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Download Weapon Law: Firearms (Rolemaster #5524) fb2, epub

by B. Mohney,J. Hedges,John Curtis

Download Weapon Law: Firearms (Rolemaster #5524) fb2, epub

ISBN: 1558062890
Author: B. Mohney,J. Hedges,John Curtis
Language: English
Publisher: Iron Crown Enterprises (November 1, 1996)
Pages: 144
Category: Gaming
Subcategory: Fantasy
Rating: 4.8
Votes: 970
Size Fb2: 1895 kb
Size ePub: 1865 kb
Size Djvu: 1989 kb
Other formats: rtf mobi txt lrf


Start by marking Weapon Law: Firearms (Rolemaster Standard System, as Want to Read: Want to Read savin. ant to Read.

Start by marking Weapon Law: Firearms (Rolemaster Standard System, as Want to Read: Want to Read savin.

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Rolemaster is a fantasy role playing game with a detailed combat system. Howoften do attacks with different weapons result in absolutely no damage

Science Fiction and Fantasy Deals. There is adiscussion of something called hunting class for some weapons, but that is more of a. Having played a few sessions with the new Rolemaster. Rolemaster is a fantasy role playing game with a detailed combat system. Howoften do attacks with different weapons result in absolutely no damage. Law PDF to print copies of the relevant attack tables for my. players. de - a list of ICE modules for Rolemaster and Middle-earth.

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Weapon Law: Firearms provides all of the tables and information you need to resolve combat .

Weapon Law: Firearms provides all of the tables and information you need to resolve combat involving firearms in any era from the Renaissance to the modern day. In Weapon Law: Firearms you get: More than 40 attack tables covering all firearms through the modern day. A master listing with complete statistics for over 500 specific weapons covering all major areas and times from medieval to modern.

Comments:

Bolanim
Weapon Law: Firearms is a Rolemaster supplement, aimed at helping create Napoleonics to Modern settings where firearms are used. While Rolemaster may have been made in the 1990s, this supplement helps cover firearms, rate of fire, reloading and/or aiming. While the supplement does cover specific maneuvers such as single, double-tap, three-bullet burst, five-bullet spread, rapid fire, aimed rapid fire, among others, it does not explain strongly how to implement these. However, these combat maneuvers are specified by "activity" which are graded on percentages.

Ganted, not all firearms are covered. There's a special section inside the book for aspiring GMs to create their own logical weapon tables based off of the firearms they aim to put into the role-playing sessions. Can't find the AK-47 SU? Why not create it? Can't find the XM-88? Make one with accurate weapon tables, etc. There's some math involved, such as trying to figure out muzzle energy, the rate of fire, how many bullets in a clip, and how to accurately judge damage by distance (point blank, short, medium, long, or extreme).

There's also a section of tables where rolls can determine n number of hits, decide whether it is critical or not, and/or specify an enemy action. While it may be optional, I believe, it really adds to the game on its own.

If you are looking to play the RMSS just based on this product alone, you will not be able to play the game. You need the RMSS core book, this book, and any other supplement to help assist you in determining movement, tactics, weapons used, and how to best judge how the PCs would react to NPCs, and how NPCs could either dodge or fire depending on their position, stance, etc.

I bought this, along with RMSS core book, and the Black Ops supplement to help run a Rainbow Six style game and I hope that RMSS delivers. I like this supplement, despite some confusing things, but it provides tables for weapons to use and how to best use them. I'm sure the RMSS core book would be able to solve the problem of not understanding what activities are there for and how to best allocate them per PC, and how to understand checking the tables and using it to persist in a level of realism in a life-or-death session.
Tojahn
For many years Rolemaster has needed a good set of rules for firearms. Sadly, this isn't it. The damage for calibers ranges from very low to ridiculously high, with no real insight as to how those damage levels were determined. There is a discussion of something called "hunting class" for some weapons, but that is more of a modification to damage than an actual discussion of damage. The bulk of the book is composed of overly-complex firearm attack tables, which wouldn't be bad if they were based on caliber. Instead, they're based on a combination of caliber and association with a particular weapon (which isn't always one that's well-known). Those same tables have a very small font list of ALL weapons governed by that attack table, meaning that you have to hunt through very small type to find common weapons. The supplement also is very unclear when it comes to rates of fire, reloading times, and other things that are vital for any system modeling firearms (no discussion of telescopic sights, modifiers for moving targets, and other basic considerations).

Sadly, this is the only option Rolemaster players really have for firearms rules, so I'm rating it higher than perhaps it should be. It is only adequate for gaming purposes, so be warned.

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