Hi!
From my gaming club now I bring you some pretty sweet homebrew rules concerning ranged weapons and ranged weapon upgrades. I'm not exactly sure if they fit into the design philosophy of the 2.0 Beta (backward compatibility issues) but hey, sharing is caring so here they are:
First and foremost, the goal of these changes is to shake up the rather dull ranged weapon stats. We love diversity but in the current system it is very hard to represent different "shades" of the same weapon (for example a slightly more accurate autogun). This is unacceptable in the Great Galaxy of Guns.
So we removed Long and Extreme range completely, the fixed +10 BS bonus for aiming
and reworked Single/Burst/Auto Fire so they have no BS modifiers. We also added four (+1) new weapon stats: Range Increment, Accuracy, Aiming Accuracy (+Scatter Accuracy for Blast weapons) and Handling.
Range Increment replaces the Long and Extreme ranges. It is a multiplier that determines the maximum range of the weapon. For example a weapon with a Range Increment of x4 can fire to four times its listed Range at maximum. The character receives a penalty to his BS test from range according to what Range Increment he has to use: for each Range Increment used above the first he receives a -10 penalty to the BS test (so firing at Range Increment x2 will have a -10 penalty, Range Increment x3 will have a -20 penalty and so on).
With Range Increment the rules can represent weapons that have long normal Range but relatively short maximal Range or vica versa. Or weapons that overall suck with range (Meltaguns for example).
Accuracy is a flat BS bonus or penalty provided by the weapon. A weapon doesn't necessary have an Accuracy modifier but if it has then it is always "active".
Aiming Accuracy is the BS bonus you receive with the Aim action. This is pretty straightforward: you use Aim once, you get the Aiming Accuracy of the weapon as a BS bonus instead of the flat +10. You Aim twice, you get twice the Aiming Accuracy.
Scatter Accuracy is the "How much meters it will scatter if I fail the BS test?" thing, now represented in a section where it belongs. Blast weapons only.
Handling represents the recoil of the weapon. It is a series of penalties (for example: -1 / -2 / -3 / -4 / -5) that are used when the character uses Burst or Auto Fire. When firing Burst/Auto the character takes a number of penalties from Handling equal to the bullets fired. From the lowest penalty to the highest of course. For example a character who fires a 3-round Burst will take a BS penalty equal to the sum of the first three Handling modifiers (with the example Handling modifiers above, the character will take a (-1)+(-2)+(-3)=-6 penalty).
In some cases, one or more Handling modifiers have "ranges" so they have a multiplier in front of them. This means that the Handling modifier is in fact there multiple times, for example a Handling of -1 / 3x-2 / -3 is in fact a Handling of -1 / -2 / -2 / -2 / -3.
If there are more bullets than Handling modifiers then the last modifier is applied repeatedly.
Note that Handling doesn't affect Single Fire and Single Fire only weapons always have a Handling of 0.
And now some example weapon stats (focusing on the changes, the missing parts are unchanged):
LOL, forum engine vs AtoMaki 1-0. See the attached document because the table doesn't work.
The multiplier in the Range section is the Range Increment. The first value in the Accuracy section is the normal Accuracy, the second value is the Aiming Accuracy.
As you can see, there are plenty of room for modifications to represent different versions of the same gun. The M36 lasgun maybe has better Aiming Accuracy but its first handling modifier is a plain 0 instead of 2x0 - on the other hand the Triplex has less Range but one point higher Range Increment. This allows the players to have a gun for their personal playstyle instead of using cookie-cutter weapons.
And with that, we reached the bestest part: weapon modifications. because if you can't have your Dream Gun then you sill have the option to turn an average gun into it with carefully applied weapon mods. With the wider range of weapon stats we can have a much wider range of weapon mods and certain mods can finally affect things they should (I'm looking at you red-dot laser sight). For example:
- Weapon sights improve Aiming Accuracy (like reflex Sight improves Aiming Accuracy by 6)
- Underslug grips improve Handling (like Vertical Grip decreases the first handling modifier by 1)
- Long barrel improves Range Increment (by +1, turning a x3 to x4 for example)
- Muzzle brake slightly improves both Accuracy and Handling
It is like a Gun-Nut's wet dream. One of our players made a Christmas tree sniper rifle that had some +242 BS modifier (note that a very high BS bonus makes sense for weapons with very high Range Increment - like the sniper rifle). It was absolutely crazy. But it was also absolutely awesome and the player treasured his weapon much better than usual because it was his very own, unique, custom-made sniper rifle.
We only encountered one problem: these changes demand some calculations that could be quite time-consuming. It isn't a big issue if the players and the GM are prepared (so they pre-calculate the bonuses/penalties) but sometimes, it can be a little bit burdensome.
So that's all. Hope you will like it. I would love to see something like this in the final product: a true Galaxy of Guns and players putting holes into heretics/daemons/xenos with their personalized, one-of-a-kind weapons.
Edited by AtoMaki