OneEye589 wrote:Magic Soap wrote:Add a table for Weapon Modifications, but keep it general. EG all area splash damage attacks are 1CP per inch affected..... etc.
I was thinking more like how chapter 7 is now, but just for weapons. A different system for each type of weapon (regular gun, close combat, explosives/missiles, launchers, autofire weapons, and cone-range weapons). You would pay a certain amount for range first (like movement), a certain amount for damage (like structure level), and then from those two there would be some sort of formula to figure out the use rating.
Coximind wrote:Autofire rules? Maybe the modern day equivalents to Jaw-Jaws and Dimmies?Those things are so EXPENSIVE
I'd also like to see some generic tank stats; like The Horse, but for tanks.
OneEye589 wrote:Uhm, that wasn't me. I hate tech levels. I just want an easy way to make a weapon that deals 2d6 damage at 4" balanced with a weapon that deals 1d6 at 12".
I don't see how that has anything to do with my jurisdiction with the fun police.
EDIT: I did try to find a good system for weapons modifications though, I don't remember it being with Pesgores. I could be mistaken.
This is the system I came up with for regular guns only. It works mostly, but I sometimes fudge the weapon size category.
+2 damage = +1 CP and +0.5 Use
+1d6 damage = +2 CP and +0.75 Use
+3" range = +1 CP and +0.25 Use
+1 damage and +2" range = +1 CP and +0.5 Use
If the addition to Use is 0.75-1.5, the weapon size increases by 1. 1.5-2.25 it's increased by 2, etc.
It works most of the time, just for some quick and easy modifications to weapons.
Users browsing this forum: No registered users and 1 guest