Post by Neros on Jan 16, 2009 12:49:49 GMT -5
I remember this being thrown up someone once, but since i can't find it, ill just make a new thread...
Ive been thinking about adding Arsenal to the House Rule guide because i think it might have potential to be a good way to handle guys who run around with normal weapons, but it needs tweaking.
Arsenal
Cost Level = Modifier Number
DESCRIPTION
This Modifier represents a sizeable arsenal of conventional weapons at your disposal. These weapons may or may not actually be in your possession, you may simply have easy access to them.. A base filled with goodies, preparing yourself for a war.. How you acquire them is up to you (at GMs discretion).
Your Arsenal can include any weapon with a Value equal to or less than your Modifier Number plus any additional stones for other weapon traits (see the table below).
Weapon Trait Value
2x Damage (+1 stone)
Area Attack (+2 stones)
Armor Penetration (+2 stones)
Collateral Damage* (+1 stone)
Energy Weapon (+1 stone)
Rare (military, specificmaker or brand)(+1 stone)
Double Quantity (+1 stone)
Extra Ammunition (+1 stone)
Increased Range per (extra range beyond 2) (+1 stone)
*Though Collateral Damage is normally considered a Disadvantage, in this case it indicates something about the destructive power of the weapon.
Weapons acquired with this Modifier are only available for the current issue, after which they must be reacquired with this Modifier again (the character goes back to his base and restocks or contacts his weapons dealer).. It takes at least 1 Panel to acquire any given weapon (possibly longer, depending upon conditions).. Only reason dictates how many weapons you can acquire per Issue. Ammunition comes with weapons if they require it.
OPTIONS
• -2 to Cost Level if you only have ancient weapons in your Arsenal (e.g. swords, bows, etc.).
• -1 to Cost Level, if you only have modern weapons in your Arsenal (e.g. guns, explosives, knives etc.).
COMMENTS
This Modifier does not replace normal methods of acquiring weapons… it merely makes it easier on a player that relies on a wide variety of weapons without the need to purchase a high wealth. This Modifier cannot be used to acquire unique weapons (e.g. the Silver Samurai’s katana), but remember that you can use it to obtain a specific type or brand of weapon (e.g. a Hanzo Hattori katana).
Rule for Modifier Box:
• Acquire weapons with value = Modifier Number (plus options)
• Restock at the end of each issue
EXAMPLE
Marksman wants to get a recoilless rifles so he contacts his friend Bob from the Black Market.. It would require a Modifier Number of 6. It has a Weapon Modifier of 4, plus 1 stone for 2x Damage, plus 1 stone for being primarily military or police issue.
However, 1 is not enough for him, so he gets 4 instead, which requires a Modifier Number of 8 (+2 stones for doubling the quantity twice).
Ive been thinking about adding Arsenal to the House Rule guide because i think it might have potential to be a good way to handle guys who run around with normal weapons, but it needs tweaking.
Arsenal
Cost Level = Modifier Number
DESCRIPTION
This Modifier represents a sizeable arsenal of conventional weapons at your disposal. These weapons may or may not actually be in your possession, you may simply have easy access to them.. A base filled with goodies, preparing yourself for a war.. How you acquire them is up to you (at GMs discretion).
Your Arsenal can include any weapon with a Value equal to or less than your Modifier Number plus any additional stones for other weapon traits (see the table below).
Weapon Trait Value
2x Damage (+1 stone)
Area Attack (+2 stones)
Armor Penetration (+2 stones)
Collateral Damage* (+1 stone)
Energy Weapon (+1 stone)
Rare (military, specificmaker or brand)(+1 stone)
Double Quantity (+1 stone)
Extra Ammunition (+1 stone)
Increased Range per (extra range beyond 2) (+1 stone)
*Though Collateral Damage is normally considered a Disadvantage, in this case it indicates something about the destructive power of the weapon.
Weapons acquired with this Modifier are only available for the current issue, after which they must be reacquired with this Modifier again (the character goes back to his base and restocks or contacts his weapons dealer).. It takes at least 1 Panel to acquire any given weapon (possibly longer, depending upon conditions).. Only reason dictates how many weapons you can acquire per Issue. Ammunition comes with weapons if they require it.
OPTIONS
• -2 to Cost Level if you only have ancient weapons in your Arsenal (e.g. swords, bows, etc.).
• -1 to Cost Level, if you only have modern weapons in your Arsenal (e.g. guns, explosives, knives etc.).
COMMENTS
This Modifier does not replace normal methods of acquiring weapons… it merely makes it easier on a player that relies on a wide variety of weapons without the need to purchase a high wealth. This Modifier cannot be used to acquire unique weapons (e.g. the Silver Samurai’s katana), but remember that you can use it to obtain a specific type or brand of weapon (e.g. a Hanzo Hattori katana).
Rule for Modifier Box:
• Acquire weapons with value = Modifier Number (plus options)
• Restock at the end of each issue
EXAMPLE
Marksman wants to get a recoilless rifles so he contacts his friend Bob from the Black Market.. It would require a Modifier Number of 6. It has a Weapon Modifier of 4, plus 1 stone for 2x Damage, plus 1 stone for being primarily military or police issue.
However, 1 is not enough for him, so he gets 4 instead, which requires a Modifier Number of 8 (+2 stones for doubling the quantity twice).