I've been sitting on these rules for awhile, kinda forgot about them mostly. Anyways, figured I'd share them with you guys.
The intention with these rules was to make combat and weapons a little bit more interesting.
Some of the big changes include:
- Altering the range modifier from a universal 0\-10\-20\-30 to specific numbers depending on what sight system you use.
- Including the caliber of weapons [I'm iffy on this one, but I ended up doing it mostly because I felt it added some more character to them.]
- New gear [Aforementioned sight systems, and an enhanced imaging upgrade for the sights]
- Completely revamped weapon stats
The biggest changes to the weapons were done to the Sniper Rifle and Machinegun. The Sniper Rifle itself isn't in there [I should probably add some stats for it...] but a Designated Marksman Rifle and Anti-material rifle are present. The Anti-material rifle is extremely powerful, completely puncturing through battle-armor exoskeletons. [That's why it's anti-material] The DMR is more like your typical sniper rifle, though with reduced range. The Machinegun functions more or less like an assault rifle on mild steroids - a little bit more range, a little bit more penetration, a lot a bit more ammo.
I'd like to know what people think of the rules. Does everything still mesh up well? Are the weapons too powerful, too weak? Are the rules too convoluted? [If so, suggestions for streamlining them, please] Does it all make sense, or does it seem very arbitrary?
Even better is if someone could playtest an encounter or something with these rules, see how they work in-game.
http://www.firewall-darkcast.com/wiki/alternative-combat-rules-and-weapo...
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Alternative Combat Rules and Weapon Stats
Sat, 2010-07-31 06:57
#1
Alternative Combat Rules and Weapon Stats
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