Post
by Tankenstein_PhD » Tue Sep 10, 2013 8:42 pm
So I've been looking over and thinking about the weapons list and I thought I've got some suggestions if nobody minds.
For existing weapons:
At tier 2 the slot for a long range rifle seems crowded. We've got the Hunting Rifle, Lever Action Rifle, and Cowboy Repeater, which all seem to have pretty similar stats and mods. Honestly, I'd drop the Lever action rifle, but that's just me. The point is that there just isn't a need for so many guns at the same tier doing virtually the same thing.
Also at tier 2 we have both the 9mm and 10mm SMGs. Again, two weapons doing the same job. Here, though, the 10mm is just better. Even when fully upgraded the 9mm's only big advantage is the clip size. As I understand a weapon's tier is determined by how dangerous it is in combat, and the 9mm is just less dangerous than the 10mm. I'd suggest moving the 9mm down one tier.
The Battle Rifle's mods seem weird to me. Both IRL and in-game Battle Rifles are used as a middle ground between Sniper Rifles and Assault Rifles. Yet all the mods seem like they're trying to make the BR a better short-range weapon. Personally I'd say it shouldn't have those. Instead I'd give it a scope mod and call it good.
Methinks there's a problem with the 12.7mm SMG. Its listed ammo type is .45 Auto, which I'm fairly sure is wrong.
For the 12.7mm Pistol and SMG I find the silencers a little hard to believe. Yes, I know they're in NV but I just have a hard time with them. Plus, with the pistol I can suggest a more suitable modification: an extended barrel. And a scope. If those seem unreasonable, keep in mind the Desert Eagle is similarly proportioned pistol IRL and can be modified in both ways.
Now, some new weapon ideas:
Gauss weapons actually existed in the original Fallout games, and consisted of a non-sniper rifle and a pistol. Is there any chance we could get similar weapons for this rule set? Perhaps a Gauss Pistol and Gauss Carbine?
I've always thought the Chinese Pistol got unfairly treated in FO3, so how about we remedy that? A Zebra Pistol using 10mm ammo at tier 1. It should have less damage than the regular 10mm pistol, say about 10+ or 12+. Starting clip size is 10. However, upgrades include Extended Mags, a Laser Sight, and a Full Auto modification. The clip upgrade ups the mag size to 20, and Full Auto makes the weapon capable of automatic fire with a Rate of Fire of 3 or 4. Otherwise identical to the 10mm.
For more stealth fun, how about Repeating Crossbows? Just like the standard variety except with a 5 shot clip. The non-enchanted one should be tier 2, and the enchanted one tier 4. Also, would it be possible to introduce more varieties of bolts or are such things covered by imbuing the weapon with different spirits?
To “replace” the 9mm SMG at tier 2 and get more use out of 9mm ammo, I suggest a new 9mm SMG. Based off a RL model called the M960, This should have the same stats as the current 9mm SMG except that its RoF should be increased by 1 and the clip size is 50 standard and 100 with extended mags.
For a “replacement” stealth pistol at tier 4 (instead of a silenced 12.7mm) I propose an Assassin Pistol. Fires 9mm rounds for 20++ damage at 10 AP. Can use Burst Fire for 20 AP. Has a 20 round magazine, WG of 3, value of 2500, STR requirement of 4, and is Short ranged. Is considered a Pistol. Upgrades are a laser sight, suppressor, and extended mags for 24 round clips. And yes, this is based on the Robocop gun from Blood Dragon.
As replacement for the 12.7mm SMG's suppressor at tier 4 I propose a “Specter” Carbine. Essentially it's a heavily modified Assault Carbine, intended for covert ops. Compared to that it does 18+ damage for 20 AP and the value is 2000. Upgrades are the same, except this weapon doesn't accept the 40mm grenade launcher. Instead it can accept a suppressor (duh) and a night-vision scope.
In Fallout 2 the Bozar was available and was not considered a unique weapon. Is there any possibility it might appear in this rule set as a high tier weapon? In addition, is there any possibility of the Improved Flamer appearing?
Oh, and since this document contains armor stats as well I thought I might propose some more suits:
Magical-Biological-Chemical Combat Armor. Just what it says on the tin, normal combat armor sealed up and provided with a mask. Compared to combat armor it has +1 DT, +3 WG, is worth 600 caps and has the additional effect of providing 15% radiation resistance.
Tech-Warrior Armor. This based loosely on the RL Land Warrior system. In-game the base is combat armor again. This time the benefits are an inbuilt HUD, providing the user with a compass, ammo counter, etc. that result in +1 PER while being worn. The helmet has a built-in headlamp, which may be turned on or off at will. In addition the suit has some of the basic diagnostic systems a Pipbuck provides. The wearer gains +20 to Medicine for the purposes of treating/diagnosing themselves. A radio headset is also built in, allowing the user to send and receive over the radio. Sending range is rather limited, however. Due to the simpler nature of the systems, they are more resilient than the systems found in power armor. If they're shorted out by a spark grenade or something similar they will automatically reboot in 5 rounds. The wearer may attempt to reboot the system on their own with a Normal Science check.
Juggernaut Armor. A lower cost alternative to power armor, this is about the best protection you can get short of PA. Provides DT 20, 10% DT, -1 CHA, and +10 to Battle Saddles. 30 WG, value 1000, and doesn't prevent flight.