IVhorseman wrote:SHAMELESS BUMP: so I ended up cruising through the forum instead of packing for my trip to Hawaii, and couldn't really find any of the good weapons that we came up with over the years. The only solution is to make a whole new list, starting from scratch. I'll be making a thread that compiles together a whole list of weapons, but what should be included?
LIST SO FAR (will be updated as ideas roll in):
If you have ideas, I'd love to hear them!
Cpt. Zipps wrote:Heavy Laser Rifle
Weapon Modifiers (Scopes,Underbarrels, Bayonets...)
Tzan wrote:Quantumsurfer wrote:I generally agree with TzanWarhead wrote:I agree with QuantumSmurfer.
I agree with Warhead.
aoffan23 wrote:Tranquilizer guns
IVhorseman wrote:However, your list DOES confirm that there needs to be a few extra classes of weapons, among which includes Heavy Rifles and Heavy Pistols.
Varsaavius wrote:As the size of the explosion increases, the amount of social situations it can't resolve approaches zero.
The Shadowscythe wrote:Why not have the "Heavy" class of weapon as an addition that costs CC? Say it adds +1d6 of damage to whatever it is? Or +3 to the roll? as for cost - I'd say 3 or 4 CC personally (as I can't remember the weapons creation stats properly), but there we go
stubby wrote:I don't have the 2010 revision in front of me, but I've been burning through the Weapons chapter at a pretty good pace. All the regular weapons have gotten a round of polish. Here are the new weapon classes that are in there:
6. BlastGunsThose are all done except for the examples and illustrations, so I'm busily constructing battle scenes for those.
Shotguns and other guns with a blast cone: grapeshot cannons, chaff launchers, flechette rounds, etc.
Guns that can be used in single fire, burst, or full-auto. You risk requiring a reload the more rounds you fire in a single turn.
Includes a big section on Fire rules. Fire's effects are now simplified down to variations in Fire Size, you'll love them.
My current push is to fill out the section titled "Field Hazards," which is getting the rules for minefields and barbed wire and so forth, and the Scout who helps you avoid them. After that I think the chapter finishes out with stats for the Gunner (with special abilities for firing vehicle and base weapons) and the Heavy (with special abilities for carrying and firing higher Weapon Size weapons). I may end up putting the Sniper in there too, since I don't really have a better place for him.
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