Although the homebrew forum has had quite a few of these types of threads, I figured after giving Wyldknight my ruling for shotguns in EP I'd go ahead and post some notes I had about a number of little tweaks I thought of while looking over the weapons in EP and, admittedly, some other houserules within this very forum.
First up are some tweaks to the actual rules themselves.
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- Standard Ammo Caps -
When looking over the ammo caps of the various firearm types, I can't help but scratch my head; why do the weaker guns all have much less ammo then guns that would logically have much larger and heavier bullets? Doesn't that sort of remove a good bit of appeal for carrying a weaker gun? Why bother carrying a light pistol at all when by RAW, a heavy pistol is just as concealable, has more ammo, does far more damage, and even has automatic firing modes? And the less said about pre-errata sniper rifles the better :P .
To me, this seems to be one of those silly things that the EP dev's who worked on Shadowrun(god bless it!) brought with them, as you'd notice if you thumbed through the weapon tables of that particular game. All that scathingly said, the numbers in of themselves seem to be perfectly fine, just assigned to the wrong weapons. An easy fix is to swap them around like so:
Light Pistol: 12
Medium Pistol: 16
Heavy Pistol: 10
SMG: 40
Automatic Rifle: 30
Sniper Rifle: 20
Machinegun: 50/belt
Probably doesn't hurt to specifiy that the Machinegun can use a belt on the table, too.
One could argue that I just contradicted myself by giving the light pistol less ammo than the medium, but I figured that light pistols are about the size of conceal carry guns like the Walther PPK, Beretta Bobcat, and Makarov PMM while the Medium pistols are ment to be akin to full-sized tactical pistols such as the SIG P226, Beretta 92F, and Springfield XD-45. Heavy pistols would likely be based on the bigger hunting pistols such as the infamous Desert Eagle, but refined for tactical purposes in order to combat the more resilient morphs and better body armor of the time.
- Reliability -
Modern firearms in the post-fall society are so well engineered that malfuctions are so uncommon that some people think it's only possible by going out of ones way to make it happen; This is not always true. There are still a good number of moving parts and open aperatures(usually heat vents and the breech) where dust and muck can get into. Periodic cleaning(usually once a week if constantly using it on and off) can prevent malfunctions from happening. Regardless, sometimes proper cleaning and maintenance fails to stop bad luck from happening.
Whenever the GM feels appropriate(such as using a gun that hasn't been maintained for months in a dusty terrain), have a character roll their Moxie x 10 to determine if a weapon malfunctions. Failure typically causes a basic malfunction such as a feeding jam. Critical failure results in the firearm having a catastrophic malfunction, such as the barrel peeling in half or the bolt shattering into pieces. Fixing a basic malfunction uses the Kinetic/Seeker Weapons skill and takes a complex action, but requires no tools. Catastrophic malfunctions require about 5-10 minutes and at least a toolkit to repair.
Energy Weapons and Spray Weapons are not affected by basic malfunctions, but catastrophic malfunctions hit the character with a basic attack. Like Kinetic and Seeker Weapons, these malfunctions can be fixed with the same skill used to fire them.
- Shooting In Close Quarters -
When fighting in narrow corridors and tight spaces such as those found within orbital habitats and spacecraft, the size of a firearm can make them incredibly unwieldy as the user fights both the enviroment as well as the enemy in order to get a clear shot. To reflect this, some GM's may wish to impose a penalty to anyone using larger guns within
these enviroments. Anyone wielding an Automatic Rifle, Sniper Rifle, Machinegun, or other large weapons will suffer a -20 penalty(this can be offset slightly by the 'Point Blank' bonus should the GM allow it). Pistols, SMG's, and most shotguns(i.e. those without extended barrels) do not suffer this penalty.
Another thing to keep in mind is what the particular situation is. If a character is wielding a longarm in the close quarters of a space station but is sitting at the end of a lengthy hallway with their weapon at the ready, then this penalty need not apply.
- Scopes and Range penalties -
Currently as per RAW, penalties for shooting past short range are hardly a problem to anyone with decent skill and scopes don't really do anything useful aside from acting as Specs, which are already fairly useless thanks to the low low cost of the Enhanced Vision augmentation.
In short, a quick and easy way -- in my mind at least -- to fix that is to double the range penalties(if beyond 50 meters) when not using a scope, and return them to normal when actually using a scope. Merely having Specs, Enhanced Vision, or Viewers instead of a scope do not reduce these penalties, as they are not 'zeroed' into the firearms shooting pattern and minute-of-arc. Keep in mind that some scenarios won't require such drastic range penalties, such as shooting distant targets in the vacuum and microgravity enviroment of outer space, as the bullet will pretty much have next to nothing affecting it's trajectory until it hits the target; if you can see it than you can hit it(though it might take a while if it's an exceptionally distant target).
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Yet more assorted weapon houserules!
Sat, 2010-11-20 02:54
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Yet more assorted weapon houserules!
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