Pistol Picking
I was looking over my last post on Cepheus Engine's armor and converting the damage reduction mechanic into a modifier to hit. This all started BTW because I did not think all pistols should look the same. There should be some obvious difference between a body pistol and a revolver or automatic pistol (like a .357 or 10mm in some settings). But even with my homebrew for creating armor DMs (basically divide armor protection by dice of damage) all pistols still look the same.
Since I posted the first essay on armor as a hit modifier I received this crit from Evan MacDude.
"You had me till the Tech Level modifier. It makes too much of Tech Level."
And he's right. Plus tracking the TLs would be a nightmare. TL 8 rifle vs. TL 9 Cloth etc. Penetration is penetration. You shouldn't get a bonus for your penetration being TL 10. Ditto for pistols. You don't get a minus to your penetration for firing from a short barrel.
My solution is to add a line to the Attack Difficulties by Weapon Types for a new classification of weapon: Light Pistols. It's harder to hit stuff with a light pistol (which works if you're into pumping penetration and accuracy into a single to hit mechanic.)
Weapon
|
Personal
|
Close
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Short
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Medium
|
Long
|
Very Long
|
Distant
|
Lt. Pistol
|
Difficult
|
Average
|
Difficult
|
Very Difficult
|
--
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--
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--
|
Pistol
|
Difficult
|
Average
|
Average
|
Difficult
|
Very Difficult
|
--
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--
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ACRs are still a little weedy considering their original form but they get beefed up considerably by laser sights (+1 to hit) and gyro-stabilizers (I'd give the weapon a further -1 when fired prone with the stabilizers.)
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