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A more realistic, unforgiving variant on the slasher's weapon of choice.
The UA core rules (2nd ed.) state that a chainsaw garners a +9 damage bonus to melee damage rolls. Considering the incredibly lethal nature of a chainsaw, this hardly seems to make sense.
I propose two changes: first, the damage bonus no longer applies. Instead, a chainsaw deals damage exactly as per a firearm with a maximum damage of 100. This accounts for the chainsaw's potential ability to either cause a nasty cut, or cleave a man in two.
Second, unless a character has actually trained in the use of a chainsaw, they take a negative shift to their combat roll. Loggers, farmers, and the like are at an advantage here (a Lumberjack, Frontier Know-Ho, or similar skill all might count). Consider that a chainsaw is not only big and heavy, it's much harder to accurately use than a sword or a spear. Untrained characters take a -10% shift to hit. A failed roll doesn't just mean you've missed; it means you've gone and skewered something else. The GM should grab something nearby, something interesting, and go with it. Ex: Jimmy wildly swings at the intruding TNI operative, who dodges his clumsy attacks easily (Struggle 50%, -10% = 40%, roll 64 = fail). The chainsaw's momentum carries the blade further sideways and tears Jimmy's nearby partner Magdalene apart (Body 45, 64 damage).
Dungeon Maestro | profile | Jun 16, 07 | 4:59 am
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I think you are underestimating the willingness of people to get the hell away from a chainsaw coming at them. And I'm sure Stolze and Tynes setting the damage so low was a result of the chainsaw being rather cumbersome as a close-combat weapon. Unknown_VariableX | profile | Jun 16, 07 | 12:42 pm |
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I like your ideas, UV. I agree with the final point you've made; chainsaws (as well as katanas) are not godly weapons. Sure, they're powerful as hell if you use them right, but it's not like you could cut a tank in half with either (contrary to popular internet belief). Dungeon Maestro | profile | Jun 16, 07 | 12:50 pm |
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Chainsaws aren't actually all that well suited to cutting flesh and bone. I was once told by a professional pathologist about a man who committed suicide with a chainsaw, by turning it on and leaning on the blade. Bicornis | profile | Jun 16, 07 | 11:35 pm |
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May also wanna bring up the chainsaws nasty way of having the chain come loose (or snap) when struck. I've heard stories of those chains breaking but still having part of the chain in the engine. They whip around and lash much like a whip. People lose eyes, teeth and lots of skin to these things all the time. CriticalFault | profile | Jul 02, 07 | 2:31 pm |
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Coming to this discussion quite late in the game I cant help but agree that the +9 is a little mild in that it doesnt capture the potential of a chainsaw. The following might be a little clumbsy but i think might work. bennzbub | profile | Jul 24, 07 | 7:54 am |
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If you want to make chainsaws more damaging but stick with the universal simplicity of the current melee weapon damage rules, how about an additional +3 for mechanized weapons? The King of Grantham | profile | Sep 23, 08 | 2:19 pm |
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Wow im late to this convo. But many good points here. I agree with Grantham there^ however. Theres no need to unnecessarily complicate things. FunnymanSokka | profile | Sep 15, 12 | 9:33 pm |