In der CW2 steht:
"Die Gesetzeslage zum Waffenbesitz in den USA war in den 20er Jahren sehr unübersichtlich. Grundsätzlich war alles erlaubt."
"Theoretisch konnte jeder Bürger in ein Waffengeschäft gehen, den Preis bar entrichten und es mit einem Maschinengewehr und einem Haufen Munition wieder verlassen. Er brauchte dazu weder einen Waffenschein noch mu?te er sich registrieren lassen."
Auch ich finde die Regeln für Dauerfeuer/Salven nicht gelungen. Eine Internetsuche ergab folgende House Rules:
http://www.geocities...2/AutoFire.html--> finde ich nicht so gelungen / Aber einige nette Ansätze zur Trefferzonenlokalisierung + Deckung (vgl. Runequest)
Wesenlich besser finde ich die Einführung eines Skills für Dauerfeuer (s.u. Maschine Gun), der ähnlich wie Kampfsportart benutzt wird:
From:
owner-deltagreen@revolutionsf.com on behalf of Dave Farnell [superdave@jcom.home.ne.jp] Sent: Sunday, May 05, 2002 10:27 PM To:
deltagreen@revolutionsf.com Subject: Re: [DG] delta guns From: "Gil Trevizo" <furrylogic@mindspring.com> > Good point.
This is why I make sure to lay this rules out for the players > before character creation, so they know to put the points they need into > Machine Gun for when they want to go full-auto and into Rifle/Shotgun (I > also combine the two) for single-shot fire.
Use Machine Gun sort of like the Martial Arts skill. The player rolls whichever firearms skill is appropriate for the weapon type (Rifle/Shotgun [I combine them too] for shoulder arms, Pistol for handguns & the smaller SMGs, and other skills for exotic weapons), whether firing single, burst, or full-auto. If she fires full-auto, then the first bullet will hit if she rolls under her firearms skill; additional bullets will hit only if she gets low enough on that roll to get under her Machine Gun skill. For every 5% she makes under that skill, one additional bullet hits. One roll, simple. Example: Agent Nervy has a Rifle skill of 65% and a Machine Gun skill of 25%. Drawing a bead on a nearby Deep One, she flicks the selector on her MP5 (with a full shoulder stock, so it uses Rifle skill) to full-auto and lets rip. She rolls a 15. This means she hits with the first bullet (for making her Rifle roll), plus two more bullets for getting 10 under her Machine Gun skill. The other bullets miss. On the next round she rolls a 62, which means she hits with only one bullet; all other miss. Then she rolls an 01 on the third round; she hits with a total of 6 bullets, and the first one is an impale. For guns with a burst setting, you could say that as long as the shooter gets under his Machine Gun skill on the roll, he hits with all 3 bullets. This makes burst fire better for people with a low Machine Gun skill, while full-auto fire would be a better choice for people with a high Machine Gun skill. Note that the maximum number of additional bullets that you could hit with is equal to Machine Gun skill divided by 5. This partly addresses the recoil problem--people with high Machine Gun skill are better at controlling recoil, and thus have a chance to get more rounds on target. It also somewhat mitigates the "I kill the bullet-resistant monster by emptying a full belt into him...1 point of damage per bullet for 200 bullets is 200 points of damage." For high-recoil vs low-recoil weapons, you could add modifiers...high-recoil could make it 1 round hits per 10% below Machine Gun skill rather than 5%, say, unless you're prone. Bipods, vehicle-mounted weapons, and so on could give a bonus to the Machine Gun skill. For guns that are normally fired prone or mounted, like an M60 or an M2, I already use a rule that trying to fire them standing cuts the players skill by half. This should cut the Machine Gun skill by half, too. For impales, only the first bullet impales.
This is all just off the top of my head and obviously hasn't been playtested. I'm always up for "bumming rolls," getting the number of rolls to a minimum, so I like the Unknown Armies and Godlike combat rules, too (not surprisingly, both written by the same guy). The above homebrew doesn't get the number of rolls down as low as I'd like (you still have to roll multiple damage rolls and hit locations, if you use hit location rules), but at least it gets the to-hit down to a single roll for auotfire, and at first glance it seems a bit more realistic than the BRP autofire rules. But it's probably full of holes that I haven't seen yet. Dave
Nette Idee, oder?