Gorchek wrote:You can add the full-auto rule for the gattling: by doubling the weapon's cost, you can cause extra damage based on how well you hit, or you can target everyone in a cone.
And if that's still not enough, you could add an extra rule: for each two barrels the weapon has, you add the base cost again, and you get a +1 to the skill roll (representing all the extra lead you can send in the area). Although, on cone fire, you might want to limit the skill bonus to just cancelling the penalities for firing in a cone.
So, the gattling on the front of the Striking Venon would be a size 1 full-auto weapon with 8 barrels, costing (3 + 3 for full-auto + 4*3 for extra barrels) 18 cp, and have a +4 to skill rolls for its attack.
i was also marginally dissapointed with the weapons included in 2005 brikwars, but the system is easily expanded upon.
one thing to note though, is that *most* weapons already fall into one of the different categories already given. the more specialized weapons are what there aren't rules pre-given for.
so far, the only specialized extra siege weapons i have are heavy MGs/miniguns, artillery, and flamethrowers. i only added these weapons because they did not previously fit into the weapon criteria.
generally, you don't want to be creating weapons unless you absolutely cannot fit it into some other category due to game mechanics. for example, the weapon type of "Missile" can be applied to actual missiles, or it can go to anything that would reasonably have similar range, and would make an explosive area-of-effect damage attack. this includes missiles, plasma blasts, pulse waves, large rocks that shatter into pieces and massive glass bottles, along with whatever else would behave similarly.