Ranged Weapons Supplement with Weapons Modifications Chart

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Ranged Weapons Supplement with Weapons Modifications Chart

Postby Greenkey15 » Wed Apr 01, 2009 8:45 am

Alright, I've been working on this for a while and I finally am satisfied with it. CONSTRUCTIVE CRITICISM WELCOME

Pistols:
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Not much to say here. The Mega Pistol is pretty much an overpowered rifle. Note that you can choose between stun and kill with the phaser

Rifles:
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Note that the photon rifle operates the same as the phaser, you can choose between stun and kill

Da Big Gunz:
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More Dakka Dakka! This includes my simplified sniper rules, and the "Rambo" gun is representing a modern light machine gun.

The Weapons Modification Chart:
Image

All the example weapons above were created using this, and any problems with this means I have to do the whole thing over again. Feel free to point them out.
Last edited by Greenkey15 on Sat Apr 04, 2009 3:24 pm, edited 1 time in total.
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Postby pesgores » Wed Apr 01, 2009 8:48 am

It's good and complete.

Now do another one for melee weapons.
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Postby Greenkey15 » Wed Apr 01, 2009 8:49 am

I'm going to start right now!
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Postby ahp77 » Wed Apr 01, 2009 11:06 am

Ooooooooh long title.
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Postby IVhorseman » Wed Apr 01, 2009 12:06 pm

Wasn't the point of 2005 to avoid big long tables like this?
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Postby pesgores » Wed Apr 01, 2009 12:26 pm

IVhorseman wrote:Wasn't the point of 2005 to avoid big long tables like this?


Maybe it was to avoid most of big long tables like this.
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Postby Greenkey15 » Wed Apr 01, 2009 1:58 pm

I think Rayhawk did too good of a job of this. Currently, it's pretty much whoever has more people with pistols and hand weapons who wins, not the person who thinks about stuff like choosing which weapons to use, and stuff like that. This is the part that is overly-simplified. The QuikWars weapons section is more entertaining than this. Some people may not bother and just use the standard "one size fits all" weapons, but people like me think that is bland and makes your army alien. Also, I think having a few kinds of guns adds some strategy to the game, not just send everyone forward in a straight line and hope you get lucky rolls. Also, the zerg people can make cheap weapons now, and the not-zergs like me can make big, heavy hitting guns to give guys in powered armor. Everyone should be happy. Weapons is the one area where I am ok with having a big long table like this.
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Postby birdman » Wed Apr 01, 2009 2:05 pm

if you do a melee table like this one, don't forget the chainsaws. screw that crap in the 2001 rules about gyroscopic forces.
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Postby tahthing » Wed Apr 01, 2009 2:10 pm

i personaly like makeing up weapon stats for a design like a "x19 fast loading pistol" or a "multilevel charge beamer".
its much more fun since it means that your troops are more indivigal and you don't have "hand weapon squads" and "rifle squads" instead you get "tactical squads" and "anti building/anti viacle squads"would get bonus attack when using rucket lauchers and other "heavy"weapons.
putting into minifigure stats that they know how to weaken structures or where to shot for a fast kill (heart ,lungs,head ect...)makes them more specialised to a task and less "there what there holding" since a sniper isn't someone holding a sniper rifle its somebody who knows how to use it.
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Postby Greenkey15 » Wed Apr 01, 2009 2:28 pm

Exactly. Right now, the UNEC has no armored vehicles. It simply doesn't need any. I just use a four-man squad of powered armor Space Marines (I'll give a link to the MOCpages page) armed with some modified 3 inch guns for most of my anti-vehicle needs. I'm just not good at making tanks and also find this more effective, as they can be used against infantry as well.

I digress, however. I also think it is just plain odd that a dimmy with a slingshot can actually cause as much damage as laser-pistol wielding stormtroopers. I think this, along with TekLevels, can make brikwars much, much better. It expands that backdrop of realism that makes it funny when the 10-year old with the stick beats the living shit out of a SWAT team.
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Postby Arkbrik » Thu Apr 02, 2009 6:28 am

Greenkey15 wrote:I also think it is just plain odd that a dimmy with a slingshot can actually cause as much damage as laser-pistol wielding stormtroopers.

That's not very odd. Dimmies suck at everything, and stormtroopers never hit their targets.
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Postby tahthing » Thu Apr 02, 2009 7:48 am

i play dimmies with 1d6 -2 critical fail is -1 though if a dimmie rolls a 1 it crit fails. before you say thats a bit much i must say there meant to be dumb.
for me a slingshot is a weaker launcher it depends on: how far its pulled back(range) what its loaded with(how much to take from range and damage), a launcher is: the propultion(range) what its loaded with(how much to remove form range and damge)

a stormtrooper fires at a dimmie, it misses, the dimmie pulls back it's sling shot but had forgoten to load it, the stormtrooper fires again but misses, the dimmie now haveing loaded the slingshot fired it but misses, ect.... in the end there even.
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Postby Greenkey15 » Thu Apr 02, 2009 11:50 am

YOU'RE MISSING THE POINT

A Laser Pistol-wielding idiot should be able to kill more people than a poo-flinging idiot.

MOAR GUNZ=MOAR FUNZ
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Postby tahthing » Thu Apr 02, 2009 12:34 pm

an idiot who always misses with a pistol is the same as an idiot who always misses with a slingshot, since they always miss.
a massive size 27gun aimed by a idiot is less likely to kill than a size 1 gun piloted by a highly skilled sharpshot.
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Postby Greenkey15 » Thu Apr 02, 2009 12:47 pm

Then let me change my example- A MINIFIG WITH A LAZER PISTOL VS A MINIFIG WITH A SLINGSHOT.
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