On simultaneous attacks, and this is probably more a Close Combat thing, but I'm here now (and I can't find the Close Combat thread... @Orngog) . I think we need to consider how to properly handle the resolution of hits so that effects like Shred don't result in a CGC Butcher causing 6+ Lasting Injury rolls. That's just god-awful non-fun.
My group is curently running it like exactly this. What happens when you fail a priority test and there is no target in sight, or closest visible target is clearly out of range? It gets very wonky... After 2 months of playtesting and tweaking blasts I'm firm that no matter what you do, you either end up with a word salad or some gamey/weird loopholes. A lot simplier solution is to disallow targetting ground and be done with it.I think a failed cool test on a template should result in them firing it directly at the closest model.
They don't take the time to compute the perfect firing solution, bad man must burn now!
Don't worry about particular gang when rehashing basic rules. CGC needs a complete rewamp anyway - they are not fun to play as or against at the moment.Be aware any too radical changes to blasts and templates up the stock of CGCs a lot.
#2 So we are (hopefully) leaving no-premeasuring rule, but we can fiddle with blasts until we get a perfect blast position that gets both the closest fighter and someone else? Nah.2) you are subject to target priority rules if there are closer targets (including if you target the floor).
3) I've never been a fan of partial hits, I'm happy with the if your touches by the template you take a hit.
#2 So we are (hopefully) leaving no-premeasuring rule, but we can fiddle with blasts until we get a perfect blast position that gets both the closest fighter and someone else? Nah.
Any Shoot actions taken after another action (except aiming) suffer a -1 to hit.
[I don't like this, it just makes standing still and shooting even more important. Whereas I like dynamic and fluid games]
Shooting a target that moved 10" or more this round incurs a -1 to hit
[I prefer double-moving granting a -1 to hit]
Small Targets: Targets less than 0.5" in both height and width are at -1 to hit.
[I like this, although it doesn't apply to anything based. So probably just loose traps and such. Would probably be better as a special rule applied where needed, like Giant Rats]
Large Targets: Targets that are 2" or greater in height or width are at +1 to hit.
[Again, I like the idea.]
Blasts can be fired into Pitch Black, Smoke, and similar LoS restricting effects, but automatically scatter when they do so (unless the fighter has Wargear to ignore these like photogoggles)
[I like it, although I'd prefer to be harsher and just say no shooting whatsoever]
Templates can also be fired into Pitch Black, Smoke, and similar LoS restricting effects, but when they do so any fighters hit by the template avoid the hit on a 4+, to represent them actually being slightly not where the firer predicted.
[I like it, the free dodge is a nice idea. Although, again, I'd prefer to be harsher and just say no shooting something you can't see]
Lots to contribute here but first one would be - I'd suggest returning rapid fire to the old sustained fire rules; determine the number of shots fired, then assign them, starting with original target; then roll to hit for each.
I mean I love this idea. I think is a good one, but it's been a pet idea of mine for a while, but I worried it was more in my nostalgia soaked wishlist, so I didn't want to mention it.
It is a radical change to rapid fire weapons so.as much as I love it, it needs careful thought.
I'm testing it with my group this campaign (alongside target priority with blast and flame templates, using jawrippa's wonderful wp idea); I think in 3 campaigns I've seen such mean consequences of rapid fire being a one hit roll to hit up to three/six times. It's just always felt wrong that one dice decided all those hits.