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Weapons you want in game

Discussion in 'Access Guide to the Human Sphere' started by Mahtamori, Jan 9, 2018.

  1. daszul

    daszul Well-Known Member

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    Why AP?
    Laser delivers no kinetic energy,
    so it is rather the opposite of AP.
    So rather it has the Fire property.

    And I don't think that the troops are dodging individual bullets,
    it is rather "moving out of the way",
    so rather dodging the weapon that gets aimed at you.
     
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  2. Aspect Graviton

    Aspect Graviton Friendly Alien Overlord
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    Pretty sure the CA combi rifles you find in Onyx (such as on an M-drone) are Lasers from the description of CA Voodoo tech
     
  3. Mahtamori

    Mahtamori Well-Known Member

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    P-Gun
    P stands for pressure. From the Human Polity books. This is essentially a DA HMG. Each bullet is packed with pressurized gas. Variety of gas depends on resources spent on the bullet's quality and in some cases whether particular care needs be taken for the immediate environment.
    Maybe use helium if you don't want to light the place on fire and want to keep sanitation easy afterwards.
    Not recommended on space ships...
     
  4. Mahtamori

    Mahtamori Well-Known Member

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    I've started updating the first post with ideas and have gotten to page 5. So far it looks like @Stiopa has gotten his wish fulfilled with the introduction of Mine Dispensers (a.k.a. Drop Bear Launcher)
     
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  5. Space Ranger

    Space Ranger Well-Known Member

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    I kind of got mine with Bounty Hunters getting Akrylate Kanons. Now if we can get AHD Mines!
     
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  6. Section9

    Section9 Well-Known Member

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    Adhesive Mines? Well, we do have MadCows, I mean MadTraps, so that shouldn't be an issue.
     
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  7. Kraken1130

    Kraken1130 Well-Known Member

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    I would like to see a wider variety of weapons given to various classes of troops. Might be a poor summary of my idea so here's a more elaborate way of putting it:

    Like, for example, the fact that a man-portable HMG has the same range bands and damage no matter if a Ghulam Infantry or Maghariba is carrying it feels silly to me. Especially if MI and HI pay an SWC tax for the same heavy weapons, they should hit harder or do something different! Like even if you had LMG, MG, and HMG for LI, MI, and HI/TAGs respectively it would start to make it feel like that power armor 1) actually provides some benefits other than pure stats and 2) that small arms fire struggles against HI and TAGs because a man-portable heavy weapon has less stopping power. Don't have to change range bands even necessarily, just have LMGs be D13, MGs be 14, and HMGs be 15. And easy way to remember it is that the first letter of the weapon corresponds to the infantry that carries it.

    It might be bloat-y, but I think more distinctions need to be made regarding weapons and their spread of damage because it might start to make HI feel in a better place and add a dynamic to the game that trades off cheaper, but more lightly armed troops with their heavier counterparts in more than just the raw stats of the unit carrying them. Might also inadvertantly boost the power of mixed links by having the "stars" only be those with access to the highest damage weapons, but I think it's a neat way to add variety to profiles and add some internal logic and consistency to the vastly different portrayals of heavy weapons - like how some have belt fed big guns, others carry smaller stripped down versions, etc.
     
  8. Stiopa

    Stiopa Trust The Fuckhead
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    @Kraken1130 - we already have LMGs/SAWs in form of Spitfires and Red Furies. Point about TAG-sized weapons is perfectly valid, though (and was discussed many times already). At the moment the scale difference is represented by all TAGs getting Fat1. What I'd like to see is Fat2 changed from messing with crits to simply another +1 DAM, and giving it to all S7 TAGs.
     
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  9. Kraken1130

    Kraken1130 Well-Known Member

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    I guess more the point being that, if we have LMGs/SAWs in the form of a Red Fury or Spitfire then why do light infantry get access to the big guns too? I wouldn't be opposed to Red Furies and Spitfires becoming the mainline high-burst weapon for lighter infantry and reserve HMGs for power armor/LHost nonsense/Super HI.

    And yeah, FAT2 should mess with damage more rather than alter crits. If crits didn't negate armor like they do, or if they made the target armor 0 and FAT2 added +X damage on top of that sure. But that's its own can of very, very bloodthirsty worms I don't want to open here. TAGs with D16+ guns is cool, though would like to avoid D16 flamethrowers if possible.
     
  10. Stiopa

    Stiopa Trust The Fuckhead
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    Fatality works only when you're using BS attribute, so it doesn't affect DTWs ;)

    As for squad weapons - caliber matters. SAWs mostly use standard rifle ammo, and sometimes you do need the better range, penetration and stopping power. Using US examples - M249 is lighter and more portable, but sometimes you do need M240.
     
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  11. Kraken1130

    Kraken1130 Well-Known Member

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    Oh my we have been playing this wrong.
     
  12. colbrook

    colbrook Black Fryer

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    Remember that HMG was an imperfect translation of "Ametralladora" from the original Spanish rules, it really represents the whole spectrum of LMG/MMG/HMG categories commonly used by anglophone games and gun nuts.

    Later the game introduced Spitfires as sawn-off machine guns, I think the closest would be a Mk48 RPK-47, or maybe something like an Hk21 with a drum mag. Later still we got Molotok and Red Furies that straddle the line between automatic rifles and LMGs, bringing to mind things like the M249, Stoner, M27, etc.
     
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  13. Mahtamori

    Mahtamori Well-Known Member

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    There we go, first post updated with a (slightly) filtered list. I tried to remove stuff whose only purpose would be to circumvent core game mechanics or that were pure joke weapons (sorry, Frank Frank, you didn't make the list).

    Frankly, some of the stuff on the list are disgusting. Adhesive Mines!? Ugh! Monsters! (But, I mean, we have Monofilament Mines on Nagas so... you know... )
     
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  14. Space Ranger

    Space Ranger Well-Known Member

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    I'm afraid that level of specific detail about weapons needs to be regulated to the RPG. Can you imagine trying to play the game with RPG detail?
     
  15. colbrook

    colbrook Black Fryer

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    I mean, I've played GURPS as a WWII skirmish wargame, so yes.

    Probably not ideal for most though.
     
  16. HeckMeiser

    HeckMeiser Well-Known Member

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    Snark: a shock throwing weapon that, if it renders a target null, may place a small teardrop template targeting any other valid enemy target within range.
     
  17. Section9

    Section9 Well-Known Member

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    That was N2.
     
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  18. Ogid

    Ogid Well-Known Member

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    This thread is great! One random idea out of the top of my head:

    I’ll like a good CIPOTE (Combat Improved Pilot plus Operative Technoarmor Enabled)

    This would be a S6 TAG but with different rules and playstile.The size of CIPOTE isn't important but how it is used, with a S6 it's enough to find good openings and squeeze its way to victory. A S7 or S8 CIPOTE would be impressive, but it could compromise the maneuverability.

    They would be 2 separate models rules-wise (not like the Pilot of a manned TAG), both models would take only 1 spot in the combat group and only 1 order would be generated (which require the Pilot not being in a null state).

    When unmounted, you can activate the pilot (CIP), TAG (OTE) or both (CIPOTE). If you choose CIPOTE, they will activate as if the Armor would be a G:Syncronized. CIPOTE would be the activation that your enemies won't want to watch. CIPOTE is only used when you wan't to dominate the enemy, one doesn't use a CIPOTE lightly.

    The idea would be that CIP take an active role in the fight after he is in a good position thanks to OTE. OTE would have highly mobility (6-4), even with some perks like superjump and Stealth, but with light armor (ARM 6, STR 2), both CIP and OTE would have mid/sort range weaponry (CIPOTE is meant to be used in short range)

    The idea of this model is a highly aggressive Rambo for a mid/high tech faction that would cost around 60-80 points. As both profiles are independent the loss of the CIP doesn’t turn OTE in a paperweight, and also you can give one of them a marker state without giving it to the other. Some think on it like a very disgusting weapon, but isn't prohibited by O-12 as it something natural.

    A weapon like CIPOTE could really leave your foes with a bad taste in their mouths!

    Non-Joke version:

    I’ll like AI TAGs

    This would be a S6 TAG but with different rules and playstile.

    They would be 2 separate models rules-wise (not like the Pilot of a manned TAG), both models would take only 1 spot in the combat group and only 1 order would be generated (which require the Pilot not being in a null state).

    When unmounted, you can activate the pilot, TAG or both. If you choose both, they will activate as if the Armor would be a G:Syncronized.

    The idea would be that the Pilot take an active role in the fight after he is in a good position thanks to the AI TAG. The AI TAG would have highly mobility (6-4), even with some perks like superjump and Stealth, but with light armor (ARM 6, STR 2) for a TAG, both would have mid/sort range weaponry.

    The idea of this model is a highly aggressive Rambo for a mid/high tech faction that would cost around 60-80 points. As both profiles are independent the loss of the pilot won't turn the AI TAG in a paperweight, and also you can give one of them a marker state without giving it to the other.
     
    #318 Ogid, Jul 4, 2019
    Last edited: Jul 14, 2019
  19. Abrilete

    Abrilete Well-Known Member

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    Are you sure the CIPOTE came out of the top of your head?
    With such name I'd say it came from somewhere below...
     
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  20. Ogid

    Ogid Well-Known Member

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    The idea came from the head ... the inspiration from a place that sees much less sun, yep.