Central Supply Catalogue Update – Comments requested!

Minor thing to boost Immersion please remove the Bulky and very bulky traits in regards to "normal" shotguns as it just does not fit with the weapon type
I made a 3D Light Shotgun that isn't bulky. I assume the 4D version is a 12-gauge, which does have a significant kick.
 
Sneak out to your local police academy when they start firearms training and watch the women learning to shoot the shotguns.
They earn that bulky rating.
 
Field Catalogue design makes it dependent on which receiver is chosen for a specific shotgun subcategory, so the heavier the receiver, the smaller the calibre, the lower the felt recoil in terms of bulky, and very thereof.
 
I know I am in the minority here but I would like to have more differences in the graphical depictions of equipment pieces. for example armor. When I dont look at the stats I wouldnt know optically what protects better: mesh (+2), poly carapace (+16) flak shell (+8) and tactical riot armor (+4) They look quite similar from outside and I could always exchange the pictures without problem to claim the mesh picture as the flak shell and the poly carapace the tactical riot armor. The same goes with weapons: eg. when loading up the pics into the layout could easily interchange the pictures from the ACR (TL 10) and the CR (TL 7) and noone would know it despite a whoppy 3 TLs difference.

I guess this is the problem, when you take the pics of a single artist. He has his art style but I am not sure if he is aware of the ingame stats and the tech level of the equipment pieces he draws for Mongoose. Dont get me wrong I really like the art pieces in the books, they are very good as single pictures, but more differentiation would be great.
 
I guess this is the problem, when you take the pics of a single artist. He has his art style but I am not sure if he is aware of the ingame stats and the tech level of the equipment pieces he draws for Mongoose. Dont get me wrong I really like the art pieces in the books, they are very good as single pictures, but more differentiation would be great.
May or may not be a single person, different people contribute. Note the in house artists are all female.
 
Was looking at the stats on the Psi-blade and had some thoughts.

1} the weapon attributes (other than 'Psi' trait) are exactly the same as a similar non-'Psi' melee weapon; so maybe make 'Psi' a trait that can apply to any melee weapon.
2} the weapon gets adds to 'Damage' and 'Armor Penetration' based on the Psi attribute DM, and that seems a little wonky.

Psi is one of the attributes which can fluctuate from round to round (and even action to action) and some wielders might have a negative DM to start with. Adding a skill level (like Clairvoyance or Telekinesis) seems like a less confusing way to handle this. Also, with melee weapons 'Effect' adds directly to damage. So my suggestion for the 'Psi' trait:

Psi weapon: A user has a bonus to hit (and/or to parry) equal to one plus their skill level in the Clairvoyance talent, and an Armor Penetration of 1 plus 5x their skill level in the Telekinesis talent. A wielder may expend Psi strength at any time to increase these boni with the weapon as though their skill with all the appropriate talents was one higher per Psi strength point spent; these boni last until the end of the wielder's next turn. A weilder who makes a successful use of the 'Tactical Awareness' task may apply the weapons bonus to parrying (only) against all incoming attacks (without needing to take the 'parry' action) for as long as 'Tactical Awareness' lasts; taking the 'Parry' action allows the user to use their full skill plus the weapon's bonus against all incoming attacks for as long as 'Tactical Awareness' lasts.

Edit: Also -- many (especially melee) weapons seem very heavy; maybe tone some of these down? Listing the weights in grams instead of kg might help.
 
Was looking at the stats on the Psi-blade and had some thoughts.

1} the weapon attributes (other than 'Psi' trait) are exactly the same as a similar non-'Psi' melee weapon; so maybe make 'Psi' a trait that can apply to any melee weapon.
2} the weapon gets adds to 'Damage' and 'Armor Penetration' based on the Psi attribute DM, and that seems a little wonky.

Psi is one of the attributes which can fluctuate from round to round (and even action to action) and some wielders might have a negative DM to start with. Adding a skill level (like Clairvoyance or Telekinesis) seems like a less confusing way to handle this. Also, with melee weapons 'Effect' adds directly to damage. So my suggestion for the 'Psi' trait:

Psi weapon: A user has a bonus to hit (and/or to parry) equal to one plus their skill level in the Clairvoyance talent, and an Armor Penetration of 1 plus 5x their skill level in the Telekinesis talent. A wielder may expend Psi strength at any time to increase these boni with the weapon as though their skill with all the appropriate talents was one higher per Psi strength point spent; these boni last until the end of the wielder's next turn. A weilder who makes a successful use of the 'Tactical Awareness' task may apply the weapons bonus to parrying (only) against all incoming attacks (without needing to take the 'parry' action) for as long as 'Tactical Awareness' lasts; taking the 'Parry' action allows the user to use their full skill plus the weapon's bonus against all incoming attacks for as long as 'Tactical Awareness' lasts.

Edit: Also -- many (especially melee) weapons seem very heavy; maybe tone some of these down? Listing the weights in grams instead of kg might help.
2 years to late
Also which melee weapons are unusually heavy?
 
2 years to late
Also which melee weapons are unusually heavy?
Yeah, I know. I am looking at the published material that resulted from this discussion.

Virtually all of them? I'm not going to go through every melee weapon in the book, but the overall masses tend to be exaggerated; which is a fairly common flaw in RPGs. Here is one article talking about weapon weights in RPGs, with comparisons to historical weapons:

https://warfantasy.wordpress.com/2024/09/29/the-true-weight-of-medieval-weapons-fact-and-fiction/

Which also points out the unreasonable lightness of some weapons that people perceive as 'light' -- rapiers did not average 1000g. Battleaxes did not average 8000g nor even 4000g. I think it might be better to list weapon mass as a range of values, in smaller (more granular) units.
 
It's a prevailing myth.

We do have a tradition of swinging about zweihanders, the ones that survived to museum showcases, apparently, were rather heavy ceremonial pieces.
 
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