Pulp Gear TK: Price/Space reductions for Fixed Gun

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John Q. Mayhem
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Pulp Gear TK: Price/Space reductions for Fixed Gun

#1 Postby John Q. Mayhem » Fri Dec 26, 2008 10:27 am

I'm using the Pulp Gear TK a lot in a setting I'm bashing together with my brother, and I'm thinking that I'd like to reduce the cost and space requirements of vehicles guns that have Fixed Gun - after all, that's why they were used in real life. However, I need to come up with specific mechanical effects of Fixed Gun - the note in the rulebook isn't exactly helpful in that respect. I think an additional -2 Shooting vs. moving targets may be in order, with a 10% reduction in price and 1 less space required.
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zeth
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#2 Postby zeth » Tue Feb 03, 2009 7:37 am

I doubt the -2 to shooting. Fixed guns work perfectly fine if faceing forward or backwards on moving targets.

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supercOntra
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#3 Postby supercOntra » Wed Feb 04, 2009 6:22 am

How about "you need a driving roll in order to correctly line up your vehicle" after that it's a normal to hit.
And 10% seems slike too small space reduction for fixed gun. A mobile gun should be able to traverse at least 60 degrees so half space sounds more like it.
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Clint
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#4 Postby Clint » Wed Feb 04, 2009 10:26 am

I'd recommend a 20% price reduction and a .5 space reduction (can't have a 1 space weapon taking up no space). Then firing the weapon uses the lower of the driver's Driving or Shooting skill.
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John Q. Mayhem
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Posts: 57
Joined: Fri Jun 15, 2007 11:54 am

#5 Postby John Q. Mayhem » Mon Feb 09, 2009 10:39 am

Good call on the Driving/Shooting.
"Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats."

--H. L. Mencken


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