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Unread postPosted: Tue Mar 23, 2004 1:28 am
  

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Since there's no hard and fast rules for paired energy/ranged weapons in Robotech, how would you people here handle that?

How would you, as GMs, rule a Cyclone Rider using two EP-37s?


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Unread postPosted: Tue Mar 23, 2004 2:05 am
  

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this should be an extention of a standard rule, have you checked or posted on the FAQ forum regarding using paired modern weapons?

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Unread postPosted: Tue Mar 23, 2004 2:13 am
  

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Yeah, and the only skill listed is in Rifts: New West, and even then it's limited to a few OCCs, and has nothing stated towards other RPGs.


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Unread postPosted: Tue Mar 23, 2004 2:35 am
  

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then that skill should also state the standard penalty for shooting with 2 weapons, typicaly it's counted as shooting wild. or is it -4?


as an idea, make the sharp shooter skill available to some OCCs and make it cost 2 selections.

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Unread postPosted: Tue Mar 23, 2004 2:28 pm
  

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I have seen Paired Modern Weapons Proficiency as an OCC ability in three books, Rifts: New West, System Failure, and Heroes Unlimited 2nd Ed.. Robotech, being a much older game, doesn't have any OCC's with this ability. I've seen gamemasters allow it on a case by case basis. When I was running Robotech pbem's, I allowed paired modern weapons as a specific WP Paired combination, the same as with the basic ancient weapons version of the skill. Thus, a character could who trained herself properly could have WP Gallant and WP Paired Gallants. She could pick up two HP Gallants in pistol form and use them but not a Gallant and another energy pistol. It's crude, but it wasn't unbalancing in a game where others characters are shooting long range missiles.

If I were running another game now, here is how I would handle it. First, I would allow access to the human OCC's in _Systems Failure_. If a player wants to build a ganger who slings paired energy pistols, that player may use the Exterminator OCC. No off-hand penalties apply as this is the emphasis of the class. If a player wanted a pre-existing character to learn paired modern weapons, I would listen and consider it. I would probably allow it with off hand penalties if the character meets at least three of these requirements: (1) all applicable WP skills, (2) spend a skill selection on WP Paired (insert type of gun here), (3) possessed the WP Sharpshooter skill, and (4) spend time in game practicing this new skill.


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Unread postPosted: Tue Mar 23, 2004 10:45 pm
  

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Major negatives. The EP-37 is a rifle configuration weapon. So it's about a -4 for using a 2 handed weapon in one hand, a -6 for firing a weapon in each hand at the same target, so -10 cumulative.

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Unread postPosted: Wed Mar 24, 2004 12:17 am
  

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Argh, my bad. I always type out EP-37 when I'm really meaning to talk about the EP-40.

What I'm wanting is two Rand-type weapons.


Lord Z: By my count, that's a total of 5 WP skills, right?


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Unread postPosted: Wed Mar 24, 2004 12:00 pm
  

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Is the EP-40 even offered in left and right handed configurations?

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Unread postPosted: Wed Mar 24, 2004 9:26 pm
  

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I can't see why not, as it's the same gun on a different forearm plate. If you look at the EP-40, I don't see any problems with it being swapped over to the left forearm plate.


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Unread postPosted: Wed Mar 24, 2004 9:31 pm
  

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Well the ammunition supply is side mounted.

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Unread postPosted: Wed Mar 24, 2004 9:36 pm
  

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Given the picture in Invid Invasion, it looks to me like the weapon tself is attatched to the reload/ammo supply. It's not inconcieveable that the EP-40 can be detatched from that and flipped around to the other side. And it only makes sense. Why limit your left-handed soldiers to using a right-handed weapon?


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Unread postPosted: Wed Mar 24, 2004 9:39 pm
  

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Many combat rifles require special tools to modify for left handed use . . . if that's even possible. Only a few designs have in built ambidexterity.

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Unread postPosted: Fri Apr 16, 2004 2:07 pm
  

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It is a game so I would say yeah sure. I don't think it would cause any undue game balance issues to allow for a Left handed EP-40.

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