Rusty_Unycorn
Mongoose
The entire book needs to be rewritten to be internally consistent, especially with the other books.
77thPatron said:Pg 68 and 71 - Boarding SMG - the 20mm Grenades for the boarding SMG need stats for damage, weight, costs, etc. The text references these being cut-down 20mm LAG rounds, but LAG (pg.108) has no entry for HEAP or multiple projectile.
nats said:My issue with CSC was with the skills generally. For example flamethrowers have a skill on their own which isnt possible to get in a career and I dont think anyone in their right mind would choose flamethrower or whip skills on their own when they could choose a multiweapon skill instead. I put this into Citizens of the Imperium to sort of synchronise the Core Rules Book with the CSC/Merc skills and its still relevant - some of the weapons skills in the books are far too speciality-based to make a sensible option:
Change energy rifle and energy pistol to one category called laser weapons and alter the CSC to just use the one category instead of the three different laser categories. Heavy Weapons needs to include flamethrowers, autocannon and energy weapons as sub-specialities. Melee needs to include Large Blade, Spear and Axe sub-specialities and the Blade speciality should be changed to Small Blade. Athletics should have Archery and Thrown sub-specialities added. All to accord with CSC and Merc.
The above assumes changing the Melee(Whip) skill mentioned in CSC for stun whips or whatever it is to Melee (Bludgeon) or something similar as otherwise it will be the only weapon requiring that particular skill specialility (cant find any other whips). Also Ive assumed that all the different types of bow/sling specialities mentioned in CSC are all changed to just an all encompasing Athletics (Archery) skill requirement to avoid unnecessary confusion. Also Ive assumed that instead of laser carbines, laser rifles and laser pistols you just use just one sub-specialism called laser weapons for them all. But you could keep them all separate if required (far too fiddly for me).
Egil Skallagrimsson" As regards flamethrower (actually said:Yeah, flamethrowers are simple to use. Well, once you get past the issues of tank pressure, fuel clogs, maintaining the proper spread, etc... But that's advanced stuff. Flamethrower 1 and above. Otherwise, point in general direction of target, pull the trigger, and hope that you don't cath your allies. An AOE (Area of Effect) weapon like that is simple.
Rusty_Unycorn said:Yeah, flamethrowers are simple to use. Well, once you get past the issues of tank pressure, fuel clogs, maintaining the proper spread, etc... But that's advanced stuff. Flamethrower 1 and above. Otherwise, point in general direction of target, pull the trigger, and hope that you don't cath your allies. An AOE (Area of Effect) weapon like that is simple.
nats said:Rusty_Unycorn said:Yeah, flamethrowers are simple to use. Well, once you get past the issues of tank pressure, fuel clogs, maintaining the proper spread, etc... But that's advanced stuff. Flamethrower 1 and above. Otherwise, point in general direction of target, pull the trigger, and hope that you don't cath your allies. An AOE (Area of Effect) weapon like that is simple.
Surely its exactly the same with a machinegun? I think personally there more to learn with a flamethrower than with a machinegun or pistol. Either way though it doesnt deserve a specialism of its own. Heavy weapons specialism would suit it fine I am sure.
apoc527 said:Actually, I think that's backwards. The automatic rifle is correct, it's the self-loading rifle that is wrong and needs its damage upped to 3d6+3 SAP.
Egil Skallagrimsson said:apoc527 said:Actually, I think that's backwards. The automatic rifle is correct, it's the self-loading rifle that is wrong and needs its damage upped to 3d6+3 SAP.
apoc527 I think you are right , and that the 3d6+3 SAP can be applied to weapons using "7mm" rounds, without unbalancing relative small arms damage. The "Self-loading Rifle" should have it's recoil increased to "2", bringing it into line with the "Full bore rifle".
Oh, and the ammo costs for the "Gauss Support Weapon" do not tally with those for gauss rifle (p82), even though they are supposed to be the same size gauss needles and the gauss rifle magazines are stated as interchangable. The "Gauss Support Weapon RF" (p107) ammo costs also looks a bit suspect.
Egil
..... *jaw drops*...77thPatron said:The slug weapons should have a modular design system. I should be able to build a 4mm, 5mm, 6mm, 7mm, 8mm, 9mm, 10mm, 11mm, 12mm, 13mm, 14mm round in short, intermediate, long, magnum, gauss, for a revolver, auto-pistol, Advanced Combat Pistol, SMG, bolt action rifle, self loading rifle, assault rifle, bullpup assault rifle, autorifle, ACR - bolt action carbine, self loading carbine, assault carbine, bullpup assault carbine, auto-carbine, ACC - etc.
77thPatron said:The slug weapons should have a modular design system. I should be able to build a 4mm, 5mm, 6mm, 7mm, 8mm, 9mm, 10mm, 11mm, 12mm, 13mm, 14mm round in short, intermediate, long, magnum, gauss, for a revolver, auto-pistol, Advanced Combat Pistol, SMG, bolt action rifle, self loading rifle, assault rifle, bullpup assault rifle, autorifle, ACR - bolt action carbine, self loading carbine, assault carbine, bullpup assault carbine, auto-carbine, ACC - etc.
GypsyComet said:Be wary of diving into the weapons too much, though. You may end up tossing it all out to start over...
Easterner said:GypsyComet said:Be wary of diving into the weapons too much, though. You may end up tossing it all out to start over...
That is so true! However it's true because the damage model is broken and tinkering doesn't really fix-it.
77thPatron said:The slug weapons should have a modular design system. I should be able to build a 4mm, 5mm, 6mm, 7mm, 8mm, 9mm, 10mm, 11mm, 12mm, 13mm, 14mm round in short, intermediate, long, magnum, gauss, for a revolver, auto-pistol, Advanced Combat Pistol, SMG, bolt action rifle, self loading rifle, assault rifle, bullpup assault rifle, autorifle, ACR - bolt action carbine, self loading carbine, assault carbine, bullpup assault carbine, auto-carbine, ACC - etc.
Easterner said:For the record an average person is 777.
A 7mm rifle with 1 bullet is quite lethal to ordinary man. That means 7d6 damage from 7mmm weapon to get kill to just 50%. Gun combat is irrefutably broken. Since gun stats are in CSC, they should be revised. However armor and penetration need to then be revised, That is why I agreed you can try to fix, but it always falls apart as too much interrelated things affected by it too. MgT needs to fix it.
Egil Skallagrimsson said:apoc527 said:Actually, I think that's backwards. The automatic rifle is correct, it's the self-loading rifle that is wrong and needs its damage upped to 3d6+3 SAP.
apoc527 I think you are right , and that the 3d6+3 SAP can be applied to weapons using "7mm" rounds, without unbalancing relative small arms damage. The "Self-loading Rifle" should have it's recoil increased to "2", bringing it into line with the "Full bore rifle".
Oh, and the ammo costs for the "Gauss Support Weapon" do not tally with those for gauss rifle (p82), even though they are supposed to be the same size gauss needles and the gauss rifle magazines are stated as interchangable. The "Gauss Support Weapon RF" (p107) ammo costs also looks a bit suspect.
Egil