Welcome! These forums will be deactivated by the end of this year. The conversation continues in a new morph over on Discord! Please join us there for a more active conversation and the occasional opportunity to ask developers questions directly! Go to the PS+ Discord Server.

How do you handle full auto with zap rounds?

3 posts / 0 new
Last post
MrWigggles MrWigggles's picture
How do you handle full auto with zap rounds?
Is using Full Auto for damage with Zap Rounds just pointless?
SquireNed SquireNed's picture
I think it would come down to
I think it would come down to a GM decision. I'd say that you get half of the damage bonus (so +1d5 or +1d10 and +1d5), throwing in d5's, but that's not how EP usually handles things IIRC. You could also just have it deal full damage per normal rules. I'd handle it this way for simplicity, and also because of the fact that getting hit with a lot of things that are meant to incapacitate tend to have more lethal effects.
LatwPIAT LatwPIAT's picture
Shock attacks force the
Shock attacks force the target to roll 1d100 vs. (DUR-total damage)+Energy Armor Value. Full auto fire with Zap rounds, using the autofire to add damage, would result in more damage to the target, lowering their target number for the 1d100 roll. However, the rules are unclear on whether the "-half" damage on Zap (and capsule and plastic) applies before or after the damage bonuses from BF and FA. It could be either 0.5*(gun damage)+3d10 for Full Auto, or 0.5*(gun damage+3d10) for Full Auto, depending on how you interpret the rules.
@-rep +2 C-rep +1