Bahamut_A6M5 Posted May 11, 2020 Share Posted May 11, 2020 I noticed the tau'ri firearms "department" is rather generic. I understand the basic premise about that, as we have a stunningly broad variety of weapons and trying to reflect that would require a whole suplement on its own. But there's the point about SGC, as a military organization, running a policy on standard issued weapons, which would limit the actual range of a potential weapon table to a selected few. So, I suggest some ideas to look into and debate: Handguns Weapon TechLevel Damage Type Range Capacity Reload Bulk Special Beretta M9 2 1d6 Piercing 37m/75m 15 1 action 1 - Colt M1911A1 2 1d8 Piercing 37m/75m 7 1 action 1 Knockdown (I would be dropping the "pistol" quality, as most firearms, if not all, don't suffer from accuracy issues at point blank ranges. In fact, it's at that distance when they are more lethal. Also, changed the damage dice to represent the greater stopping power a .45 ACP round has over a 9 mm. round, but decreased clip capacity shows .45 rounds are bigger and take more space up, so less ammonition available per clip. I'd consider giving handguns an easier concealability due to their smaller size compared to other weapons). Shotguns Weapon TechLevel Damage Type Range Capacity Reload Bulk Special Franchi SPAS-15 (shot) 2 1d8 Piercing 22m/45m 6 2 actions 2 Scatter Franchi SPAS-15 (slug) 2 1d10 Piercing 22m/45m 6 2 actions 2 Knockdown (Pointing out different stats for using different shells, either shots or slugs, to represent the same weapon behaving differently with either ammonition). I've broken Longarms down into several subclasses to point out the obvious differences (also, shotguns should be considered longarms, proficiency-wise). Assault Rifles Weapon TechLevel Damage Type Range Capacity Reload Bulk Special Colt CAR-15 2 2d8 Piercing 93m/187m 30 1 action 1 Automatic, Snub Colt M16A3 2 2d8 Piercing 187m/375m 30 1 action 2 Automatic Submachine guns Weapon TechLevel Damage Type Range Capacity Reload Bulk Special H&K MP5A3 2 1d6 Piercing 22m/45m 30 1 action 1 Automatic, Snub FN P90 2 1d6 Piercing 45m/90m 50 1 action 2 Automatic, Armor Piercing (Armor Piercing would increase weapon tech level by X points in order to determine if armor resistances are bypassed). There could also be sniper rifles made into Longarms, but I don't recall any being used onscreen, so I won't list them (though, I have stats for one, which could be posted for additional debating). Heavy weapons Machine guns Weapon TechLevel Damage Type Range Capacity Reload Bulk Special M60E4 LMG 2 1d10 Piercing 225m/450m 100 3 actions 2 Automatic, Belt Fed, Recoil Compensation (Would consider increasing Bulk in 1 point). Grenade launchers Weapon TechLevel Damage Type Range Capacity Reload Bulk Special Colt M203 2 3d8 Force 75m/150m 1 2 actions 2 Blast 3m (Stats provided are for fragmentation grenades being fired. Other types could be considered, as in the case of shotguns; white phosphorus grenades could have lesser damage, fire damage type and a DoT like Melf's Acid Arrow). Missile launchers Weapon TechLevel Damage Type Range Capacity Reload Bulk Special Hughes Stinger IV AAML 2 6d6 Fire+Force 600m/1200m 1 3 actions 3 Blast 5m, Armor Piercing 1 Quote Link to comment Share on other sites More sharing options...
1001100x02 Posted May 11, 2020 Share Posted May 11, 2020 Because I'm on a mission atm I look at this nice collection of data points and see an opportunity for the engineer to shine. Rather than getting granular via all the countless varieties of gun, I' think this could be abstracted out to get the effect you're looking for. Have your standard pistol, SMG, Rifle, etc. Then you throw in a "Large Calbre" upgrade from the team engineer that bumps the die up a notch of the weapon it's applied to. Have a side bar showing which combination of upgrades (and upgrades should be adding weapon qualities too) broadly replicate what type of real word weapon. Automatic upgrade bumps the die up a notch (and maybe gives advantage on the attack check if you use strength instead of dex) but halves short range. So the M60 as a high calibre automatic long arm should be spitting out 2d6 or 2d8 damage. Alternatively, there's always thefreely available for devs and players alike weapon stat-lines from the d20Modern SRD if you're after something a bit grittier and granular. Quote Link to comment Share on other sites More sharing options...
Bahamut_A6M5 Posted May 13, 2020 Author Share Posted May 13, 2020 That's an advanced idea to discuss later. For now, I am more interested in a basic idea: rather than having a bland, generic and nondescript list of weapons (which may lead to unwanted results, such as a P90 being a "longarm" with 1.000 meters range), creating a list with the standard issued weapons of the SGC, with their particular traits and stats as a base for further modifications (as you propose). This way, game still has a relatively short list of firearms while it keeps some flavor (for me, at least, it's more descriptive saying "characters bring M9s on their belts" than "they are carrying sidearms"). Also, this would allow for some diversity even within a "category": M9 vs M1911, MP5 vs P90,... 1 Quote Link to comment Share on other sites More sharing options...
NightWatcher Posted May 14, 2020 Share Posted May 14, 2020 On 5/11/2020 at 7:34 PM, Bahamut_A6M5 said: There could also be sniper rifles made into Longarms, but I don't recall any being used onscreen, so I won't list them (though, I have stats for one, which could be posted for additional debating). I may be remembering this wrong. It was never used but in the episode (can't remember the name) that Dr Daniel Jackson retakes human form on the planet where Colonel Jack O'Neill uses the second Ancient Repository, one of the members of SG-3 was carrying a Barrett M82 Sniper Rifle, (It was only in passing though) Quote Link to comment Share on other sites More sharing options...
NightWatcher Posted May 14, 2020 Share Posted May 14, 2020 (edited) It wasn't the one where Colonel Jack O'Neill uses the second Ancient Repository (Lost City Part 1 (S7, E21), (Sorry melded two episodes together)), It was at the start of Fallen (S7, E1) Edited May 14, 2020 by NightWatcher Quote Link to comment Share on other sites More sharing options...
Mal Posted May 22, 2020 Share Posted May 22, 2020 I generally think this is a great idea. It provides a moderate degree of character customisation that is presently lacking - my guys are basically identikit except for their kits. I don't think it makes combat more complex on any real level. I think you might struggle to make the base damage values you've given work with attack specialist etc though. I think to decrease the combat focus even more the weapon you choose should effect social roles with NPCs. If you rock up with a Barret people might be a bit less welcoming than when you pack a discreet p90 - even if both can kill you just as dead. This means player have to balance the cost and benefits with a mind to non-combat activities. Alien weapons should be treated in the same way - if you rock up with a staff weapon you can't expect people to be nice to you, whereas a zat is a bit more low profile. There is also a sniper rifle in the episode where they rescue Teal'c's son from the labour camp. O'Neil takes it from a soldier and takes out a bunch of Jaffa while they bracket the camp with mortar fire. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.