'Constructo' weapons

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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'Constructo' weapons

Postby dilanski » Thu Dec 10, 2009 3:30 pm

Based on R&C-ACIT.

These rules are mainly for RPG style games OR games with few troops. 'Constructo' weapons are basically weapons with upgrades that change there properties, they come in 3 varieties:
Pistol: represent by one of the space police guns.
Rifle: represent by a large camera piece.
Sniper: represent by a large camera with a lightblade piece (I recommend black) on the front

Above are the base models, each has the standard stats and the sniper gets +10" range +4cp.
A minifig always starts with a base model. at the begining of a game spread around the field several cases each one containing a random upgrade, A minifig can open these cases, the upgrade can be used at any time by any of the players fig's.

Below are upgrades for eac weapon.

Pistol:
Barrel upgrades:
Dual barrel: (show with binocular piece on the end) A player can re-roll any attack once, he must go with the second roll if he does.

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Postby dilanski » Thu Dec 10, 2009 3:52 pm

Spread: (show with 1*1*1 missile top, wide secton facing outwards on the front) Affects everything within a 15º cone side.

Ammo upgrades:
Plasma: +3 damage
Auger: goes through In-organic matter (apply apropiate penalties)
Napalm: +2 damage, do 1d6 damage to everything within 2"

Rifle upgrades:

Additional weapons:
Pistol: (mount a megaphone to the underside) +2 damage, can be used as pistol if main weapon malfunctions.
Shotgun: (mount a BA shotgun with a BA monopod to the underside) +4 damage can be used as a rifle.......... etc

Ammo upgrades:
Plasma: +3 damage.
Auger: goes through In-organic matter (apply apropiate penalties).
Uranium: +2 damage, if it hits a livin creature it has 1d4+2 radiation damage everyone of his action phases until it dies or is steralised.

Sniper Upgrades:

Ammo upgrades:

(Same as rifle +)
50cal: +5 damage +2" range.


you can have only one upgrade per section I,E, one barrel upgrade, but multiple upgrades on a weapon. feel free to post more ideas so i can improve.
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Postby Arkbrik » Fri Dec 11, 2009 5:16 am

Seems complicated. I'd go with something easier such as

Bayonet
The gun counts as a hand weapon in close combat.

Grenade launcher attachment
The gun can fire one explosive.

Pimped
The wielder can perform one Heroic Feat involving the gun.
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Postby Dragonfire666666 » Fri Dec 11, 2009 9:28 am

I like it ut I think there should be different sights for the guns:

Laser Sight
+ 1 to skill

Acid Canister
Pretty much like radiation except t has a blast radius.

Those are just 2 examples.

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Postby officergads » Thu Mar 04, 2010 2:13 pm

Is their any rules when using a rifle as a weapon? How about knives?
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Postby Ogel96 » Thu Mar 04, 2010 6:00 pm

bayonet upgrade:
PAINSAW BAYONET
chainsaw on bottom instead of bayonet
adds a plus one to use but a plus two to damage.
Sniper ammo upgrade:
BLOODBATH
mount a container using a direct connect piece and a cylinder.
counts as an explosive use rate, and can only be used by a hero or trained unit (IE scout or heavy) and has set damage. two damage first round, three second, five third, eight fourth, and 12 fifth. ( it's a tiny bullet that expands upon contact with the bloodstream. oh, and it has spikes in it, keeps expanding till subject is dead.)
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Postby dilanski » Fri Mar 05, 2010 2:19 am

Found these, maybe they'll help you, i myself have them all.

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