Author Topic: Designing conventional firearms in Spacemaster : Privateers  (Read 1967 times)

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Offline ravenstorm

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Designing conventional firearms in Spacemaster : Privateers
« on: January 27, 2012, 08:02:23 AM »
I love the rules in P : Blaster Law for making new energy weapons and I was wondering if there was anything similar for making conventional firearms.

I know in the Privateer's universe conventional firearms are limited against armour such as kinetic armour but I like to use them in my campaign.

Many thanks x

Offline yammahoper

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Re: Designing conventional firearms in Spacemaster : Privateers
« Reply #1 on: January 27, 2012, 10:02:30 AM »
Ten Million Ways To Die has attack tables for pistols, rifles, even muskets and columns for all the SM armor types.

You could use Fire Arms law, but that only covers AT 1-20 and I- IV. 

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Offline ravenstorm

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Re: Designing conventional firearms in Spacemaster : Privateers
« Reply #2 on: January 27, 2012, 10:07:54 AM »
RE: yammahoper

Okay, many thanks

Offline markc

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Re: Designing conventional firearms in Spacemaster : Privateers
« Reply #3 on: January 27, 2012, 12:20:47 PM »
  The simple answer is no. The more complex answer is yes there are other rule systems out there that can be used to design firearms and then the K.E. can be mapped to the K.E table in AL: FA to get a M.E table.
   The 2 systems I know about are fairly complex and are Traveler Fire Fusion and Steel (3ed edition not 4th) and Guns Guns Guns. If you have a chance to look at the books (PDF's) first IMHO to see just what is involved you can save your self some wasted $ if you do not like math or are afraid of it.
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Rule #0: A GM has the right to change any rule in a book to fit their game.
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Use a System to tell the story do not let the system play you.

Offline JimiSue

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Re: Designing conventional firearms in Spacemaster : Privateers
« Reply #4 on: January 27, 2012, 05:52:48 PM »
Alternatively, you could use the game designer's fiat, and state the parameters you want your gun to have, give it a really cool name, and bingo, there it is!

Just remember that:

a) if you slaughter their characters with your new shiny, your players will not want to be in a game run by you again.
b) if by a miracle they survive, they will use that gun with glee against all your plot mooks, so be prepared to be slaughtered right back again. If it uses highly specialised ammo and 'just happens' to have run out the moment its previous owner croaked it, refer back to a) above.

Offline arakish

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Re: Designing conventional firearms in Spacemaster : Privateers
« Reply #5 on: January 27, 2012, 07:45:42 PM »
Alternatively, you could use the game designer's fiat, and state the parameters you want your gun to have, give it a really cool name, and bingo, there it is!

That is how I usually do it for any type of weapon whether slug throwers, energy beamers, etc.  I just state what it does, give it a name, then apply applicable Mk#.

rmfr
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Offline markc

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Re: Designing conventional firearms in Spacemaster : Privateers
« Reply #6 on: January 27, 2012, 08:01:00 PM »
 I forgot to mention that if you buy Guns Guns Guns you can get the spreed sheet for free. This maybe a good deal, again if you hate math.


MDC
Bacon Law: A book so good all PC's need to be recreated.
Rule #0: A GM has the right to change any rule in a book to fit their game.
Role Play not Roll Play.
Use a System to tell the story do not let the system play you.

Offline Gallowglacht

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Re: Designing conventional firearms in Spacemaster : Privateers
« Reply #7 on: March 11, 2012, 08:10:53 AM »
Fire, Fusion and Steel for an older version of traveller had firearms design based on actual equations and discussions on some basics of gun design. I believe it would not break copyright for me to extract the equations and description and re-write them here. Instead of including the bits that give you Traveller New Era stats and just present a Muzzle Energy, ranges, weights, bullet dimensions and so on.

If people want it, and it is seems legal to do that I could give it a shot and post the results here?

Offline markc

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Re: Designing conventional firearms in Spacemaster : Privateers
« Reply #8 on: March 11, 2012, 12:26:27 PM »
Fire, Fusion and Steel for an older version of traveller had firearms design based on actual equations and discussions on some basics of gun design. I believe it would not break copyright for me to extract the equations and description and re-write them here. Instead of including the bits that give you Traveller New Era stats and just present a Muzzle Energy, ranges, weights, bullet dimensions and so on.

If people want it, and it is seems legal to do that I could give it a shot and post the results here?

IMHO you should contact Thom @   ICE (no spaces) and see if the info is ok or not.
MDC
Bacon Law: A book so good all PC's need to be recreated.
Rule #0: A GM has the right to change any rule in a book to fit their game.
Role Play not Roll Play.
Use a System to tell the story do not let the system play you.

Offline Thom @ ICE

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Re: Designing conventional firearms in Spacemaster : Privateers
« Reply #9 on: March 11, 2012, 02:29:18 PM »
Rather than posting them on these forums, it would be better placed with the TGC e-zine.  That establishes and protects IP for all involved.
Email -    Thom@ironcrown.com

Offline Kristen Mork

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Re: Designing conventional firearms in Spacemaster : Privateers
« Reply #10 on: March 12, 2012, 05:53:33 AM »
Sounds like a winning plan all around.

Offline markc

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Re: Designing conventional firearms in Spacemaster : Privateers
« Reply #11 on: March 12, 2012, 10:28:13 AM »
 Just so you know I would love to see some weapon designs for various TL's and styles. Especially guass weapons for SM:P.
MDC
Bacon Law: A book so good all PC's need to be recreated.
Rule #0: A GM has the right to change any rule in a book to fit their game.
Role Play not Roll Play.
Use a System to tell the story do not let the system play you.

Offline Gallowglacht

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Re: Designing conventional firearms in Spacemaster : Privateers
« Reply #12 on: March 12, 2012, 02:46:13 PM »
I should be able to cover everything from smoothbore muskets up to ETC "pulse rifles", from pistols to machine guns. Gauss weapons have a different chapter in FFS, but I should be able to include them too.

Offline providence13

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Re: Designing conventional firearms in Spacemaster : Privateers
« Reply #13 on: March 12, 2012, 08:51:37 PM »
I second the "Guns, Guns, Guns" 3G3 book.
http://paizo.com/store/v5748btpy7nyo

Well worth the money for any system; low tech, modern, high tech, sci-fi.
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