[Homerule] Expanded armoury

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Soviet Conscript
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Re: [Homerule] Expanded armoury

Postby Soviet Conscript » Thu Sep 20, 2018 5:52 am

So may be it could be like this....

Sub-caliber rounds
Special-issue munitions for the Longshot Mk.XVI sniper rifle this shells replace the standard 10,6mm caliber bullet with a 8,5mm caliber aerodynamically stabilised adamantium dart with a hardened diamantine tip, embedded in discarding sabot. Upon leaving the barrell the sabot falls off, leaving only a dart speeding toward its target.
The weapon using this upgrades suffers -1 penalty to its raw damage but its AP characteristic is increased by -2. These rounds may only be used with weapons that have the "Sniper" trait and the "Projectile" keyword.
Value: 7 (Uncommon)
Keywords: Imperium, Astra Militarum, Scum


upon taking this upgrade, a Longshot Mk.XVI sniper rifle would change its stats to (9+1ED Damage, AP -2, Range: 140 meters, Salvo:0; Sniper (1)

======
Aenno wrote:For this kind of things Imperium have Exitus Rifle and it's special ammo.

Well, Exitus is actually quite rare, if not to say more ;)

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Aenno
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Re: [Homerule] Expanded armoury

Postby Aenno » Thu Sep 20, 2018 6:26 am

Soviet Conscript wrote:Well, Exitus is actually quite rare, if not to say more

Yup; that's a kind of answer on question how often Imperium sees the reason to use specialized ammo.
I argue fiercely, but I never believed disagreement should be capital offence.

I'm editing my posts often. English isn't my native language, and I'm doing a lot of mistakes; that, with thoughtful rereading, I often found and want to edit.

HenriHakl
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Re: [Homerule] Expanded armoury

Postby HenriHakl » Thu Sep 20, 2018 8:22 am

Sub-caliber rounds ..more text..

It is beautiful :o :D

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Soviet Conscript
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Re: [Homerule] Expanded armoury

Postby Soviet Conscript » Thu Sep 20, 2018 10:51 am

Plasma weapons. Mostly late-Tier Primaris-grade stuff, though o.O....

++ (Ranged) Plasma weapons ++

1) Plasma Incinerator
One of the newest additions to the Primaris Astartes arsenal, the Plasma Incinerator is yet another invention of Arch-Magos Bellisarius Cawl, a testament to his great mind and the glory of Omnissiah. Being among the most advanced examples of Imperial plasma weaponry - the Plasma Incinerator fires potent bolts of superheated plasma across great distances.
Stats: 15+1ED damage, AP -4, Range: 60 meters, Salvo:2; Rapid fire (1), Supercharge
Value: 8 (Very Rare)
Keywords: Plasma, Imperium, Adeptus Astartes, Primaris

2) Plasma Exterminator
More compact version of Plasma Incinerator, developed by the Adeptus Mechanicus to serve the need of assault-oriented Inceptor squads of Primaris Astartes. While this weapons sacrifices firing range to make overall design more compact, plasma bolts discharged from these are no less potent that those, dischaged from "full-scale" Plasma Incinerators.
Stats: 15+1ED damage, AP -3, Range: 36 meters, Salvo:3; Assault, Supercharge
Value: 8 (Very Rare)
Keywords: Plasma, Imperium, Adeptus Astartes, Primaris

3) Heavy Plasma Incinerator
Up-scaled version of Plasma Incinerator. Only recently invented by the Adeptus Mechanicus top Magos, this weapon incorporates technology, pioneered in Plasma Incinerator but on a somewhat larger scale (however, still capable of being used by Primaris Astartes as a hand-held weapon). While bulkier, hevier and having to be fed from bulky backpack-generator, Heavy Plasma Incinerator sports the ability of firing plasma bolts so powerful, that they can reduce even small vehicles into molten slag.
Stats: 18+2ED damage, AP -4, Range: 72 meters, Salvo:1; Heavy, Supercharge
Value: 8 (Very Rare)
Keywords: Plasma, Imperium, Adeptus Astartes, Primaris

4) Plasma Caliver
An invention of the Adeptus Mechanicus, the Plasma Caliver is a rapid-fire plasma gun, well suited for close range assaults. While capable of unleashing torrent of superheated plasma bolts upon the enemy, its generous rate of fire also put a strain on the weapon's systems, increasing the risk of catastrophic overload. However, such risk is deemed acceptable by the Adeptus Mechanicus top brass and so Plasma Calivers make up a part of the armouries of Skitarii forces.
Stats: 15+1ED damage, AP -3, Range: 36 meters, Salvo:2; Assault, Supercharge
Value: 7 (Very Rare)
Keywords: Plasma, Adeptus Mechanicus
Last edited by Soviet Conscript on Fri Sep 21, 2018 8:05 am, edited 1 time in total.

HenriHakl
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Re: [Homerule] Expanded armoury

Postby HenriHakl » Thu Sep 20, 2018 11:23 am

Some weapon customization that may be worth a conversion (from Only War again), with my suggested effects:

1. Sacred Inscriptions (+1d to Resolve vs pinning)
2. Home materials (+1d to Resolve vs fear)
3. Reduced weight (20% less weight, but breaks upon any complication, when broken attacks are made with +1DN until repaired)
4. Reinforced (20% more weight, Tech test made to repair weapon receive a +1d bonus)
5. Vox-operated (ranged weapons only, weapon can be operated with voice commands)

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Soviet Conscript
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Re: [Homerule] Expanded armoury

Postby Soviet Conscript » Thu Sep 20, 2018 1:41 pm

HenriHakl wrote:5. Vox-operated (ranged weapons only, weapon can be operated with voice commands)

Unfortunately, this would make no difference from the point of game's mechanic. However, such custom peculiarity (added to add flavour to the particular gun) may actually come as part of purchasing the "Trademark weapon" talent. Because "trademark weapon" is not some type a weapon, but the particular specimen of such o.O
3. Reduced weight (20% less weight, but breaks upon any complication, when broken attacks are made with +1DN until repaired)
4. Reinforced (20% more weight, Tech test made to repair weapon receive a +1d bonus)

1) And how it is operated if the gun is broken?
2) Weapons in Wrath & Glory gaming system do not have weight stats as part of the gaming system.

WhiteKnight416
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Re: [Homerule] Expanded armoury

Postby WhiteKnight416 » Thu Sep 20, 2018 3:18 pm

Yeah the concept of "Reinforced" is more or less already covered by the "Steadfast" trait

HenriHakl
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Re: [Homerule] Expanded armoury

Postby HenriHakl » Thu Sep 20, 2018 7:45 pm

Soviet Conscript wrote:
HenriHakl wrote:5. Vox-operated (ranged weapons only, weapon can be operated with voice commands)

Unfortunately, this would make no difference from the point of game's mechanic. However, such custom peculiarity (added to add flavour to the particular gun) may actually come as part of purchasing the "Trademark weapon" talent. Because "trademark weapon" is not some type a weapon, but the particular specimen of such o.O


Yea, having some options that do not confer an obvious mechanical advantage are still nice to have. Potentially a vox-operated weapon could be useful when mounted on a vehicle or when used as part of a trap setup or diversion. Also bragging rights.

3. Reduced weight (20% less weight, but breaks upon any complication, when broken attacks are made with +1DN until repaired)
4. Reinforced (20% more weight, Tech test made to repair weapon receive a +1d bonus)

1) And how it is operated if the gun is broken?
2) Weapons in Wrath & Glory gaming system do not have weight stats as part of the gaming system.


The lack of weight stat does not invalidate having items that weigh more or less than their standard counterparts. It just means you don't have to keep special track of them for inventory/carry purposes. What is important is the impact other than the weight.

A gun that is broken into several pieces... you generally don't use to shoot with, that is a given. But a gun where the sights are bent or the grip is loose can still be used - its just a little harder, you could say it is +1DN harder to shoot with it. You're welcome to introduce a different word to describe the impaired state of the weapon other than "broken".

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Re: [Homerule] Expanded armoury

Postby HenriHakl » Thu Sep 20, 2018 8:03 pm

Bonus consideration: expanded armoury for drugs and other "performance enhancing" substances. Fully sanctioned ones only, of course.

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Soviet Conscript
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Re: [Homerule] Expanded armoury

Postby Soviet Conscript » Thu Sep 20, 2018 10:12 pm

HenriHakl wrote:Yea, having some options that do not confer an obvious mechanical advantage are still nice to have.

If it has no effect as per game mechanics - no special rules (that of a weapon modification) are needed at all, IMHO.
The lack of weight stat does not invalidate having items that weigh more or less than their standard counterparts.

Then no no special rules (that of a weapon modification) are needed at all, again.
Brining that issue aside, "reduced weight" seem to only incur penalties for no reason at all and "reinforced" - to slap "Steadfast" trait upon the weapons not having it in the first place.
Bonus consideration: expanded armoury for drugs and other "performance enhancing" substances

And you are perfectly free to come up with home-rules of your design for these, actually ;)


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