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BRP: Modern Equipment Catalog Question


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Does the Modern Equipment Catalog include statistics for the weapons it has in it?

I was thinking of purchasing it. My PnP group has a gunsmith in it, and his main complaint about BRP is the "Generic" weapon stats such as damage and range (And that not every weapon of a given type has the same qualities for these things).

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Does the Modern Equipment Catalog include statistics for the weapons it has in it?

 

Well, the Modern Equipment Catalog covers all kind of modern gear except weapons,

so you might find it of little use if you are mostly interested in weapons. However, al-

most everything else is there, with all the information one could want for game purpo-

ses.

"Mind like parachute, function only when open."

(Charlie Chan)

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Does the Modern Equipment Catalog include statistics for the weapons it has in it?

I was thinking of purchasing it. My PnP group has a gunsmith in it, and his main complaint about BRP is the "Generic" weapon stats such as damage and range (And that not every weapon of a given type has the same qualities for these things).

The Modern Equipment Catalog SUCKS!  Don't buy it.  

 

If you want more stats for modern weapons and improvised weapons get A Kick in Your Arsenal.  You can download it for FREE here:

 

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Sixtystone Press'  publishes the excellent 'Investigator's Weapons Guides', obviously, with an emphasis on arming COC  cult-busters.

 

D101's The Company has an extensive list of modern fire-arms.

 

I for one like the Modern Equipment Catalog , though I admit its highly specialized, and there are probably not  a lot of campaigns that are  going to need to have such questions answered as 'How much does  a GieserLab Bullet Hole Test kit cost' or 'What device would I use to make sure that all outgoing calls from this phone get mis-routed to a wrong number'.

 

It does complement The Company rather well.

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Something my group does that works very nicely is using GURPS weapon stats, mainly the damage, for BRP/RQ games. We've found they translate over very easily and your PCs will have much more respect for small arms fire. (you'll tend to take cover more and use fire and movement... if you werent already).

 

To give an example, most assault rifles like an M16A2 do 5d6 of damage and some do 7d6 like an FNFAL. Keeping with assault rifles, where you get into more differentiation between them is their damage. Depending on the caliber, some may do damage x1.5 or x2 for any damage that gets thru armor... or maybe even half damage. There are also accuracy modifiers and recoil and a few other items of differentiation. But to keep things easy, you can just go with using their damage, or use all the particulers given you have a gunsmithing player. The average hit points for a human in GURPS tends to be 10-11, but whatever you want to buy really. (for modern games, my group doesnt tend to buy more Health, actually Strength in 4th ed).

 

Anyway, in answer to your post, you can get the High Tech Weapons tables online for $2.99 and use the damages they have listed. And if you like that, jump in a little more and start using the accuracy and damage modifiers. And if you like that, buy High Tech and apply its principals to BRP guns. (i dont know how familiar you are with GURPS. We've been playing it and BRP/RQ for years so cross breeding house rules was pretty straight forward). So, if it adds some fun, have a go. (oh, i havent read sixtystone press' weapons guide, i'll have to check it out).

 

Here's an example of some Kalashnikov details that i think your gunsmithing friend will like.

 

http://www.sjgames.com/gurps/books/High-Tech/ak.pdf 

 

Cheers, G

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