Rapid fire house rule

Farmer-smiffy

New Member
Feb 10, 2016
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I don't think the new rapid fire rule is that great. For me, the main benifit of firing so many bullets is that you stand a better chance of 'hitting' something. Therefore I propose a house rule. Before roling to hit you intstead role how ever many firepower dice as the weapon would normally allow (rapidfire(2)= 2 firepower dice). you then make as many 'to hit' rolls as you roled bullet holes on the firepower dice. To balance this I suggest that you ignore the 'out of ammo' symbol on the firepower dice and instead any rolls 'to hit' of 1 not only miss but also cause an ammo check to be resolved after any successful 'to hit' rolls. Essentially, the more shots you fire the greater the chance you will hit something but the greater the chance of running out of ammo. Please let me know what you think.
 
I would be tempted to add in that if you roll the out of ammo signal and a 1 to hit that the gun jams for the rest of the game and can’t be reloaded.

With changes to reloading weapons in game I think you need something to make them run out of ammo for the whole game.
 
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Indeed, house rule everything you want.
However, having a small experience with shooting semi-auto and automatic weapons in real life, you do NOT stand more of a chance of hitting something when shooting more bullets, unless you're spraying at very close range (represented in the game by the short range bonus). Recoil adds up really quickly and throws off your aim.
Military forces doctrine for automatic weapons use is generally to use them single shot, and switch to auto only for covering fire, when the weapons still have an auto mode at all.

The only exception are emplaced heavy weapons with bipods or tripods, where short burts can be used with little recoil.

Also, from a game balance perspective, shooting is already stronger than CC in most conditions and doesn't need any further help
 
I would add that it makes some weapons much more effective. In the old Nec there were much less RF weapon, hence it was OK for this version. However, in N17 there are not only auto guns and pistols but also bolters etc.

Let me give an example from Shadow War (which used the rules system of NEC): In Shadow War there were some factions that had easy access to FR weapons, in particular Craftworld Eldar (Avernger and shuriken catapults) and Orks (shooter). In our campaigns these were the two dominant factions since even Orks hit you when you have enough dice to roll. It was no fun at all for those who had no such basic weapons.

I think the actual rules work quite well and as Orgrok said, shooting already is quite effective.
 
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