Gun Notes
Just a few of the house rules I've been thinking of adding to my (MTU) Trav game. The basic goal was to give a bit more variety, and add a few fiddly bits so that people can personalize their guns a little. Ideally without making the list of weapons the game provides irrelevant. The stuff is by no means original, and will almost certainly be changed once I get my hands on Central Supply Catalogue. That said, here we go:
General rules: A weapon can be modified from the standard models shown on the weapon lists in a variety of ways. All modifications are cumulative and additive, unless otherwise specified.
(Exception: Weapon and ammo weights will not increase more then 100%, Costs can increase indefinitely)
Heavy(or Magnum, Big-Bore, etc): Adds 50% to weight of slug weapon, ammo load, and cost of both weapon and ammo load. Adds 1d6 to weapon damage rating. Available one tech level after introduction of 'base' weapon. Increases base recoil rating by 1.
High Energy: Effectively Heavy for laser weapons (or other small arms grade energy weapon). Adds 50% to weight of energy weapon and cost. Doubles power consumption. Adds 1d6 to weapon damage rating. Available one tech level after introduction of 'base' weapon.
Assault(Or Spec Ops, Combat, etc): Adds 50% to weight of slug weapon, doubles weight of ammo load, and doubles cost of both weapon and ammo load. Reduces base recoil rating by 1. Gives weapon Autofire 4 capability. Ammo capacity is doubled. Available two tech levels after
introduction of 'base' weapon, Min TL 6.
High Velocity: Adds 50% to weight of slug weapon, ammo load, and doubles cost of both weapon and ammo load. Increases base recoil rating by 1. Adds +1 to weapon damage, +1 DM accuracy. Available two techs after introduction of 'base' weapon, Min TL 8
Tight Beam: Effectively High Velocity for laser weapons (or other small arms grade energy weapon). Adds 50% to weight of energy weapon and doubles cost. Adds +1 to weapon damage, +1 DM accuracy. Available two techs after introduction of 'base' weapon, Min TL 10
Just a few of the house rules I've been thinking of adding to my (MTU) Trav game. The basic goal was to give a bit more variety, and add a few fiddly bits so that people can personalize their guns a little. Ideally without making the list of weapons the game provides irrelevant. The stuff is by no means original, and will almost certainly be changed once I get my hands on Central Supply Catalogue. That said, here we go:
General rules: A weapon can be modified from the standard models shown on the weapon lists in a variety of ways. All modifications are cumulative and additive, unless otherwise specified.
(Exception: Weapon and ammo weights will not increase more then 100%, Costs can increase indefinitely)
Heavy(or Magnum, Big-Bore, etc): Adds 50% to weight of slug weapon, ammo load, and cost of both weapon and ammo load. Adds 1d6 to weapon damage rating. Available one tech level after introduction of 'base' weapon. Increases base recoil rating by 1.
High Energy: Effectively Heavy for laser weapons (or other small arms grade energy weapon). Adds 50% to weight of energy weapon and cost. Doubles power consumption. Adds 1d6 to weapon damage rating. Available one tech level after introduction of 'base' weapon.
Assault(Or Spec Ops, Combat, etc): Adds 50% to weight of slug weapon, doubles weight of ammo load, and doubles cost of both weapon and ammo load. Reduces base recoil rating by 1. Gives weapon Autofire 4 capability. Ammo capacity is doubled. Available two tech levels after
introduction of 'base' weapon, Min TL 6.
High Velocity: Adds 50% to weight of slug weapon, ammo load, and doubles cost of both weapon and ammo load. Increases base recoil rating by 1. Adds +1 to weapon damage, +1 DM accuracy. Available two techs after introduction of 'base' weapon, Min TL 8
Tight Beam: Effectively High Velocity for laser weapons (or other small arms grade energy weapon). Adds 50% to weight of energy weapon and doubles cost. Adds +1 to weapon damage, +1 DM accuracy. Available two techs after introduction of 'base' weapon, Min TL 10