ok, here's kinda what I'm thinking right now and would greatly apprecaite input.
Hight Tensil Steel is your average every day stamped blade. nothing special, thus no plus or minus
Polymer blades are great against soft targets, but not against higher AT's; very durable and hard to break, but very hard to keep a sharp edge on. I'm thinking +5 vs AT 1 -7, +0 vs 7-11, -5 vs AT12 -12. (kinda pulling #'s outta my butt right now too heh)
Monofilament blades are ungodly sharp, will slice thru braided rebar like a lazer thru a stick of room temp butter; but very fragile. Say, +15 vs all AT's, but how to work in how fragile they are?
Ceram-Demascus steel- razor sharp, but again very fagile. +5 vs AT 1-5 (higher?), but would need to up that breakage possibility on this as well.
Nihon Steel +10
Deunan This is the best metal in the game for edged weapons... well for anything metal for that matter. +15 seems to be kinda weak.
Also, I'm thinking of pulling the charts for Katana, To, long swords, knives/daggers, etc. right out of RMC (or where ever), what are thoughts have ye? what have you guys used in your games for bladed weapons?
I'm thinking of adding some other alloys as well...
...looking at your new Firearm/Weapon book I did not see specific accuracy bonuses [But I did just a quick relook], but IMO tehy should be about the same magntude as accuracy bonuses for firearms.
BTW, if I have not said it I do like the new Weapon book. I just wish yiou would have included the SM, RMSS BO, RMSS AL:FA block of stats.
MDC
Marc- thanks for the kind words on the Firearms Catalog.
My intent for this was mostly for myself, but then after speaking with you and others it turned into something a little different, so I tried to change the approach. I was trying to make it both GM and player friendly. there's some good, basic info in there that you should be able to easily change/modify for your games. The books I reference could be completely ignored and you can decided to do your own damage however you want. edit the (bleep) outta it! LOL
the way I run it is like this... for each Mark (Mk) for a laser (for example) the weapon has, that's a +5 to hit, so a Mk3 laser= +15, then add in a Mk2 gyrostablizer for another +10 for a total of +25 to hit. let's look at the I do let multiple enchancements stack liek that... believe me, they need all the help they can get. LOL
to give an example, let's take a look at the rarest gun in my game, the GG15... and those that dont havea program will just have to hum along.
ok, the GG15 has (with the stock attached) a recoil compensator for +10, a Mk3 targeting computer/scope for +15, laser system (ranger finder and target desigation) for +10, digital clarification at Mk1 for +5 for a total of +40... then add bonus to hit for shooting from prone position...
see, that's just the way I would run it... how you implement the catalog into your game is all you buddy! I just wanted to throw out some ideas for futuristic firearms.