Tier-based Weapon List

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Tankenstein_PhD
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Re: Tier-based Weapon List

Post by Tankenstein_PhD » Sun Oct 13, 2013 6:21 pm

My suggestion for the repeating crossbow was based on two things:

1. Rule of cool. Lots of games have repeating, magazine-fed crossbows because they're neat weapons to play around with.
2. An old Chinese weapon that essentially was a repeating crossbow. No idea how well it worked, just seemed to me proof that repeating crossbows can actually exist in some form.

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Viewing_Glass
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Re: Tier-based Weapon List

Post by Viewing_Glass » Sun Oct 13, 2013 6:43 pm

Yeah, the Chinese invented the 'repeating' crossbow. It was lever-action crossbow that used gravity to feed new bolts into the crossbow everytime the string was drawn. It was really cool.

Tankenstein_PhD
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Re: Tier-based Weapon List

Post by Tankenstein_PhD » Sun Oct 13, 2013 7:54 pm

Viewing_Glass wrote:Yeah, the Chinese invented the 'repeating' crossbow. It was lever-action crossbow that used gravity to feed new bolts into the crossbow everytime the string was drawn. It was really cool.
Yep, I found out about via Age of Empires II as a wee lad. Of course, one needn't assume that repeating crossbows in this game necessarily look like cho ku nu's. Could look more modern, like the one in the new Shadow Warrior game.

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uSea
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Re: Tier-based Weapon List

Post by uSea » Mon Oct 14, 2013 3:12 pm

Based on Tank's suggestions the Gauss Pistol and Gauss Carbine have been added.

To make Gauss weapons a bit more interesting I've also given them a special rule which lets them double any DT ignoring effect they get from ammo. So Standard Spark Cells would ignore 4DT (instead of 2), Overcharged would ignore 10DT (instead of 5), etc.

This rule has also been added to the Gauss Rifle for sniping fun times. Now (if you can afford it) loading 5 Max Charge MFCs into your Gauss Rifle will let you ignore 20DT!


I've also added a Composite Crossbow into the mix, which is just a crossbow that does a bit more damage. There is a new mod available for crossbows which improves their magazine capacity to 5 Bolts (instead of 1) but this does come with a small Wg increase and a slower reload.

(As a side note, the number written in brackets after a mod component is the component's suggested value in caps if purchasing from a merchant. It's so you don't have to look in multiple docs to find out how much a part usually costs.)

Tankenstein_PhD
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Re: Tier-based Weapon List

Post by Tankenstein_PhD » Mon Oct 14, 2013 4:49 pm

Aw yes! I'm so excited I got to contribute! I actually really like the Gauss special rule, since flinging pointy little bits of metal that fast should actually make a weapon really good at poking holes in stuff. My only issue right now is that perhaps the Enchanted Composite Crossbow should be tier 3 instead of 4, but maybe that's just me.

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Viewing_Glass
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Re: Tier-based Weapon List

Post by Viewing_Glass » Mon Oct 14, 2013 5:47 pm

Quick question regarding mods: Is there a particular reason why the Recharger Pistol Short-circuit Capacitor is different from the Recharger Rifle Short-circuit Capacitor in terms of damage and the pistol mods increase in crit fail chance?

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Viewing_Glass
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Re: Tier-based Weapon List

Post by Viewing_Glass » Tue Oct 15, 2013 6:10 pm

I would also suggest that MEW with the Gauss descriptor have the following rule added: Projectile.

Projectile: A MEW weapon with this descriptor counts as a projectile weapon (like a Firearm) for effects related to projectile weapons (such as breaking free from a unicorn's telekinesis).

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uSea
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Re: Tier-based Weapon List

Post by uSea » Tue Oct 15, 2013 7:47 pm

Viewing_Glass wrote:Quick question regarding mods: Is there a particular reason why the Recharger Pistol Short-circuit Capacitor is different from the Recharger Rifle Short-circuit Capacitor in terms of damage and the pistol mods increase in crit fail chance?
The Recharger Pistol has a much larger ammo capacity so it handles the mod's downside (the 2x ammo consumption) a lot better than the Rifle does. A modded Recharger Pistol could sustain two or three rounds of rapid firing without having to wait for shots to recharge, whereas the Rifle would be drained in a single round if it tried to do the same. So a small chance to Crit Fail was added to the Pistol version since it doesn't mind the 2x ammo drain so much.

World-wise we could say that the Recharger Rifle is better able to handle the extra heat generated than its smaller cousin.
Viewing_Glass wrote:I would also suggest that MEW with the Gauss descriptor have the following rule added: Projectile.

Projectile: A MEW weapon with this descriptor counts as a projectile weapon (like a Firearm) for effects related to projectile weapons (such as breaking free from a unicorn's telekinesis).
Since everyone wants to treat the Gauss Rifle like other magic weapons for the critical hit damage, I think it's safe to assume that the FoE version of 'Gauss' weapons fire magical projectiles using magnets... via some kind of magnet magic. This could also explain why it's only the MFCs that need replacing no matter how much they fire.

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Ghostpony
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Re: Tier-based Weapon List

Post by Ghostpony » Tue Oct 15, 2013 11:47 pm

This question was never answered uSea;
Ghostpony wrote:So I built the character that uses a crossbow. then I looked at available crossbow mods that the character might want to buy. I found this: Crossbow Poison Reserve need Box of Materials [Paint Gun, Tape, Glue] (12), Bundle of Medical Supplies (25), Poison Glands (25). So I looked for what it did. However it doesn't actually say what it does beyond Applies poison to the bolts. Requires poison.

So my question is, if the bolt's get poison applied all the time what poison does it apply? If it doesn't have a unlimited poison supply why does it need 25 poison glands to build? Also if you have to provide your own poison how long does it last? (how many shots before it runs dry?)

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uSea
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Re: Tier-based Weapon List

Post by uSea » Wed Oct 16, 2013 7:25 am

Doh! I'd accidentally written "Poison Glands (25)" instead of "Poison Gland (25)". :twilightblush:

The number written in brackets after a mod component is the component's suggested value in caps if purchasing from a merchant. It's so you don't have to look in multiple docs to find out how much a part usually costs.

As for what it does it lets you put doses of poison you've prepared earlier into the poison reserve and then it automatically applies that poison to a loaded bolt.
Last edited by uSea on Thu Oct 17, 2013 3:31 am, edited 1 time in total.

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