I had looked carefully over what Glendower did for Dward Guard, simplifying weapons, and also looking over what MG originally had, being weapons that filled a certain niche. I thought about playing with ranges of weapons, and then I agonized over keeping a tier of weapons similiar to what Fallout had, being:
Hand-to-Hand ==> Small Arms ==> Big Guns ==> Energy Weapons.
Each tier would be better than the last. But that would just mean ppl would just try to load up on plasma guns, and I would always have to break them in challenges bc they were so awesome, etc.
I also wanted weapons to be equal, and I really dug the idea of each weapon owning a certain niche in combat. To that end I got rid of hand2hand weapons, and put energy weapons away with the idea in mind that those weapons should ‘be out there’ but awesome//hard to maintain.
Here’s what I got so far:
Pistols: Short range. As per the knife in MG. When sucessfully used against a medium to long ranged weapon in a Maneuver action, acts as a Disarm in addition to the normal successes.
Flamethrower: Short ranged. As per axe in MG. +1s after a succesful attack. -1d Defend, -1d Maneuver.
Sniper Rifle: Long ranged. As per Bow in MG. +2d to Maneuver against short or medium ranged weapons. +1d Attack versus defend.
Grenades/Dynamite/Explosives: Short ranged. As per Hook and Line in MG. +1d to Maneuver. +1s after a succesful maneuver. -1d to attack.
Machine Gun: Medium ranged. As per shield in MG. +2d to Defend. -1d to tired checks in the players turn. (after lugging it along)
Assault rifle: Medium ranged. as per sword in MG. +1d to any one action. Can be announced at any time in the battle, but then it sticks for the remainder of the fight.
I wanted to include these weapons thematically. Came up with these ideas:
Shotguns: Short ranged. +1s to attack vs short ranged weapons. -1 to Maneuver (cause you need to reload manually).
Mortars: Long ranged. +2d if an opponent defends. (mortars were meant to catch people in cover)
Hunting rifle/bolt action rifle: Medium ranged. Pick +1 to two different actions, and -1 to another when you first choose this weapon. The choices are permament.
Or upgrade the rifle with a scope: Only choose +1 to one action, -1 to another, but weapon is long ranged.
Bows: Short ranged. … and I got no idea. +1d to Feint and Maneuver vs Medium or Short ranges? Was hoping someone could come up with a cool idea.
How ranges work: Against each other, Attacks are versus instead of independent, and Maneuvers are independent instead of versus when one weapon has a righer range than another.
The weapons I’ve chosen are ones that are floating around after the collapse of two world powers, and that are relativly easy to make/acquire. Combat would usually be a squad of supermutants or raiders (etc) against the players, or it could be a wandering robot or deathclaw. The size of the squad would be the equivilant to the size of the animal in MG, with an army of supermutants being the equivilant to a moose.
I wanted to add these additional weapons again just for thematic flavour, and to let the players know that there’s all kinds of weapons floating around out there.
I am having the most difficulty deciding on the hunting rifle and bow. I do think they should be there, and that they should be different than the other weapons on. I love the idea of each weapon having its own niche in combat.
If you’ve read this far, awesome and thank you. Please give me suggestions of the weapons, or suggest some new ones of your own.
I’ll hopefully get the full hack posted in the next couple of weeks.