Mothership's weapons are pretty well tuned for good gameplay; from a numerical perspective, things work pretty well. This system is designed to add a bit more verisimilitude, better represent automatic weapons a bit more rigorously, and give loot goblin players a little dopamine hit from buying cooler guns and finding neat upgrades without disrupting the underlying numerical structure too much.
Additionally, and as a matter of personal preference, I lean towards doing straight-up damage over wounds in most cases and am open to 4d10 rolls in 1e; they were the default in 0e and worked fine. This de-emphasizes wound damage to players somewhat and increases the risk that a single attack with a big gun will knock off more than one wound from a player. I'm okay with that -- players shouldn't run into big guns that often.
Also, shooting an Alpha Gaunt with a smart rifle from your beautifully-scouted out ambush site and then needing to do it 5 more times is a bit of a drag. Likewise, I'm willing to add a bit more rules overhead to handle 2(-) and 3(-) enemies a bit differently when you shoot them with really big guns. I'd handle that sort of thing with common sense at my own table but I'll formalize that common sense here.
Finally, large guns are a huge pain in the ass in a horror situation (and in fact are probably not appropriate in most circumstances). They generally can't be used when not mounted or braced. Some aspects of this tradeoff are hard to quantify but should also be there.
DAMAGE
Armor
Automatic Weapons
- You may generally fire up to 60 shots per round.
- For each additional 5 rounds you fire add +1 damage and -2 to your combat roll.
- You may also spray and pray in a general direction. If you fire 30 rounds, every enemy saves with [+] or takes the weapon's damage. If you fire 60 rounds enemies make an unmodified save.
- Alternatively, you can suppress intelligent enemies. 30 rounds: unmodified save. 60 rounds: save at [-].
Semiautomatic Weapons
- You may fire up to 5 shots per round.
- For each additional shot fired after the first, add +2 to hit
Revised and Expanded Weapons
[Optional] My Gun Is Fucking Sick
- A player may add a descriptor or gadget to their gun (or any other non-improvised weapon). Each descriptor or gadget adds +1 damage. For example, a pulse rifle with a (1) GhosTek infrared scope and (2) high speed smartlink cable does +2 damage.
- The first gadget or descriptor costs 1kcr, the next 4kcr, the next 16kcr, the next 64kcr, etc. Continue as long as you like. If a player wants to spend 465kcr on a pulse rifle that does +6 damage you should probably let them. That's hilarious and doesn't really mess with game balance in a meaningful way.
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ReplyDeleteThis is a fantastic expansion to Mothership's weapon rules! I love the added realism and depth, especially the nuanced handling of automatic weapons and the interesting tweaks to armor and damage. The "My Gun Is Fucking Sick" section is a fun touch for loot goblins. Overall, these rules seem to add just the right amount of crunch without bogging down gameplay. Can't wait to try these out in my next session!
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