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| #1nclancemanMay 27, 2008 2:28:21 | So i've been re-reading my house rules and figured that one of the things I could add was a set of weapon qualities (a la 'Spycraft 2.0') and then put them on the internet for all of you guys to criticize/enjoy. (I would do this in the House Rules thread, but I think it'd be derailed faster than you can say "The 5.7mm round does 2d8 damage. PROVE ME WRONG.") But Spycraft 2.0 is kinda, sorta, in no way, shape, or form Open Game Content. So, with that in mind, I figured there should be a way to do this with my very favorite set of rules: the d20 Mecha System. The problem with that is that they're missing a few qualities to make this work with man-portable weapons. Hopefully, these will iron out some of the issues: (Quality) Low Recoil -Reduces penalties for multiple shot attacks (Burst Fire, Autofire, Double Tap) by 1. (Quality) Small -Reduces the weapon size from Medium to Small. May be used twice for Tiny weapons. May only be applied to weapons with the Handheld Quality. (Quality) High Penetration -Weapon ignores two points of Hardness when attacking. (Restriction) Large -Increases the weapon size to Large. May be added multiple size for higher size categories. May only be applied to weapons with the Handheld Quality. (Restriction) Heavy -This weapon weighs more than necessary for a weapon of it's size. While carrying this weapon actively (as in, ready to shoot next round), the character's speed is reduced by 5 ft. That's all that comes to mind at the moment. I think I'm missing a couple of qualities, so feel free to tell me. Otherwise, I think i'm going to get started restatting all the weapons in the Corebook and posting them here. |
| #2tema69May 27, 2008 11:31:28 | Sounds good. Could you give examples? Btw. Do you have the Dark Heresy book? They have cool weapon qualities too. I'll look at 'em and post back later. |
| #3nclancemanMay 27, 2008 12:37:11 | Examples you say? Alright then. Beretta 92F (9mm Autoloader) Damage / Critical: 2d6 / 20 RoF: S Range Increment: 40 ft. Ammo: 15 box. Qualities: Semiautomatic, Handheld, Small Restrictions: Less Ammo, Short Range MP Cost: 21 (PDC 20) Mossberg (12-gauge shotgun) Damage / Critical: 4d4 / 19-20 RoF: Single Range Increment: 30ft. Ammo: 6 Qualities: Handheld, Increased Threat, Knockdown Restrictions: Large, Low Penetration, Less Ammo (x2), Short Range (x2) MP Cost: 10 (PDC 18) H&K MP5 (9mm Submachine Gun) Damage / Critical: 2d6 / 20 RoF: S, A Range Increment: 50 ft. Ammo: 30 Qualities: Handheld, Semiautomatic, Automatic Restrictions: Large MP Cost: 28 (PDC 20) PSG-1 (7.62mm sniper rifle) Damage / Critical: 2d10 / 20 RoF: S Range Increment: 90ft. Ammo: 5 Qualities: Semiautomatic, Handheld, Mastercrafted Restrictions: Less Ammo (x2), Heavy MP Cost: 22 (PDC 20) Hmmm... While writing these, I get the idea I need more qualities. Especially for the PSG-1. The Mecha Point to PDC calculations aren't doing that well, but that may be for want of qualities. (Quality) Mastercrafted - Attacks with this weapon add a +1 equipment bonus to attacks. (Quality) Knockdown -Attacks with this weapon trigger a Fortitude save equal to the damage dealt. Failure results in a knockdown for the target. |
| #4tema69May 27, 2008 14:32:49 | Uhh. I like it a lot. Knockdown is cool - but is a target hit by a shotgun really knocked down? I have very little experience with shotguns. And according to the MSRD, the MP5 is mastercrafted too. Look in the houserule thread, Natanax has just posted some cool ones similar to yours. Let's get him over here. |
| #5doomsoughtMay 27, 2008 15:43:08 | New trait: Anti-Tank gun. Able to score critical hits on constructs (these are the things the crack engine blocks in two) |
| #6tema69May 27, 2008 15:54:20 | Actually, constructs being invulnerable to crits is stupid - a shot in the engine block is a crit, just like a shot in the artery/head/heart is a crit. But if you play with vehicles being invulnerable to 'em, then ATgun is good. |
| #7natanaxMay 27, 2008 15:56:36 | Allo, I'll repost my Weapon Qualities but be warned, they work off of an unholy fusion of Starwars SAGA and D20 Modern so certain things won't work without the following rules from SAGA. Note that these are intended to provide diversity in weapon choice without number crunching, hence complete accuracy/realism is not the intent. Swift Actions Aim Actions Feat: Careful Shot Feat: Deadeye · Accurate: Weapon gains an additional +1 to hit when Aimed. · Close Quarters: Weapon gains +1 Damage on an adjacent opponent. · Inaccurate: Weapon cannot be Aimed. · Semi-Automatic: Weapon can be used with Rapid Shot. · Fully Automatic: Weapon can use Auto/Burst fire as well as rapid shot. · Unreliable: Weapon jams on a roll of 5 or under. · Occasionally Unreliable: Weapon jams on a roll of 3 or under. · Cumbersome: Weapon is too large or awkward to stow and must always occupy the hands of the person wielding it. · Stationary: Weapon takes a –5 penalty when not braced or mounted on a hardpoint. · Slow Reload: Weapon takes a full round action as opposed to two swift actions to reload. · Extremely Slow Reload: Weapon takes 2 Full Round Actions to reload. · Splash: Weapon hits in a 2 meter radius. · Unbalanced: Weapons takes a –1 Penalty to Accuracy for being weighted poorly. · Easily Concealable: Due to simple size or compact design, the weapon grants a bonus to concealment. +1 for Med, +2 for Small, +3 for Tiny. · Deployed: Weapon requires an extensive means of deployment (ex. Support structure, vehicle mounted) for effective use. |
| #8tema69May 27, 2008 16:07:10 | It's really great NatanaX, thanks. If you don't mind, I'd like to try to convert it to something similar to the d20 Mecha Rules SRD, for ease of compability.· Accurate: Weapon gains an additional +1 to hit when Aimed. [...nothing here] |
| #9natanaxMay 27, 2008 16:17:36 | Well to address some of your concerns... Unreliable: Weapon jams on a roll of 5 or under add a caveat to this for Poor Conditions for weapons like the M16 in Vietnam or the Ross Rifle in WW1 Trenches · Stationary: Weapon takes a –5 penalty when not braced or mounted on a hardpoint. The -5 is based off of Starwars Rules, where there is one penalty now, the -5, everything adhere to it, feel free to sub more D20 modern friendly rules · Splash: Weapon hits in a 2 meter radius. The meter (for game purposes) is about equal to 5 feet · Unbalanced: Weapons takes a –1 Penalty to Accuracy for being weighted poorly. No Immediate examples here, sorry |
| #10tema69May 27, 2008 16:30:19 | As for the unreliable part, either WeaponsLocker or UltramodernFirearms has quite good rules for unreliability and environment. |
| #11type2demonMay 30, 2008 18:15:39 | Here are a few ideas: Quaility (Improved Trigger): A custom fitted trigger shoe that reduces the Double Tap attack Penalty from -2 to -1. Quality (Off Hand weapon) Grips and trigger arrangement are designed for the off hand. This quality reduces the Off-hand penalty for the off hand weapon by 1 point. If used in the primary hand, it imposes a an increased penalty by 1 point. Quality (Reduced Recoil): Reduces the attack penalty of a burst- fire attack from -4 to -3. Quality (Legendary Reputation): When openly displayed the weapon is widely recognized. It gives the weilder a +2 equipment bonus on Intimidation Checks. |
| #12backstabbistMay 30, 2008 18:54:13 | I dont know about the Legendary Reputation, everyone knows about the Raven/Jennings "JamBaby Autos", yet I dont see that as advantageous at all... I would say you should get a -2 if you try to intimidate someone with a 25Auto that already has a brass stovepiped in it. |
| #13johannixxMay 30, 2008 19:29:07 | I dont know about the Legendary Reputation, Funny you mention that. I know a fellow who was the victor in a 6-on-1 gunfight (he being the '1'), and at the beginning of the fight, as he was looking down the barrel of a Crip's el-cheapo blaster, he told me his only thought was "Oh my god, I've got a $3000 custom 1911 in my holster, and I'm going to get killed by a $50 Lorcin .380 before I can draw it." Fortunately, he was only wounded by the .380, not killed by it. Three bangers dead, two injured from his .45 ACP. Of course, luck and skill came into play more than caliber or weapon type, but hey, you take your advantages where you can find them, eh? ;) |
| #14type2demonMay 31, 2008 8:48:08 | I dont know about the Legendary Reputation, Ah, but to quote Harry Callahan from the Dirty Harry movies: Harry Callahan: I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk? You can just hear the dice rolling on that intimidation check. |
| #15tema69May 31, 2008 9:12:10 | Well, that's the RAW I'm-pointin'-my-gun-at-a-flat-footed-foe-and-thus-gain-+2-Intimidate. No need for extra rules there. ![]() |
| #16johannixxMay 31, 2008 20:27:26 | Not to mention max ranks and a +10 unnamed bonus for being Clint Eastwood... |
| #17tema69Jun 01, 2008 5:16:22 | Naturally. Anyway, would you guys mind if I borrow (i.e. steal) your weapon qualities and try to make a compatible list that fits the d20 Mecha SRD? I will of course give you all the needed credit if I post it anywhere (which I probably will, in the Houserule Compilation). |
| #18tema69Jun 01, 2008 7:07:59 | Alright. Here's what I got from your stuff. I added some myself. (Quality) Low Recoil -Reduces penalties for multiple shot attacks (Burst Fire, Autofire, Double Tap) by 1. If you are using CyberDave's Recoil rules, then apply this quality to the recoil penalty of the weapon. Example: Johnson M1941 rifle, Kriss Super Vector, weapons with compensators, weapons with front grip attached. (Quality) Small -Reduces the weapon size from Medium to Small. May be used twice for Tiny weapons. May only be applied to weapons with the Handheld Quality. Example: MP5k, MicroUzi. (Quality) High Penetration -Weapon ignores two points of Hardness when attacking. If you are using the Armour as Damage Reduction rules, then this also apply to Damage Reduction granted by armour. Example: P90, FiveseveN. (Quality) Mastercrafted - Attacks with this weapon add a +1 equipment bonus to attacks. Example: Very well-made weapons, such as Glocks. (Quality) Knockdown -Attacks with this weapon trigger a Fortitude save equal to the damage dealt. Failure results in a knockdown for the target. Knockdown counts as two qualities. Example: Shotguns not firing slug ammunition. (Quality) Accurate -Weapon gains an additional +1 to hit when used in conjunction with Dead Aim or any similar feat or ability. Note: A weapon with the Accurate quality cannot have the Inaccurate restriction. Example: Most weapons built or modified to be used by snipers or designated marksmen. (Quality) Improved Trigger -A custom fitted trigger shoe that reduces the Double Tap attack Penalty from -2 to -1. Example: Custom made weapons. (Quality) Off Hand weapon -Grips and trigger arrangement are designed for the off hand. This quality reduces the Off-hand penalty for the off hand weapon by 1 point. If used in the primary hand, it imposes an increased penalty by 1 point. Example: Custom made pistols. (Quality) Close Quarters -Weapon gains +1 Damage on an adjacent opponent. Example: Shotguns not firing slug ammunition. (Quality) Carbine -Weapon is short for its size, and can therefore be fired at adjacent targets without the -4 to hit (for Carbine Large weapons) or with a -2 to hit (for Carbine Huge weapons). Example: M4, Sig Commando, MP5, etc... (Quality) Easily Concealable -Due to simple size or compact design, the weapon grants a +2 bonus to concealment. Note: A weapon with the Easily Concealable quality cannot have the Unconcealable restriction. Example: P90, Glock 26, any Carbines, such as the Sig Commando, etc... (Restriction) Slow Reload -Weapon takes a full round action as opposed to a move actions to reload. Example: Belt-fed weapons (Restriction) Extremely Slow Reload -Weapon takes 2 Full Round Actions to reload, and you cannot do it while taking any move actions. This restriction counts as two. Example: Large-Calibre belt-fed weapons. (Restriction) Unbalanced -Weapons takes a –1 Penalty to hit for being weighted poorly. Example: ??? (Restriction) Low Penetration -Weapon deals two points less damage when attacking a target with Hardness. If you are using the Armour as Damage Reduction rules, then this also apply to Damage Reduction granted by armour. Example: Shotguns not firing slug ammunition. (Restriction) Large -Increases the weapon size to Large. May be added multiple size for higher size categories. May only be applied to weapons with the Handheld Quality. (Restriction) Heavy -This weapon weighs more than necessary for a weapon of it's size. While carrying this weapon actively (as in, ready to shoot next round), the character's speed is reduced by 5 ft. The base weapon's weight is doubled. Example: Most heavy machineguns. (Restriction) High Recoil -Increases penalties for multiple shot attacks (Burst Fire, Autofire, Double Tap) by 1. If you are using CyberDave's Recoil rules, then apply this restriction to the recoil penalty of the weapon. Note: A weapon with the High Recoil restriction can receive the Low Recoil quality, representing a compensator or a front grip. Example: Original Thompson submachineguns, shotguns. (Restriction) Inaccurate -Weapon cannot be used with the Dead Aim feat or any other similar ability. Note: A weapon with the Inaccurate restriction cannot have the Accurate quality. Example: Shotguns not firing slug ammunition. (Restriction) Cumbersome -Weapon is too large or awkward to stow (in a backpack, in a sling, etc.) and must always occupy the hands of the person wielding it. Example: Many Huge or larger weapons not disassembled, such as the Browning M2 .50 cal. (Restriction) Unconcealable -Due to a larger size compared to its size brethren, the weapon takes a -2 penalty to concealment. Note: A weapon with the Unconcealable restriction cannot have the Easily Concealable quality. Example: Any weapon with an external silencer attached, weapons with extended magazines, etc... (Restriction) Very Unreliable: -The weapon jam threat is increased by 1 (this normally means 1-2). This stacks with threat modifiers from UltramodernFirearms such as bad environmental conditions. Note: Must have the Unreliable restriction from d20 Mecha SRD. Example: MP38 and 40. I didn't include some of them, because they either already existed (in d20 Mecha SRD) or I just didn't bother. :P Edit: I built an MP40 type II with them rules. ![]() MP40 Type II (Handheld) Damage: 2d6 (14 MP) Crit: 20 Range: 40 ft. RoF: A Ammo: 2x32 round box (64 rounds in the gun). Qualities & Restrictions: Carbine, Extra Ammo x2, Automatic; Large, Short Range, Unreliable, Very Unreliable. PDC: (square root of 14)+15: 19 (+3 Mil) Compared to the MP40 (32 rounds [I don't think 2 rounds is enough to give it the Extra Ammo quality], removed the Very Unreliable restriction and both Extra Ammo qualities) with a PDC of 18 (+3 Mil). Now that I think of it, don't you think the Suit 'mecha' from d20 Mecha SRD needs some extra stuff? Like Armour Check Penalty, Maximum Dexterity Bonus, etc... That way, we could build 'real' armour too. |
| #19doomsoughtJun 04, 2008 20:57:51 | (Quality) Relativistic Weapon [Future tech, Pl9+] A relativistic weapon is a kinetic kill weapon that sends its ammunition in a significant portion of the speed of light. -A relativistic weapon deals a line of sonic damage from the gun to the target, this is the effect of the sonic boom created by the ammunition breaking the air. -A relativistic weapon ignores half a targets hardness, if the target has no hardness or DR, it will come out the other end dealing half damage. -A relativistic weapon is also a Shield buster (Quality)Flesh boiling [future tech, fire damage] If the target takes massive damage, or a critical, they must make an additional fortitude save VS half the damage or explode. The explosion deals as many d4 in concussive damage as half laser's the damage dice. The Burst radius is 5' for each 2 dice, reflex 10+ 1/2 the number of dice for half damage. The target still gets a reflex save. (Quality)Shield buster [Future tech, Pl8+] A shield buster is a kinetic kill weapon that has so much kinetic energy that an energy shield generator will knock against its housing. -If it hits an energy shield, the shield generator takes half damage. (Restriction)Inefficient [Future, energy weapon] Firing this weapon uses twice as many charges as usual. (Restriction)Overheating X [Future, energy weapon] If this weapon is fired more than X times in 2 turns, it over heats and cannot be fired until: A) it has some component replaced B) it vents coolant [future tech] for a 1 turn, dealing any one touching it 1d4-1 fire damage, Reflex 15 for no damage, Hardness ignores. Plasma Riffle (halo) 3D10 fire, 20, 80' automatic 400 battery Overheating 20 B Low Recoil DC 21 Mil(+3) |
| #20tema69Jun 05, 2008 5:12:49 | That's some awesome futuristic ones, Doomsought. Here's a few more of mine: (Quality) Lightweight -Weapon has been manufactured with lighter alloys and thus weighs 30% to 50% less. Example: ??? (Quality) Defensive -This weapon is built so that it easier parries or deflects incoming attacks. Taking this quality grants +2 to Parry rolls. Example: Shields, sabres and rapiers. (Quality) Carbine -Weapon is short for its size, and can therefore be fired at adjacent targets without the -4 to hit (for Carbine Large weapons) or with a -2 to hit (for Carbine Huge weapons). Range and weight, however, are decreased by 10%. Example: M4, Sig Commando, MP5, etc... (Quality) Blast [modified from d20 Mecha SRD] -Weapon is explosive, and deals only full damage to the impact point/target. For every square away from the target, reduce the damage by 1 die. The DC to halve the damage is DC 11+the appropriate number of damage dice. If the attack succesfully hits the target, he/she/it does not get to make a save. Example: Grenades, Bazookas, etc... The modified Blast is simply the artillery rules Backstabbist and I created back in the d20 Past WW2 vehicle thread. Defensive is supposed to be used with the Parry rule (see the "PEACH this new rule for melee combat" thread). I'll post more soon. |