Differentiation between firearm categories

Post/Author/DateTimePost
#1

Master_Vega

Nov 17, 2009 19:26:52
Personally, I don't think any of the guns feel different enough as they are in standard d20Modern... so I took it upon myself (well, a friend reviewed some of my rules before giving up - unfortunately half of our normal gaming group doesn't like d20Modern and much prefers D&D3.5) to actually give guns more than just damage, capacity, RoF and range to go on. That's right, I added... umm... piercing values, init modifiers, move modifiers, and stats for double-tapping for accuracy and damage.

If you want to see the (somewhat in need of good formatting) thought process behind all this, check this link.

Disclaimor: There may be one or two ideas borrowed from other users on this forum. If I stole your idea, link the thread you posted it in and I'll give you credit.

MP5
Damage: 2d6
Critical: 20 (for now)
Piercing Value: 0
Damage Type: Ballistic
Range Increment: 50ft
RoF: S, A
Ammo: 30 box
Size: Med
Initiative Modifier: -2
Concealment Bonus: N/A
Double Tap (For Accuracy/For Damage): +6/-2
Move Penalty: None
Cost: Something
Legality: Requires Approval of Local Law Enforcement.

FN P90
Damage: 2d4
Critical: 20 (for now)
Piercing Value: 5
Damage Type: Ballistic
Range Increment: 70ft
RoF: S, A
Ammo: 50 box
Size: Med
Initiative Modifier: -2
Concealment Bonus: N/A
Double Tap (For Accuracy/For Damage): +8/-0
Move Penalty: None
Cost: Something
Legality: Requires Approval of Local Law Enforcement.

M16
Damage: 2d8
Critical: 20 (for now)
Piercing Value: 5
Damage Type: Ballistic
Range Increment: 80ft
RoF: S, Burst
Ammo: 30 box
Size: Large
Initiative Modifier: -4
Concealment Penalty: -4
Double Tap: (For Accuracy/For Damage): +6/-2
Move Penalty: -5ft
Cost: Something:
Legality: Requires Approval of Local Law Enforcement.

Random .22 Long Rifle
Damage: 2d4
Critical: 20 (for now)
Piercing Value: 0
Damage: Ballistic
Range Increment: 40ft
RoF: S
Ammo: 8-box
Size: Large
initiative Modifier: -4
Concealment Penalty: -4
Double Tap: (For Accuracy/For Damage) +10/-0
Cost: Blah
Legality: 18+ and haven't committed a crime.

M249
Damage: 2d8
Critical: 20 (for now)
Piercing Value: 5
Damage: Ballistic
Range Increment: 80ft
RoF: A
Ammo: Linked
Size: Large
Initiative Modifier: -4
Concealment Penalty: -4
Double Tap: (For Accuracy/For Damage): +6/-2
Move Penalty: -5ft
Cost: Something:
Legality: Requires Approval of Local Law Enforcement.

I hope you like the changes here. This forum needs more homebrew threads.
#2

rustam1

Nov 17, 2009 20:08:56

I appreciate the effort you've put into this. That's one of the great things about d20 Modern - one can houserule most anything to make the game your own personal game. However, you do know there are several "weapons" books out there, right?

---
Now on to my pet peeve, I've a problem with your take on the FNP90 5.7x28mm. You've given it stats for a .22 to .25 cal auto-pistol. Where is the penetration? The standard ball round for the P90, called the SS190, features an overall length of 1.6 inches (40.5 mm), a projectile weight of 31.0 grains (2.02 grams) and a muzzle velocity of 2,345 fps (715 mps). This projectile features steel core in front of an aluminum core toward the base. The bullet penetrates about 10 inches (26 cm) of 10 percent ballistic gelatin, according to testing conducted at the Royal Canadian Mounted Police Academy in September 1997. The SS190 round will also penetrate 48 layers of Kevlar, the typical "Flak jacket" (including CRISAT protection, which is a combination of titanium and Kevlar) worn by infantry to protect them from shrapnel produced by exploding devices, or a standard PASGT (U.S. Kevlar) helmet at 150 meters (164 yards), which is the effective range of the P90 Personal Defense Weapon. The weapon will still defeat Level 3 body armor at 200 meters (219 yards). The "maximum effective range" using the NATO definition (the maximum range where a weapon's projectile will still deliver 85 joules on target) is 400 meters (437 yards). Thus, according to NATO standards, the P90 is theoretically able to deliver a lethal wound on a protected target at 200m and an unprotected target at 400m if the round hits a vital area.
---
Okay, I feel better now.

#3

Master_Vega

Nov 17, 2009 22:03:04
I appreciate the effort you've put into this. That's one of the great things about d20 Modern - one can houserule most anything to make the game your own personal game. However, you do know there are several "weapons" books out there, right?


Oh, I'm quite aware of the Weapons Locker and Ultramodern Firearms. My friend owns the former, I own the latter, and neither of them do what I want this mechanic to do. Even if most of the weapons in a single category will be very similar using my system, at least the categories will feel different. That was and is my goal in writing this particular mechanic.


---
Now on to my pet peeve, I've a problem with your take on the FNP90 5.7x28mm. You've given it stats for a .22 to .25 cal auto-pistol. Where is the penetration? The standard ball round for the P90, called the SS190, features an overall length of 1.6 inches (40.5 mm), a projectile weight of 31.0 grains (2.02 grams) and a muzzle velocity of 2,345 fps (715 mps). This projectile features steel core in front of an aluminum core toward the base. The bullet penetrates about 10 inches (26 cm) of 10 percent ballistic gelatin, according to testing conducted at the Royal Canadian Mounted Police Academy in September 1997. The SS190 round will also penetrate 48 layers of Kevlar, the typical "Flak jacket" (including CRISAT protection, which is a combination of titanium and Kevlar) worn by infantry to protect them from shrapnel produced by exploding devices, or a standard PASGT (U.S. Kevlar) helmet at 150 meters (164 yards), which is the effective range of the P90 Personal Defense Weapon. The weapon will still defeat Level 3 body armor at 200 meters (219 yards). The "maximum effective range" using the NATO definition (the maximum range where a weapon's projectile will still deliver 85 joules on target) is 400 meters (437 yards). Thus, according to NATO standards, the P90 is theoretically able to deliver a lethal wound on a protected target at 200m and an unprotected target at 400m if the round hits a vital area.
---
Okay, I feel better now.


Edit: Hold on a sec... I'm going to blame it on me being sick and not fully reading your post the first time (I was on a short break at my class)... but is the above a joke playing off of the 5-7 and P90's overpowered stats in the Weapons Locker? I just wikipedia'd the P90 and while there's some impressive stats for the gun's penatrative ability, this just seems too amazing. The best mentioned there, from what I saw, was that it penatrated level 2 body armor and ~9" of ballistic gell at 25 meters.


Old Reply: See, this is exactly why I post stuff like this here. I get stuff wrong. In this case it seems like I was pretty wrong in not giving the P90 any penitration value, and perhaps underpowering it a bit as far as damage dice go. I'm going to stick with 2d4 for the moment and up the penatration value to 5 (same as M16), maybe 10 (same as M14, which I haven't converted into this system yet). 2d4 can still "theoretically" kill at any range from minimum to maxium. If it crits and rolls average or above, it has a decent chance of triggering MAS on most normal folks.
So thank you for the feedback.
Any other suggestions you'd like to make?

EDIT: I'm also considering changing critical threat ranges and modifiers for certain ammunition types/sizes. In the case of differing ammunition sizes, this information would be listed on the gun.
#4

Master_Vega

Nov 25, 2009 0:20:29
No more thoughts, ideas, crits?