000   20
Gauss Rifle    12   4d6      4      80     1500   40
Shotgun        4    4d6      N/A    6      200    10

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 Post subject: Re: 2d6 Microlight?
PostPosted: Sat Nov 29, 2008 6:02 pm 
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Location: Yavne, Israel
Energy Weapons

Code:
WEAPON         TL   DAMAGE   AUTO   CLIP   COST   P.PACK
Laser Pistol   9    3d6      N/A    100    2000   1000
Laser Carbine  9    4d6      N/A    50     2500   1000
Laser Rifle    9    4d6      N/A    50     2500   1000
Plasma Gun*    12   10d6     4      **     20000  N/A
Fusion Gun***  14   16d6     4      **     100000 N/A


* Plasma Guns are heavy weapons, requiring a Strength of 12 or more. Every point by which a user’s Strength falls short is a –1 DM on any attack rolls made with it.

** Plasma and Fusion Guns are fed by internal micro-fusion cells and thus have virtually endless ammo.

*** Fusion Guns are heavy weapons, requiring a Strength of 9 or more. Every point by which a user’s Strength falls short is a –1 DM on any attack rolls made with it. Furthermore, each firing of an FGMP emits 2d6 x 20 rads affecting everyone in its vicinity.

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Last edited by Golan2072 on Sat Nov 29, 2008 10:16 pm, edited 1 time in total.

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 Post subject: Re: 2d6 Microlight?
PostPosted: Sat Nov 29, 2008 9:52 pm 
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Location: Yavne, Israel
Heavy Weapons

Code:
WEAPON         TL   DAMAGE   AUTO   CLIP   COST   AMMO
Machine Gun    6    4d6      6      100    2500   50
Frag Grenade*  7    4d6**    N/A    6      400    150
Grn. Launcher* 7    4d6**    N/A    6      400    150
RAM*           8    4d6**    6      6      800    150
RPG            6    4d6**    N/A    1      1000   100
Rkt. Launcher  8    5d6**    N/A    2      2000   150


* Frag Grenades are thrown. Grenade Launchers use Pistol ranges, while RAM Grenades use Support ranges.

** Do not add the Effect of the Grenade's, Grenade Launcher's, RAM's, RPG's or Rocket's attack roll to their damage but apply that damage to everything within three meters of the impact point for grenades or six meters for RPGs and Rockets.

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 Post subject: Re: 2d6 Microlight?
PostPosted: Tue Dec 02, 2008 3:37 pm 
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Joined: Thu Aug 28, 2008 5:24 pm
Posts: 166
Vile wrote:
...I've never really liked the Education sts (in Traveller or Call of Cthulhu). I always felt a character's education should be entirely represented by his skills.


I don't; I really like using Education as the "catch-all" what you should know, skill. How much "general knowledge" do you need toi quantify as a skill? Education is a good indicator of what a character should know instead of having to quantify a great deal of "stuff". This can be coupled with a "training skill" like "History eduction, occut education" etc. That way your Education score and skilsl combined can give you a synergy that builds on themselves....

I also like the social standing attribute to indicate the status the character was raised in. Did they raise themselves up from the trailer park to be a high powered lawyer? Are they "once a peasant alwasy a peasan"? I've always used it as a role-playing guide and in fact incorporated it into many other games. Talking with players about where their characters came from and that being the guiding principal for how they RP them. It can make for some pretty intriguing character combos. Low Soc but high Edu? Hmm....

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 Post subject: Re: 2d6 Microlight?
PostPosted: Thu Dec 04, 2008 7:40 am 
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bigtim wrote:
Vile wrote:
...I've never really liked the Education sts (in Traveller or Call of Cthulhu). I always felt a character's education should be entirely represented by his skills.


I don't; I really like using Education as the "catch-all" what you should know, skill. How much "general knowledge" do you need toi quantify as a skill? Education is a good indicator of what a character should know instead of having to quantify a great deal of "stuff". This can be coupled with a "training skill" like "History eduction, occut education" etc. That way your Education score and skilsl combined can give you a synergy that builds on themselves....

I usually consider Education to represent theoretical knowledge, while skills represent more practical knowledge. So someone with, say, Edu 12 but no science skills probably knows quite a bit of the sciences in theory, but doesn't know a thing about working in a lab (or doing research or analyzing sensor data), while someone with, say, Edu 5 and Life Sciences (Chemistry) 3 is a very skilled lab technician who knows the various lab procedures very well, but has very little theoretical knowledge behind them - he's just the lab-tech, not the researcher.

A real scientist would have both a high Edu AND science skills.

Similarly, someone with a Medical skill but low Edu would be a med-tech, paramedic or nurse, while someone with both Medical and a high Edu would be a doctor.

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 Post subject: Re: 2d6 Microlight?
PostPosted: Thu Dec 04, 2008 1:56 pm 
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Location: Queensland
I've always viewed education as 'book learning' , but a skill is 'hands on' or real experience.

To me, an edu-12,med-1 might be an intern doctor with a medical degree, but an edu-7, med-3 might be an old country doctor with less time in med school, but lots of actual time patching people up or maybe a corpsman in combat. In both cases, using the rules I use, they'd each get a +4 dm for effect, but role played differently.

Naturally, if there is no hands-on experience ( skill level ), then there has to be a big negative dm... -4 in MT even if the character has some idea of what to do from reading/understanding the user manual ( book-learning = Edu ).

I've used Intelligence dm's for troubleshooting a problem, aka whats the problem actually is ( whether it be for machinery or medical stuff ) and Education dm's for actually having some idea of how to fix it.
" The drives making a funny squeaking noise....and its coming from the flux capacitor. I'll just replace it, but I never learned how to take one apart....where's my toolbag! "

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