| Post/Author/DateTime | Post |
|---|---|
| #1ZaritharOct 26, 2010 2:15:52 | I love GW, but the weapon system seems somewhat over-simplified. Anyone have any house rules for things like dynamite, frag grenades, rocket launchers, etc? Not omega tech... but just the regular stuff. ![]() |
| #2Tony_VargasOct 26, 2010 4:03:25 | It would prettymuch have to be Omega tech to fit in the system. Though a rocket launcher /could/ be a 2-handed heavy gun, I suppose. I guess you could add to the weapons table: Consumable Weapons: Weapon DC to Throw Base range Burst Attack Hit Molotov Cocktail 15 5 1 +3+lvl 1d8+lvl fire + ongoing 3/fire (s.e.) Frag grenade 10 10 3 +6+lvl 2d10+lvl physical Incendiary grenade 12 10 2 +5+lvl 2d6+lvl fire + ongoing 5/fire (s.e.) Dynamite/TNT 15 5 3 +4+lvl 4d6 physical & sonic Concussion Grenade 12 10 2 +5+lvl 4d6 physical & sonic Damage Pack/IED 20 5 5 +6+lvl 8d6 physical & sonic A consumable weapon, once used, is gone. When you use a consumable weapon, make an Athletic check to throw it. If you fail it falls short. If you succed you can optionally loft it an additional square per 2 points you beat the DC by. (Yeah, these are unrealistic, you can throw a grenade farther than 50' and they can kill or injure a lot farther out than 15' this is just off the cuff, to be game-useable.) |
| #3SiberysOct 26, 2010 18:28:41 | A friend of mine wanted granades. I just told him to use a heavy one-handed gun. it worked well enough. A rocket launcher could easily be a heavy two-handed gun. |
| #4ExcalibursZoneOct 26, 2010 22:30:39 | I guess the fun thing about grenades is the scatter if it misses. Where does the boom go? If you have d20 Modern or access to it, see if that has rules you can manipulate to your needs. |
| #5ZaritharOct 26, 2010 23:32:18 | Thanks for the responses. Tony, with your's in mind I am set to tweak the weapons system just a bit, starting with grenade-type weapons. Who knows though, maybe such things will be addressed in one of the upcoming supplements. |
| #6palmerkunOct 27, 2010 1:33:31 | Who knows though, maybe such things will be addressed in one of the upcoming supplements. This is why I'm not rushing to add things. Famine in Far-Go will be available in 2 weeks. |
| #7lawnikkyOct 29, 2010 6:36:40 | It would prettymuch have to be Omega tech to fit in the system. Though a rocket launcher /could/ be a 2-handed heavy gun, I suppose. Have used your stats (modified to suit my game) in the creation of cards. They can be found here: www.godeckyourself.com/core/card/card-li... I also modified your rules too ... I'll post them here if you want so you can compare. |
| #8Tony_VargasOct 29, 2010 14:04:21 | Cool. The problem I had was that the super-powerful Omega Tech grenades that were 'perfectly balanced for throwing' actually had pitiful ranges and areas compared to RL grenades. Soldiers are expected to throw grenades at least 30yds (18 D&D squares), or even 40m (over 20 sqs), and modern frag grenades that are designed to minimize the radius of fragmentation are deadly out to 15yds, with WWI era versions often having a danger radius that matched or exceeded the distance they could be thrown. Grenades are not to be triffled with, aparently. Though, a very high-tech grenade having a small radius makes sense: a small radius makes a grenade more useful in offensive operations, since it's less likely to harm the thrower or his buddies, even if they can't take cover immediately. |
| #9ChandrakOct 29, 2010 14:31:47 | Easy Option for 4E Grenades and Large Weapons: Amethyst 4E. That is all. |
| #10ExcalibursZoneOct 29, 2010 14:35:57 | There are Omega Tech grenades (Dream Grenade) why not just use those rules? Unless you want scatter and bouncing of missed attacks... |
| #11strand0Oct 29, 2010 14:38:21 | There are Omega Tech grenades (Dream Grenade) why not just use those rules? Unless you want scatter and bouncing of missed attacks... How far di they go? |
| #12ExcalibursZoneOct 29, 2010 14:40:20 | There are Omega Tech grenades (Dream Grenade) why not just use those rules? Unless you want scatter and bouncing of missed attacks... Weapon: 1-hand weapon; Power: Consumable: Standard action, Area burst 1 within 10; Target: Each creature in burst; Attack: Level +6 vs. Fortitude; Hit: The target falls unconscious (save ends); Miss: The target is dazed until the end of your next turn.; Effect: Roll a d20. On a 4 or less, the burst is larger than you anticipated, and the dream grenade instead target each creature in an area burst 10 using the same origin square. |
| #13palmerkunOct 29, 2010 16:16:38 | Cool. The problem I had was that the super-powerful Omega Tech grenades that were 'perfectly balanced for throwing' actually had pitiful ranges and areas compared to RL grenades. You bring this up, but no discussion of the ranges for firearms? The longest range gun in the game has a range of 20... which is far less than a bow in D&D. In GW, the same bow has a range of 10. The key point here is not realism, but gamism. It works for the game, and that's what matters. |
| #14ExcalibursZoneOct 29, 2010 16:54:37 | Technically, grenades are light-ranged, one-handed weapons which mean they have a range of 5. I would rule this: Any mundane grenade (not Omega Tech) is a light-ranged, one-handed weapon with an area burst 1. I would also treat it as consumable since you can't retrieve it after it's gone off. Firearm ranges are simple as well. The weapons in Gamma World are generic which means that any firearm that is not Omega Tech simply follows the rules in the weapons table. No rocket science behind it. Just because there isn't an AK-47 assault rifle listed doesn't mean that you can't use one in the game. You name your mundane weapon an AK-47 and use the stats for a light-ranged, 2-handed gun. Simple as that. |
| #15SerenaDawnOct 29, 2010 19:33:21 | Easy Option for 4E Grenades and Large Weapons: I'll throw in my vote for this...obviously. To back up that claim, I'll boast that Amethyst's explosive rules were tested and verified by a member of the Department of Defense Explosive Ordinance Demolition team. Yes. Seriously. We took our current rules and modeled them on actual advice offered. Now we have over a dozen different grenades and explosives with rules on directing blasts, wiring explosives, and sympathetic explosives. It's one of the elements of the game I am most proud of. |
| #16ExcalibursZoneOct 30, 2010 0:23:11 | It would be awesome if I had a copy but the ruling I gave is within the rules presented in the Gamma World rule book. |
| #17Tony_VargasOct 30, 2010 2:10:07 | Well, except for the burst. I mean, you could class a grenade as a one-handed ranged weapon, but it wouldn't be any different from a spear or iron or dart or whatever the next mutant's one-handed ranged weapon was. |
| #18strand0Oct 30, 2010 2:12:33 | Granades are two handed. Only a NUT would want to have a grenade that you could activate causually. *BOOM* |
| #19lawnikkyOct 30, 2010 3:58:12 | Granades are two handed. Only a NUT would want to have a grenade that you could activate causually. Put pin in mouth between teeth .... |
| #20Tony_VargasOct 31, 2010 20:04:38 | The whole pulling the pin with your teeth thing is a Hollywood myth. Not that that should stop your Mutant from pulling a pin with his teeth. |
| #21ExcalibursZoneOct 31, 2010 21:06:14 | Well, since it's mutants we're talking about, they could pull the pin with their tusk, with their 4th tentacle, or their horns... ;) |
| #22stonewyndOct 31, 2010 21:11:20 | if they want grenades just tell them to open more boosters. there has to be at least 2 grenades in this set. |
| #23ExcalibursZoneOct 31, 2010 21:20:46 | I think they're talking about mundane grenades, not omega tech grenades. Personally, a grenade is a light-ranged, one-handed weapon for my games. I'm looking at d20 modern, Spycraft, Traveller T20, and a few other sources for how they handled grenades. Amythist is on my list as well, I just have to find some place that actually sells it. Until I get home-brew rules, I'm going to work within the rules and go with the LROH for a grenade. Though I might make it an area 1 within 5 + Strength mod LROH that targets each creature in the area... |
| #24stonewyndOct 31, 2010 21:40:59 | well take dream grenades and tone it down a bit, add damage... light ranged consumable- ability-- accuracy damage ---------range one handed-------------------dex/int----+0--------1d6------burst 1 within 5 squares and this is a game where people mutate so i think it's ok if they can use their teeth. |
| #25FrozenWastesOct 31, 2010 23:56:15 | I plan on introducing grenades. Since items are lying around from an infinite number of possible universes, there won't be any rhyme or reason between what the grenade looks like and what it does. They may find a perfectly round grenade that they think is a tactical frag grenade but is actually a gas grenade. They might be able to descern what some grenades do in advance, but I think I'm going to have a random table and if they don't know when they throw it, they roll when it detonates. |
| #26Tony_VargasNov 01, 2010 4:01:19 | Personally, a grenade is a light-ranged, one-handed weapon for my games. Those are weapons that use readily available ammo, though. Not the GW isn't more than a bit odd, but wouldn't it be a bit odd for grenades to be more commonplace than bullets? Maybe making a grenade an alternate 'gun' would make more sense. That way, though you could have a one-encounter grenade-throwing fest, you'd run out of grenades if you ever throw two or more in an encounter. |
| #27ChandrakNov 01, 2010 5:25:35 | I plan on introducing grenades. Since items are lying around from an infinite number of possible universes, there won't be any rhyme or reason between what the grenade looks like and what it does. They may find a perfectly round grenade that they think is a tactical frag grenade but is actually a gas grenade. They might be able to descern what some grenades do in advance, but I think I'm going to have a random table and if they don't know when they throw it, they roll when it detonates. Hmm, I like this idea. I may steal it and add a special subset to my expanded Ancient Junk table that includes innocuous or high-tech looking items that are actually a random kind of bomb :P |
| #28FrozenWastesNov 01, 2010 10:20:52 |
I figured random grenades that you don't know the effect of is in keeping with the randomness of the game in general. I like the idea of finding non-bomb looking bombs because they're from an alternate time line. I may use that as well. I especially like the idea of adding it to the ancient junk table. Thanks! |
| #29Tony_VargasNov 01, 2010 15:06:26 | It's got a pin... Consumable
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| #30FrozenWastesNov 01, 2010 21:48:29 | @Tony_Vargas - Consider that 100% stolen! |
| #31lawnikkyNov 02, 2010 0:20:10 | The whole pulling the pin with your teeth thing is a Hollywood myth. Not that that should stop your Mutant from pulling a pin with his teeth. Hollywood ... yes ... but still possible which would still allow grenades to be used 1 handed which was the point of the post / reply. |