Countercheck
02-12-2007, 08:42 PM
Some questions about ammo checks surfaced in the firefights I've been doing. Some of them I am sure have already been discussed, but I have some new things I'd like to ask. So.
After some discussion, Sydney and I decided to test each of our named characters's skills for ammo-checks, but in my subsequent firefight with Paul, Luke said you don't need to check each character, just the commander and any PCs. This is cool. It is how I thought it should be done. I like it. It is elegant.
But.
It sets up some odd situations. What skill does the commander test? Does he test the skill of the weapon he was using? Does he test his highest weapon skill? If you have an artillery commander defending his limbered gun with his jackgun armed gun-crew, does he roll his artillery 5? Or does he try to remember basic training and roll his Assault Weapons 2. If my pistol armed duelist is sitting in the cab of a fusion-gun armed combat-car, can he roll his close combat as an ammo test?
And why does the commander need to have a high weapon skill to force his troops to maintain fire discipline? Shouldn't it be a command roll? "Wait till you see the whites of their eyes." Or a tactics roll? "Johnson, make sure you put that spare powerpack near the fusor." Or even an intimidation roll? "Any man to fire early will be flogged." Is it possible to FoRK those skills in?
After some discussion, Sydney and I decided to test each of our named characters's skills for ammo-checks, but in my subsequent firefight with Paul, Luke said you don't need to check each character, just the commander and any PCs. This is cool. It is how I thought it should be done. I like it. It is elegant.
But.
It sets up some odd situations. What skill does the commander test? Does he test the skill of the weapon he was using? Does he test his highest weapon skill? If you have an artillery commander defending his limbered gun with his jackgun armed gun-crew, does he roll his artillery 5? Or does he try to remember basic training and roll his Assault Weapons 2. If my pistol armed duelist is sitting in the cab of a fusion-gun armed combat-car, can he roll his close combat as an ammo test?
And why does the commander need to have a high weapon skill to force his troops to maintain fire discipline? Shouldn't it be a command roll? "Wait till you see the whites of their eyes." Or a tactics roll? "Johnson, make sure you put that spare powerpack near the fusor." Or even an intimidation roll? "Any man to fire early will be flogged." Is it possible to FoRK those skills in?