Hi there! I’m new to the game and a have question that’s been bothering me a lot.
A character with a Firearms skill of 15% and a speed of 50 does between 1 and 15 Wound Points (with a 1% percent chance of an instant kill) and has a 1 to 15 percent chance of hitting with an average handgun.
A character with firearms 0% and Speed 50% has a 5% chance to hit (01 11 22 33 44) but does more damage when he hits than the guy trained in firearms! He either kills the other guy outright or deals 11, 22, 33 or 44 points of damage whilst the guy who is relatively good at firearms at the most (ignoring instant Kills) does 15 points of damage.
This seems broken to me. Am I reading the rules wrong or does anyone have a suggestion? I’m thinking of letting the 15% guy also hit on matched successes under his speed (i.e. 22, 33, 44).
What do you guys think.
The guy with the 15% gun skill has the 01 and 11 effects while the 0% gunskill has a five percent chance with the Hail Mary roll but cannot use cherries or the 01 crit.
The higher damage is just randomness from erratic firing.
C.
Pretty sure. I wouldn’t allow it. The shooter get’s a better chance of doing better damage (up to the gun’s damage cap).
You can easily get firearm cherries – you have to make them up.
Instant Reload
Double Tap
Palm Glue
Shoot Thru You
Pistol Whip
C.
If you read the rules carefully; someone unskilled in something can *never* use a crit in a major check. This extends to firearms as well.
Also, if you want to make a house rule and power down the damage dealt by an unskilled shooter who rolls a Hail Mary, you could rule that such damage is the sum of the dice, and not computed as firearms damage normally would be. After all, even a matched success for a character trying something without the appropriate skill “doesn’t have the equal chances”, or something like that, even on match successes.
If I remember the rules correctly.
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