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Help with revolver stats

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browwiw browwiw's picture
Help with revolver stats
I'm starting a new game tomorrow and I have a player that wants to play an anachronistic gunslinger. He wants to use a a large 'hand cannon' type revolver (think Tri-Gun) that has high damage, but only hold six shots. Off the cuff, I figure that I should be able to balance this piece of equipment out correctly if I give it better than usual damage for a hand held weapon, but limit the range to that of a standard heavy pistol, increase the reload time, of course, limit the ammo capacity to six. Thoughts and suggestions?

"Let’s face it: Most of us are just here to shoot stormtroopers." - Gary M. Sarli

nick012000 nick012000's picture
Re: Help with revolver stats
Just make it a Heavy Pistol with less ammo. There's only so much recoil the human wrist can take. Maybe make it less prone to jamming on a critfail on the attack roll.

+1 r-Rep , +1 @-rep

Young Freud Young Freud's picture
Re: Help with revolver stats
browwiw wrote:
I'm starting a new game tomorrow and I have a player that wants to play an anachronistic gunslinger. He wants to use a a large 'hand cannon' type revolver (think Tri-Gun) that has high damage, but only hold six shots. Off the cuff, I figure that I should be able to balance this piece of equipment out correctly if I give it better than usual damage for a hand held weapon, but limit the range to that of a standard heavy pistol, increase the reload time, of course, limit the ammo capacity to six. Thoughts and suggestions?
Based off some recent conversion work, I'd use the Automatic Rifle DV and possibly AP for it's damage, keep it's range to HP, but limit it's rate of fire to either SA or once per Action Phase. Obviously, six shots only.
Karri Karri's picture
Re: Help with revolver stats
Revolvers aren't necessarily restricted to six bullets. Six is the most common setup, with five a close second. The Smith & Wesson model 500, which is currently the most powerful production revolver, uses a five shot setup. Smaller caliber revolvers can get 10 (or possibly more) shots her barrel. Revolvers don't necessarily take longer to reload: [url]http://www.youtube.com/watch?v=0PDzE55esIE&feature=related[/url] In my experience, reloads (using speed loaders) can actually be done slightly faster than with pistols, but the shooter will still suffer from the (typically) lower ammo capacity. This does depend on the setup. Revolvers can use a number of different loading mechanisms. The most common revolver today is the swing out cylinder setup, in which the cylinder swings out to the side. These can be loaded quite fast but are slightly less stable than the second most common setup, that of the fixed cylinder. These have to be loaded entirely manually, one bullet at a time, but are stable enough to take very high caliber bullets. The revolvers in Trigun are top break, which reload very fast but aren't very stable designs. Despite their depiction in Trigun, they're actually not suitable for high calibers. A fourth is the unhandy fixed frame with a removable cylinder. These were the first designs and kinda suck. They're not used these days, but if the character is eccentric enough he might go for it. Another concern is the firing mechanism. There are single actions, where you cock the revolver yourself. They tend to be very precise, since no internal movements (or trigger effort) will be interfering with the precision of the shot. I'd probably give these a small accuracy bonus in exchange for being SS only. They can be "fanned" as shown in some westerns, but this makes them exceedingly inaccurate; doing so at anything but absolute point blank would be useless. Double action revolvers draw the hammer when you squeeze the trigger and then either lock the hammer or immediately fire. Variants have had double actions that drew back and locked the hammer with the first squeeze, then fired it with the next, whereas some have had two triggers. Alternatives include the recoil-driven revolver, such as the Mateba shown in Ghost in the Shell (it's an actual revolver, even if it wasn't depicted accurately). These tend to be very accurate and fully capable of firing in true SA mode. Note that revolvers CAN be silenced if they're sealed. Figure out what kind of reload and firing mechanisms he want, and then stat the weapons accordingly?
UpliftedOctopi UpliftedOctopi's picture
Re: Help with revolver stats
I have a revolver enthusiast in my game. The gun turned out to be more a utility than a weapon, it's to easy to trump for firepower. He carries a bunch of the special ammo though and he's used it quite a bit. Can't say I'm overly impressed with it. I suppose making it a micro missile launcher that looks like a revolver could be an interesting sci-fi twist?