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| #1AnimeSniperJan 04, 2009 19:03:26 | The following is a list of weapon accessories/customizations that I hope to employ in a slight modern/future campaign with a Dirty Dozen type feel to it... Included are Tema69's own creations from Spoiler post he placed on a forum page here on WotC with my additions. Feel free to post fluff/crunch/PDC for each one as I am open to suggestions comments and errata for each Red Bold are my additions to Tema69's accessories Show Weapon Customizations: Buttstock: A Buttstock reduces the recoil of any weapon that does not already have one (such as pistols) by 1, as long as it is used two-handed. 1 to 2 lb. Rifle Stocks: Some rifle models offer customizable parts that grant greater recoil buffering with improvements of cushioning and support while others offer the advantage of collapsing the stock against the frame or changing the reach of the stock from the chamber to the shoulder. Fixed: Fixed stocks are normally the stock that the rifle comes equipped with or is optional on pump action shotguns which do not have them. Collapsible: Collapsible stocks are often the choice of military units due to them optional ability of adjusting the length of the stock from the chamber to their shoulder. This gives a +1 to the concealability when hiding the weapon inside of a coat or small compartment. Rifle butt attacks have a 25% chance of breaking the stock. PDC 10 (Around 100$) Foldable: Foldable stocks come in two styles; one is the side foldable and the other is over the chamber foldable. Foldable stocks give the wielder the ability to shorten the overall length of the weapon in confined places such as vehicles or aircraft. This also gives the weapon a smaller profile overall. Gives a +2 to the concealability when hiding the weapon inside of a coat or small compartment. Rifle butt attacks have a 50% chance of breaking the stock. PDC 10 (Around100$, AK 140$) Recoil-Reducing Stock: A Recoil Reducing Stock is equipped with shock absorbing springs and contoured padding to the wielder of the firearm. The first modification/substitution of a RR Stock reduces recoil by 1 when the weapon is used two-handed. A second modification/substitution of a RR Stock reduces the recoil by 2 when the weapon is used two-handed. Note that most longarms have a stock. PDC 9 (Around 75$) Recoil-Absorbing Stock: A Recoil-Absorbing Stock is equipped with shock absorbing contoured padding to the wielder of the firearm. . The first modification/substitution of a RA Stock reduces recoil by 2 when weapon is used two-handed (replaces stock). A second modification/substitution of a RA Stock reduces the recoil by 4 when the weapon is used two-handed. Note that most longarms have a stock. PDC 11 (Around 150$) Custom Grip: Custom Grips are made to fit ergonomically to a specific person's hand; it provides +2 to resist being disarmed. If the user has the Weapon Focus feat for the weapon, the bonus to hit is increased by 1. It must be specified which hand it is made for. Any other hand using it (whether wielded in the user's other hand, or another person) incurs a -4 penalty to hit. PDC? Bipod: Allows the user to add twice his Strength Bonus to reduce recoil, instead of 1-1/2 times. User must be prone or braced against something to use the bipod. Using a bipod reduces the recoil penalties by 2, and stacks with the recoil control of the gunner. Unfolding a bipod is a move action that can be performed as a free action while moving. A bipod adds a few pounds to the weight of the weapon. A bipod is normally attached to the weapon, and cannot be removed easily. A DC 15 Engineering allows a bipod to be removed and attached to a new weapon. Bipods can also provide a +5 to Attack rolls for Sniper Rifles and a +2 to Attack rolls for Assault Rifles. 2-5 lbs. 1950s Price: $50, - PDC 7 (Around 50$) Tripod: Has an effective recoil control of 5. User must be sitting or kneeling to use the tripod. Using a tripod reduces the recoil penalties by 6, but does not stack with the recoil control of the gunner. Attaching a weapon to a tripod is a full round action. A tripod weighs a considerable amount of weight, depending on the weapon. Normally, tripods aren't interchangeable with other weapons (so a tripod for a M1917 cannot be used with a MG34), but a DC 17 Engineering can allow a new weapon to be used with the tripod. 20-30 lb. 1950s Price: $100,- Recoilless Tripod: Recoilless Tripods are designed to reduce the recoil penalties by 10 and does stack with the recoil control of the gunner. Attaching a weapon to a recoilless tripod is a full round action. A recoilless tripod weighs a considerable amount of weight, depending on the weapon to be mounted unless the tripod is my from supra-lightweight materials. Normally, recoilless tripods aren't interchangeable with other weapons (so a tripod for a M1917 cannot be used with a MG34), but a DC 17 Engineering can allow a new weapon to be used with the tripod. 20-30 lb. 1950s Price: $100,- Recoil Reducing-Bricks: For each 50% of gun weight increased with deadweight, increase post multiplier strength modifier by 1. May be "Improvised" with Craft Mecha or Repair DC11 (5% failure per attack) or Professional (craft or repair DC 20) Improvised: PDC 1-3 (1 PDC per 2lb) Professional PDC 15 independent purchase, unlimited weight. Pintle Mount {Heavy Weapons}: Pintle Mounts are the points of a vehicle where a Heavy Weapon like the M2HB can be mounted. A DC 19 Engineering can allow for the proper rigging of the weapon to the mount. A DC of 32 Engineering can allow for a jury-rigged Pintle Mount to be placed on a vehicle like a Pick-up Truck. A character with the Craft: Mechanical skill can build a Pintle Mount on to any vehicle. Rapid-Fire trigger: This accessory turns a semi-automatic firearm into a fully automatic one. It’s a small motorized accessory that pulls the trigger faster than it would be possible for a human, attached to the trigger guard of a typical firearm. It functions just like a normal trigger, when pushed, it begins pushing the normal trigger at a high rate, and when released, it stops. It adds 1 lb. to the weapon. PDC 15 Mil (+3) Improved Trigger: An Improved Trigger can either reduce the necessary pressure to pull the trigger or increases it by ½ the Strength score of the wielder. Improved Triggers’ also reduces the penalties from Double Tap by 1. PDC? Picatinny Rail: A standardized mounting platform allowing for the attachment of various scopes, forearm grips, secondary weapons, tactical lights, and various other items to the rifle. PDC: 2-4 {1 Chamber, 4 Barrel} Front Grip/Foregrips: Foregrips enable, with a Picatinny Rail system will allow the wielder to better carry their weapon into combat enabling them better accuracy when firing single or burst fire. Allows the user to add twice his Strength Bonus to reduce recoil, instead of 1-1/2 times. PDC 7 (around 50$) Shotguns: Single or multi shell pump action shotgun attached below the barrel allowing for various implementation depending on the shell type. PDC Grenade Launchers: Single shot Grenade Launcher attached below the barrel allowing for deployment of medium 40 mm rounds carried by the wielder. PDC Mil (+3) Mini- Target Designator {Laser}: A MTD can be equipped to a Picatinny Rail System giving the combat soldier the ability to coordinate a strategic missile strike from afar. PDC Mil (+3) Combat Sling: Combat Slings allow for the weapon to be quickly stored or accessed (as a free action), from stored/readied position by the wielder while still retaining it on your person. Drawing the weapon from a non-readied position or another weapon would still be a move action. Example; Character draws their sidearm after storing their M-4 Assault Rifle PDC 5 (Around 30$) Shotgun Round Extension : Round Extenders for Pump action Shotguns allows the wielder to carry an additional one to three rounds chambered in the internal magazine tube. PDC (40$) Shotgun Bandolier: A Shotgun Bandolier holds an additional fifty rounds of the selected gauge for the shotgun and is slung from one shoulder to the opposite hip. PDC (Around 15 $) Shotgun Sling: A Shotgun Sling holds an additional twenty-four rounds of the selected gauge for the shotgun and is attached from the PDC (Around 15 $) Shotgun Butt Cuff: A Shotgun Butt Cuff holds an additional five rounds of the selected gauge for the shotgun and is attached on the butt stock. PDC (Around 10 $) Shotgun Foregrip: A Shotgun Foregrip attaches to the front of the shotgun and allows you to better control the muzzle flip after each shot. Available for most Pump Action Shotguns. PDC (Around 20 $) Shotgun Side Saddle: A Shotgun Side Saddle holds an additional six rounds of the selected gauge for the shotgun and is attached on the opposite side of the ejection port. PDC (Around 30 $) Tactical Shotgun Laser: A Tactical Shotgun Laser replaces the tube cap with an internal 5mW laser and is ideal for when sights are hard to see or point-of-aim is critical. PDC (Around 70 $) Sniper Rifle Bandolier Sling: PDC Flashlights: Flashlights allow the modern soldier the ability to illuminate any combat area that they enter. Flashlights can be fixed with specialized lens to change the beam coloration. PDC: 1-3 Normal {1}- Halogen {2} Xenon {3} LED {3}(Around 70-150$) Laser Target Sights: Small laser emitters attached to and aligned along the barrels of the firearm. Grants a +2 bonus to Attack in Low Light conditions. PDC Red - Green- Purple- Used in conjunction with specialized visors equipped in most Space Armor. Scope: A scope mounted on a weapon allows the user to make precise aimed shots at long distances. It takes a full round action to take aim with a scoped weapon. It provides no benefits within 10 x the scope’s magnification feet. During the time where the user lines up and/or fires the weapon, he or she takes a -10 penalty on Spot checks against targets within 10 x the scope’s magnification feet. The bonuses of using a scope are as follows: Depending on the magnification, the user can ignore a part of the penalties to hit taken from range (if any) equal to the magnification (round up). For example, the standard WW2 scope of the German forces was the ZF4, with a 4x magnification. That means that a character using a ZF4 scoped weapon ignores up to 4 range increment penalties to hit. Also, a character making an aimed shot with a scoped weapon in which he/she is proficient halves the penalties for attacking a specific area. Scopes also double as binoculars. Standard Civilian: 1x 2x 2.2x-Weaver 330 2.2x Magnification: 1950s Price: $100,-. 1 lb. Counts as 2x Magnification. Note: This is the standard sniper scope for the Springfield M1903a4 Sniper Rifle. 2.5x- -M81/M81/M84 2.5x Magnification: 1950s Price: $200,-. 1 lb. Counts as 3x Magnification. Note: This is the standard sniper scope for the Garand M1D Sniper Rifle. 3x 4x -ZF 4x Magnification: 1950s Price: $450,-. 1 lb. Note: This is the standard scope of almost all German forces, and is often seen on the K98k, the G43 and the FG42. 5x 8x -Unertl 8x Magnification: 1950s Price: $950,-. 2 lb. Note: This American target scope isn’t issued to troops, but many snipers have purchased one privately. Military Hi-Power Scopes: In the late 21st Century with the advent of Micro-electronics and then Nanotechnology the military was able to make lightweight Nano-Optical Scopes increasing the magnification. These new scopes also incorporated the ability to download data from drones, satellites, and other technological devices. 10x 20x 30x 40x Laser Pointer: Laser Pointers add +1 to hit within 30 ft. and grants +1 initiative if the user intends to fire/aim/threaten his weapon at a target within 30 ft. Does not work in brightly illuminated surroundings (outdoors around noon, inside a brightly lit room, etc...). PDC 12 (Around 200$ - got to find my books so I can get to the PDC conversion table). Laser Scopes: Scopes fitted with a miniscule laser designator allowing for precision targeting from greater ranges. Scope Magnification varies for each model available to the civilian and military fields. PDC +1 {D20 Future} Night Vision Scope: PDC (500$) Infrared Scope: PDC (500$) Multi-Spectrum Scope: Multi-Spectrum Scopes are capable of running through the spectrum of NVG, Infrared, and other types allowing for the wielder to effectively locate and eradicate the enemy. MSS has proven moderately effective countermeasure against Chameleon Cloaks and Environmental Chameleon Shielding and Paint used on vehicles and certain munitions. PDC Mil (+3) (750$) Twilight Scope: Twilight Scopes utilizes early stage nano-optics to create an image similar to the twilight hours of the day while used. PDC Mil (+3) (750$) Red Dot Sight/Reflex Sight: A reflex sight (or dot sight) provide +1 to hit against targets within 60 feet, and +1 to Initiative if the user intends on firing/aiming/threatening his weapon at a target within 60 feet. PDC 14 Weight1 lb Suppressor: A suppressor is a device that captures the supersonic gasses as they exit the gun when fired, but does not slow the bullet down. Weapons dealing 3d4 or less are considered silenced when fitted with a suppressor (see below). Unless fired with special ammunition (see the ammunition chapter), a weapon dealing 3d6 or more isn’t silent when fitted with a suppressor. The sound, however, is reduced, requiring a DC 15 Perception check to notice the location of the shooter (modified by range, as normal). The target (even if not hit) is automatically aware of the fact that he is being shot upon. Weapons with the Silent quality are considered suppressed. Weapons dealing 3d8 or more lose their Carbine quality if they have it when fitted with a suppressor (does not include integrated suppressors). 3d4 PDC 12 Mil (+3) 1 lb. 3d6 PDC 13 Mil (+3) 2 lb. 3d8 PDC 14 Mil (+3) 3 lb. 3d10 PDC 16 Mil (+3) 4 lb. 3d12 PDC 18 Mil (+3) 6 lb. Silencers: Silencers come in a variety of types for any weapon effectively baffling the muzzle report made by the weapon. A silencer muzzles both the sound of the supersonic gasses, but also slows the bullet down below supersonic speed, thus silencing it. Firearms dealing below 3d4 damage are unaffected, weapons dealing 3d6 take a –1 penalty to damage, and weapons dealing 3d8 take a –2 penalty. Silencers for rifle-calibre weapons are generally not available, but if they are, weapons dealing 3d10 take a –3 penalty to damage. Larger calibre weapons cannot be silenced. Weapons with the Silent quality twice are considered silenced. Weapons dealing 3d6 or more lose their Carbine quality if they have it when fitted with a silencer (does not include integrated silencers). The only noise made by silenced weapon is the mechanic parts, so semiautomatic and automatic weapons fitted with silencers require a DC 15 Perception check to hear (modified by range, as normal). For bolt action weapons, the DC is 20, and only applicable when the action is moved, so a shooter could fire, then move to safe distance, and then operate the action. 3d4 PDC 12 Mil (+3) (see suppressors) 3d6 PDC 14 Mil (+3) 3 lb. 3d8 PDC 16 Mil (+3) 4 lb. 3d10 PDC 19 Mil (+3) 5 lb. Barrel Extensions Upgrades: Barrel Extensions Upgrades allow the weapon, especially pistols to handle higher load cartridges and to extend/increase the Range Increments of the weapon up to 50%. This includes the following weapons; sniper rifles, assault rifles, shotguns, SMG's, and pistols with magazine wells will have the upgradeable barrels. The first barrel extension also grants a +1 to Attack/Damage Rolls while the second grants a +2 bonus to Attack/Damage rolls. Note: Certain weapons like HMG’s {M2HB} do not have upgrades. Anti-material Rifles upgrades allow for better Gas-blowback system reducing the rise and recoil kick of the rifle after each shot. PDC (Varies by weapon) Extended Magazines: Extended magazines provide extra ammunition for the chosen weapon. Pistol: Extended Pistol magazine have the primary drawback of the magazine snagging on the holster or gear of the wielder. They do have the benefit of extra munitions and ideal for Submachine Pistols 15 Round {20 $}- 17 Round {}- 20 Round {}- 25 Round {}- 30 Round SMP {} - A small drum style magazine often used for Submachine Pistols being offset to one side. 60 Round SMP {} - A small drum style magazine often used for Submachine Pistols being offset to one side. 75 Round SMP {} - A small drum style magazine often used for Submachine Pistols being offset to one side. Rifle: Extended Rifle magazine have the primary benefit of providing extra munitions for combat situations where the standard magazine is lacking. 50 Round {}- 60 Round {}- 70 Round {}- 75 Round {200 $}- A drum style magazine that is offset on one or both side of the magazine well 100 Round {} - Another drum style magazine that is offset on one or both side of the magazine well. 120 Round {} - Another drum style magazine that is offset on one or both side of the magazine well. LMG: Any LMG like the M249 SAW, PKM or other variant that uses belt fed ammunition belts from a drum or belt-box magazine. 150 Round {}- 200 Round {}- 250 Round {}- 300 Round {}- 500 Round {}- This is a backpack style belt-fed ammunition hopper that can be connected via a flexible feed belt to the weapon or can be used to five 100-Rnd belts. PDC: Varies by weapon and increase. Speed Loaders {Revolvers’}: Speed Loaders are special devices that hasten the reloading of a revolver type pistols. PDC: 8 per loader. (Around 10-13 $) |
| #2AnimeSniperJan 04, 2009 21:25:09 | Show Weapon Accessories: Reloading Equipment: Reloading Equipment allows for the reloading of spent cartridges. This equipment is universal and can reload cartridges from the basic 9mm to .50caliber range. Reloading requires only the proper equipment, the spent cartridges, powder reload, and shell tip for proper reloading. PDC (Varies) Brass Catcher: A Brass Catcher allows the player to catch the expend cartridges after firing their weapon which consists of an adjustable mesh bag that is attached near the ejection port of the weapon and is essential for players who wish to reload their spent shells. PDC (20$) Stripper Clip Guides: Stripper Clip Guides expedite the reload of magazines from case/box ammunition stores. This is an essential item for the player who reloads their ammunition and magazines. PDC (Varies) Spare Magazines: Spare magazines are normally purchased to increase the players readied ammo capacity for their chosen weapon. PDC (Varies by Weapon) Tactical Leg Holster: A Tactical Leg Holster is fully adjustable for every weapon and allow for the sidearm to be lower than the stock of the wearers rifle. . PDC (Around 20-30$) Ammo Dump Pouches/ Butt Packs: These packs hold the spare shotgun shells or magazines for the players chosen weapon. The elastic slit opening allows easy access while running, kneeling, or lying in a prone position. PDC (12-20$) Ak-47 Drum Mag Pouch: Allows the player to carry a 75 round drum for the Ak-47 Assault Rifle. PDC (Pouch 12$, Ak-47 Drum 200$) Mag Clamp: Mag Clamps secure two magazines parallel to one another allowing for rapid access to a second magazine. PDC (10$) Mag Pouches: Consisting of being able to hold one to nine additional spare magazines depending on the magazine type (M-4/Ak-47). These pouches often attach to a belt worn around the players’ waist. PDC (12-25$) Grenade Pouch: Grenade pouches allow for the additional carrying space of two to three grenades in an adjustable strap-and-buckle closure which ensures a rattle-free carry. PDC (10-16$) Pistol Case : Consisting of a durable outer nylon and a soft interior with a pouch for the weapon and slots for spare magazines. PDC (10-15$) Bug Out Bag: The ideal emergency bag for when the player needs to evacuate the area immediately. The bag features a main compartment with removable divider, two adjustable side pockets, tact flashlight pocket, four accessory pockets, two zippered pockets, a padded removable/adjustable shoulder strap, and a concealed weapon pouch. PDC (22$) Hard Case Containers: Hard Case Containers are ideal for the transit of the players chosen weapons from one location to their destination. These cases often have special features including snap locks, numeric key locks, traditional lock/key, and even genetic recognition scanners of fingerprints or retinal scans. These cases come in a number of sizes from the basic pistol sidearm to sniper rifles. . PDC (Around 40-200$ Part Kits: Part Kits provide the player with all the necessary parts and equipment to customize one weapon. PDC (Varies by Weapon) |
| #3AnimeSniperJan 04, 2009 21:27:07 | Saved for later stuff |
| #4tema69Jan 06, 2009 7:56:23 | As requested, I'll take a look at this. If you're using CyberDave's Recoil Rules (or any similar recoil rules), using hi-tech recoil-buffer stocks could reduce the recoil penalty. Picantinny Rails/RIS/RAS aren't really necessary IMO, alot of modern weapons already come with 'em, and if not, they could be included in the price of the accessory to be attached. Having never fired a weapon with a foregrip, people might not agree with this - but it's based on what I've read and heard. I'd give foregrips a +1 to initiative when the user intends to fire the weapon (representing easier maneuvering of the weapon), as well as a reduced recoil penalty (if using such rules). Combat Slings would allow you to drop your weapon (as a free action), while still retaining it on your person. Drawing the slung weapon or another weapon would still be a move action. Laser sights should grant some kind of bonus to hit, but perhaps only in not-brightly-lit conditions. Laser Scopes are covered in d20 Future (or could be a Mastercrafted Scope). Red Dot Sight is the same thing as a Reflex Sight. Speed Loaders are already covered in the d20 Modern book. |
| #5tema69Jan 06, 2009 16:25:08 | I thought I'd create a different list of accessories, based on what the accessories do (I'm trying different stuff here, you tell me if it sounds wonky or if you prefer the original): Recoil Reducing: -Stock: reduces recoil by 1 when weapon is used two-handed. Note that most longarms have a stock. PDC 9 (around 75$) -Recoil-Absorbing Stock: reduces recoil by 2 when weapon is used two-handed (replaces stock). PDC 11 (around 150$) -Front Grip/Foregrip: Allows the user to add twice his Strength Bonus to reduce recoil, instead of 1-1/2 times. PDC 7 (around 50 $) Stabilizing: -Bipod: Allows the user to add twice his Strength Bonus to reduce recoil, instead of 1-1/2 times. User must be prone or braced against something to use the bipod. PDC 7 (around 50$) -Tripod: has an effective recoil control of 5. Does not stack with the user's recoil control. User must be sitting/kneeling to use the tripod. PDC? Aiming: -Laser Pointer: adds +1 to hit within 30 ft. and grants +1 initiative if the user intends to fire/aim/threaten his weapon at a target within 30 ft. Does not work in brightly illuminated surroundings (outdoors around noon, inside a brightly lit room, etc...). PDC 12 (around 200$). -Red Dot Sight/Reflex Sight: adds +1 to hit within 60 ft. and grants +1 initiative if the user intends to fire/aim/threaten his weapon at a target within 60 ft. PDC 14 (around 300$) -Scope: allows the user to make precise aimed shots at long distances. It takes a full round action to take aim with a scoped weapon. It provides no benefits within 10 x the scope’s magnification feet. During the time where the user lines up and/or fires the weapon, he or she takes a penalty on Spot checks equal to the magnification against targets within 10 x the scope’s magnification feet. The bonuses of using a scope are as follows: Depending on the magnification, the user can ignore a part of the penalties to hit taken from range (if any) equal to the magnification (round down). Also, a character making an aimed shot with a scoped weapon in which he/she is proficient halves the penalties for attacking a specific area. Scopes also double as binoculars. PDC? -Long Barrel: increases Range Increments of the weapon (gotta work some mechanics out). PDC? Concealment/Stealth: -Folding/Sliding Stock: grants +2 to conceal the weapon. Rifle butt attacks have a 50% chance of breaking the stock. PDC 10 (around 100$) -Collapsible Stock: grants +1 to conceal the weapon. Rifle butt attacks have a 25% chance of breaking the stock. PDC 10 (around 100$) -Suppressors & Silencers: as noted in OP. Other: -Improved Trigger: reduces the penalties from Double Tap by 1. PDC? -Custom Grip: made to fit a specific person's hand, it provides +2 to resist being disarmed. If the user has the Weapon Focus feat for the weapon, the bonus to hit is increased by 1. It must be specified which hand it is made for. Any other hand using it (whether the user's other hand, or another person) incurs a -4 penalty to hit. PDC? -Combat Sling: allows dropping the weapon (as a free action), while still retaining it on your person. Drawing the weapon or another weapon would still be a move action. PDC 5 (around 30$) Note: the prices in $ I've found have been from online gun dealers. I'd be glad if you could manage to find prices for the stuff I've missed. Also, any help with how to create mechanics for longer barrels would be cool. |
| #6backstabbistJan 06, 2009 16:56:20 | Ooooh, oooh... can I play? Recoil Reducing: -Bricks: For each 50% of gun weight increased with deadweight, increase post multiplier strength modifier by 1 . May be "Improvised" with CraftMech or Repair DC11 (5% failure per attack) or Professional (craft or repair DC 20) Improvised : PDC 1-3 (1 PDC per 2lb) Professional PDC 15 independant purchase, unlimited weight |
| #7AnimeSniperJan 06, 2009 22:16:55 | I thought I'd create a different list of accessories, based on what the accessories do (I'm trying different stuff here, you tell me if it sounds wonky or if you prefer the original): Looks good and now to borrow a few of my brothers military and firearms surplus catalogs to stat a few more things with $prices... and when you get the PDC conversion table could you send it to me or tell me where to find it in the SRD docs that I have... the conversion would certainally help if I go a monetary payout or your occupation after several years and taxes... you get this, thou I won't go the taxing route maybe tollfees at slipspace gates. |
| #8tema69Jan 07, 2009 8:12:27 | The Cash -> PDC table isn't in the SRD, but in the d20 Modern Handbook page 204. |
| #9tema69Jan 07, 2009 8:31:52 | Added the PDCs to some of the items above. As for longer barrels, how about: [x]% longer, + [x]% Range Increment (round down to nearest 5'). There'd be 25%, 50%, 75% and 100% longer. Some kind of weight mechanics would have to apply too. @Stabbist: What's the weight percentage (generally speaking) of a weapon's barrel compared to its total weight? Example: M16: 8.5 lb. / 100% M16 Barrel: ??? lb. / ???% Or can we simply say 25% extra = .5 lb, 50% extra = 1 lb, 75% extra = 1.5 lb, and 100% extra = 2 lb? Is that too simplistic? Also, as soon as the weapon becomes longer than [y], some penalties would have to apply. Severe penalties for shooting at adjacent enemies, difficult to fire without bracing, etc... |
| #10nodaishoJan 07, 2009 11:42:07 | The barrel weight would have to do with profile as well, bull barrels and pencil barrels would have different weight, but pencil barrels heat up quicker than bulls. |
| #11AnimeSniperJan 07, 2009 19:38:36 | Added the PDCs to some of the items above. In regards to Penalties and barrels... penalty to readying the weapon by an additional half round to set up, requires bipod for stability, penalties to movement in heavy brush/narrow environs, And no Trigun style .50cal sniper rifles |
| #12nodaishoJan 07, 2009 21:44:16 | That would depend on the barrel length. M4 to M16 isn't any problem, and that's 5.5 inches. You can get out to at least 24 inches, I would say at least 28 inches, without a problem. The Mosin Nagant 91/30 has a 28 inch barrel, as I remember, and the Garand has a 24 inch barrel. Neither of those required a bipod, they were standard infantry rifles. |
| #13AnimeSniperJan 07, 2009 21:52:26 | Have you played the X360 Army of Two game, in the gameplay you can uprade the weapons to deal more damage and more accuracy when you upgrade the stocks... more rounds to carry by upgrading the magazines... currently I have the AK 47 barrel 2 w/shield, grenade laucher, and 100RND drum magazines... |
| #14nodaishoJan 07, 2009 23:56:21 | No, don't have a 360. S.T.A.L.K.E.R. Clear Sky has upgrades, but they don't have visual significance unless you add a scope with one or an under-barrel grenade launcher mount. Still a fun game. |
| #15tema69Jan 08, 2009 2:52:34 | Yes, I've tried Ao2, great game, but in a somewhat silly way. Especially the blingbling... Anyway, as for the heavy barrel thing, how about making it a single upgrade (increasing R.I. by, say, 50%?), and giving it the Unbalanced restriction (from my Action Movie Grittiness Rules)? Unbalanced gives a penalty to hit equal to half its weight (in lb.) unless the weapon is braced or placed against something. The M249 SAW has the Unbalanced restriction, for example. That'll only work for Large weapons. Do pistols and subguns get upgraded barrels? Do HMGs or Anti-Material Rifles get upgraded barrels? ...more importantly, do we need rules for such cases? |
| #16nodaishoJan 08, 2009 17:37:30 | Well, I think that you would find that there is a good amount of difference between the accuracy in a 2" snubnose and a 8" version of the same revolver, but in that case, the difference would be that one is medium, and one is small (according to WL). So, perhaps one size larger for pistol extensions? Of course, that is very coarse, as a 2" to 10" barrel change isn't nearly as pronounced as a 3" to 5", both a 3" 1911 and a 5" GI model count as small, though a 5" is not as easy to conceal (probably reflected in a bonus to conceal the 3" one?) |
| #17backstabbistJan 08, 2009 18:21:28 | There is a limit as to the upgrades one can do to a gun sooner or later it is no longer a Derringer |
| #18nodaishoJan 08, 2009 19:38:19 | Sure it is, you just need a big enough sleeve to hide it in. |
| #19AnimeSniperJan 08, 2009 20:11:57 | Yes, I've tried Ao2, great game, but in a somewhat silly way. In regards to HMGs or Anti-Material Rifles; HMG's I would say No while Anti-Material Rifles could recieve barrels that have better Gas/blowback system reducing the rise and kick of the rifle after each shot short of like the Barrett Light 50 it can fire ten rounds consecutively... if I remember correctly? What about a Feat for weapons that have been modified/customized by the player... It could be specific or generalized type i.e. Pistols Feat: Modified Weapon or Modified Weapon Proficiency {Insert Weapon/Type} Benefits: The Player takes no penalties when using a customized/modified weapon in their arsenal. Normal: Player must take a minus 1 or 2 to attack and damage when initially using a modified weapon until they become accustomed to it. |
| #20AnimeSniperJan 09, 2009 0:04:16 | Okay, so I am thinking of allowing a maximum of two barrel conversion each granting a +1, which stacks to a total +2 to Attack/Damage rolls for most weapons except weapons that use a cylinder type magazines; i.e. revolvers, 40mm 6 shot Gren launcher, etcetera for purchase... weapons like sniper rifles, assault rifles, shotguns, SMG's, and pistols with magazine wells will have the upgradeable barrels... these will take some work to figure out I have a feeling. Also, I will update a current listing of the accessories/customizations in the OP soon after I work on the dollar price from a Cheaper Than Dirt catalog that I borrowed from my brother... and does anyone know how you price bulk ammunition in the area of 500 rounds? I am also working on a Reloadable ammunition Workbench, hard travel cases, Part/Maintenance Kits, and a few other things right now. Feel free to PM me or post here with ideas/suggestions/etcetera... JA Mata |
| #21AnimeSniperJan 09, 2009 18:20:58 | OP List Updated with a few shotgun accessories and the dollar price for each and the PDC's from Tema69 for the other items |
| #22AnimeSniperJan 12, 2009 18:51:38 | Added Accessoris like Mag pouches/etcetera in the 2nd post and I am open to additional accessories/customizations for the list and if I get enough stuff I can make a PDF for all to access... |
| #23AnimeSniperJan 19, 2009 18:20:36 | At the count of three begin Bump Sequence... 1 2General We Have BUMP! Back on topic I have added the Barrels Extension Upgrades to the list... Most weapons have two upgrades each granting a stackable +1 Attack/Damage rolls of a total +2... the Anti-Material Rifles upgrades grants a reduction to the rise and recoil kick to weapon. |
| #24johannixxJan 19, 2009 23:41:15 | For bulk ammo pricing, try checking out ammoman.com or aimsurplus.com as both have bulk ammo. |
| #25AnimeSniperFeb 03, 2009 17:15:57 | Just a little Heads up for those who have posted replies to this thread... I have finally with this months finances and the graces of online sellers that I am getting my Books finally... the tally includes; D20 Modern & Future, Weapons Locker, Apocalypse, Past, Future Tech, Cyberware, and Ultramodern Firearms & Modern Vehicles book... So in conclusion I should have the proper PDC's for everything as well as an expanded list of new gear... after I get my books around the 11th:D, Well Ja Mata |