heathd666 Posted November 20, 2016 Posted November 20, 2016 so very soon i am starting a custom space game setting for my little group of chaos monkeys to adventure in using the awesome toolset of rules of M-Space by Clarence Redd. I wanted my game to be kind of firefly ish with my own flourish of ingredients added to it. the following is a weapons list i compiled and wanted to get some of your opinions on things to make sure they look functional and are usable and not out of whack when it comes to differences between the weapons. Some of it is from M-Space and some from the free firearms supplement for runequest. as i am very new to myhtras i was hoping for the feedback to make sure the list is balance for when i introduce it to my players. Ranged Weapons Damage Range (meters) Firing Rate Load AP/HP Cost Grenade 3d8 Thrown 1 – 800 Cr Thermal Detonator 5d10 Thrown 1 – AP does no apply 1000 Cr Flechette/Needle Gun 1d6 5/15/90 1 80 475 Cr Gauss Pistol* 1d12+1 40/80/150 1 12 1000 Cr Gauss Rifle* 2d12+2 80/160/300 1/3/- 30 1250 Cr Short bow 1d6 15/100/200 2 1 4/4 75 Cr Crossbow 1d8 20/100/200 1 1 4/5 150 Cr Sling 1d8 10/150/300 2 1 1/2 5 Cr Light Revolver (.22) 1d6 50/100/200 1 6-9 5/6 350 Cr Light Semi Auto Pistol (.25) 1d6+1 50/100/200 1 6-9 5/6 500 Cr Semi Auto Pistol (9mm) 1d8 50/100/200 1 6-9 7/6 650 Cr Heavy Revolver (.357) 1d8+1 50/100/200 1 6-9 9/6 500 Cr Heavy Semi Auto Pistol (.50) 1d12 50/100/200 1 6 Mag 9/6 900 Cr Assault Rifle (.223) 2d6+1 600/1000/3000 1/3/20 30 Mag 5/6 1100 Cr Light Machine Gun (9mm) 2d6 600/1000/3000 -/-/20 60 Mag or 200 Belt 5/6 1500 Cr Machine Gun (7.62x51) 2d8+2 800/1500/4000 -/-/22 60 Mag 7/6 2000 Cr Sniper Rifle (.30-06) 2d10+4 1/-/- 1 5 Mag 9/6 5000 Cr Combat Shotgun (12 gauge) 3d6 20/100/200 1 7 5/7 600 Cr * Gauss Pistol and Rifle include an electromagnetic array along the length of the barrel that increases bullet velocity substantially and means that a lower caliber of round can be used to impart significant damage. All Gauss weapons have a power supply in the form of a internal battery that must be replaced after every 50 shots. Melee Weapons Damage Size AP/HP Note Cost Axe 1d6+1 M 4/8 Can sunder armor 50 Cr Club 1d6 M 4/4 – Dagger 1d4+1 S 6/8 Can be thrown 25 Cr Sword 2d8 L 6/8 – 40 Cr Unarmed 1d3 S – Unarmed human Quarterstaff 1d8 M 4/8 20 Cr Armor Type AP Skill Modifiers Hit Locations Cost Helmet 4 -5% Perception Skills Head 250 Cr. Vest 4 -5% to Physical Skills Chest /Abdom. 300 Cr/part Shield 6 (Shield Skill) 300 Cr. Light Body Armor 8 -10% to Physical Skills# Any 400 Cr/part Military Body Armor 12 -25% to Physical Skills# Any 800 Cr/part # Lower if not a full suit. -5% for one or two pieces (for example both arms or chest/abdomen). 2 Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.