I've been hitting something of a rut lately when it comes to what kinds of weapons i should throw in my party's general direction recently; I don't want to burn them to a crisp with melta and plasma weapons of doom, and the variety of options out there... Currently isn't all that varied. So, I decided to write some up. That said, my imagination doesn't always work when I want it to or things sit in my blind spots. Having noticed a number of custom weapon threads here, I thought 'hey, bringing these together is a great idea!' People come up with awesome things all the time, and if we can get them all in the same spot, people can reference it and find what needs to be found.
Feel free to post your homebrew weapons in the thread so we can all get a look. If your weapon suggestion has a notable backstory, please share it! These details help flesh out and build the setting; in this way we can use homebrew weapons from each others' games to create a connection between all of them. While we all have our interpretations and foibles, weapons are something everybody understands.
If we can get a few people to agree that a weapon is balanced, I'll throw it into the master list in this post. Some communal vetting will keep things smooth and relatively balanced.
For simplicity's sake, I suggest using a 'standard' template. The one I'm going with is thus;
Weapon Type- Weapon Name (Class)
Description
Range- RoF- Dam- Pen- Clip- Rld- Wt- Avail- Special
Special Notes Here
Here's my submissions (I wouldn't just ram-rod my ideas in there!):
Solid Projectile- Stub Rifle (Basic)
Stub weapons are the predecessor to the modern auto weapons used by many PDF, Imperial Navy and Enforcer units throughout the Imperium of Man. The primary difference is stub weapons utilise cased ammunition, as opposed to caseless rounds; they are often used on planets whose technological level hasn't quite reached auto-weapon production capabilities. While less advanced than the autogun, the two weapons are comparable; the primary differences lie in the ammunition, as caseless ammunition is lighter, cleaner and can be chamber and fired faster than stub rounds. The trade-off is that a stub-shell controls the propellant better, providing more power behind the round while protecting the ammunition from various hazards, making it more reliable. In the end, a stub rifle is slightly more powerful, while holding less ammunition and maintaining a slower fire rate. While they take more effort to maintain than your usual autogun, the trade-off in stopping power is prized on death worlds and frontier worlds and with dangerous fauna.
Range- 100m RoF- S/3/6 Dam- 1d10+4I Pen- 0 Clip- 24 Rld- 1 Full Wt- 4kg Avail- AV Special- Reliable
Real World Comparisons- 'assault rifles' using 7.62x39mm or 5.56x45mm, the AK family, AR family, etc. Various special qualities can be used to represent different models.
Solid Projectile- Sub-Stubber (Basic)
Another member of the stub weapon family, sub-stubbers were designed for close quarters usage; they are often issued to vehicle crewmen, specialists who need more than a sidearm (radio operators, demolitionists, etc.) and close-quarters professionals where the length of a full rifle would hinder their operations. These compact firearms were developed using stub-automatic ammunition to save money and cut down on the weight carried. Able to spray down a hallway or through a doorway, the sub-stubber is generally popular amongst recidivists and criminal elements across the Imperium; Enforcers find the compact weapons to be of great use when combat extends past the effective range of a shotgun.
Range- 50m RoF- S/2/3 Dam- 1d10+3I Pen- 0 Clip- 40 Rld- 1 Full Wt- 3 Avail- Scarce Special- Compact, Pistol Grip, Reliable
Spray and Pray: a Sub-Stubber is capable of firing faster than a person can manage; if used in such a manner, the weapon gains the Inaccurate and Storm Qualities.
Pistol Ammunition: a Sub-Stubber can use Stub Automatic ammunition; Requisitioning ammo counts as one degree lower on the Availability chart.
Real World Comparisons- submachine guns, obviously; .45ACP or 9x19mm, etc. The MP family, PPsH, the venerable Thompson, etc.
Solid Projectile- Medium Stubber (Heavy)
Used by armed forces that require a weapon filling the gap between heavy stubbers and small arms, the Medium Stubber is meant to be operated by an individual, perhaps with an assistant carrying extra ammunition and barrels. More portable than heavy stubbers, a medium stubber can be quickly moved and positioned to provide suppressing fire on targets; while unwieldy, the medium stubber can be fired without
Range- 100m RoF- -/3/6 Dam- 1d10+4I Pen- 1 Clip- 60 Rld- 2 Full Wt- Avail- Scarce Special- Reliable
Walking Fire: a Medium Stubber is designed for use in standing and moving engagements where taking the time to set up is unfeasible; it can be fired on Semi-Auto and Full Auto Burst without bracing; the operator still takes the -30 penalty.
Real World Comparisons- light and medium machine guns, 7.62x51mm or 7.62x54mmR generally. M60, RPK, M240, etc. If you cut the magazine capacity, the BAR would be a good idea too.
These were all inspired by the fact that the Mad Max-esque Frontier World my campaign visited didn't have brass casings raining everywhere. I was going through when I realized autoguns are caseless ammunition weapons, which is silly. So I wrote the stub rifle off of that and the need for some more focused stub weapons came up, so I wrote up the sub-stubber and medium stubber to get some more options out there.
Ranged
BOLT
FLAME
LAS
LAUNCHER
LOW TECH
MELTA
PLASMA
SOLID PROJECTILE
EXOTIC
GRENADES
Melee
CHAIN
FORCE
LOW TECH
POWER
SHOCK
EXOTIC