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Construct-A-Blaster: How to Construct a Blaster
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<blockquote data-quote="Jeph" data-source="post: 364117" data-attributes="member: 6738"><p>APPENDIX ONE: MORE POWERFULL BLASTERS</p><p></p><p>What?!?!? More powerfull?!?!</p><p></p><p>Yes, actually. Looking over the rules for blasters i whipped up, and the rules for Firearms at Sleeping Imperium, and the blaster weapons from Dragonstar, I noticed that firearms were more powerful than blasters. Oops. So here is an option: More powerful blasters (and other energy weapons).</p><p></p><p>The first big change is Damage. Instead of refferring to the table wehre it gives the dice of damage for each power level, instead the base damage is the (Power + 1)d8. So, a whopping huge military plasma rifle (power 4) would deal 5d8 damage, while a civilian stungun would deal 2d8. So, even the weakest blasters can take out many civilians in one hit. And the biggest can take out a 5th level fighter in 2. Sounds about right.</p><p></p><p>Then comes a new mechanic: Accuracy. Your total accuracy detemines the base bonus a blaster has to hit. I know, I know, adding a flat out bonus to attack rolls is bad, but it does make sense.</p><p>To determine accuracy, you must determine recoil. A weapon has a base of 1 point of recoil per die of damage it deals. Increase this number by 1 for Light Pistols, and decrease it by one for Rifles and heavy Rifles. Increase it by 2 for blasters, 3 for Burst and Repeating blasters, and 1 for Ion Blast weapons. Decrease it by 1 for Phasers, and 2 for Particle Beams. Then reference the final number with the table below to determine a weapon's base bous to attack rolls.</p><p></p><p>Recoil-------- To Hit</p><p>0 or less ---- +2</p><p>1-2 ----------- +1</p><p>3-4 ----------- +0</p><p>5+ ------------ -1</p><p></p><p>And then comes the increase of criticals. Pistols become 19-20 / x2, and rifles 18-20 / x2.</p><p></p><p>If you use these rules, be sure to make your PCs pay dearly (in gold or credits) for their big guns, as the guns will be, erm, well . . . big.</p></blockquote><p></p>
[QUOTE="Jeph, post: 364117, member: 6738"] APPENDIX ONE: MORE POWERFULL BLASTERS What?!?!? More powerfull?!?! Yes, actually. Looking over the rules for blasters i whipped up, and the rules for Firearms at Sleeping Imperium, and the blaster weapons from Dragonstar, I noticed that firearms were more powerful than blasters. Oops. So here is an option: More powerful blasters (and other energy weapons). The first big change is Damage. Instead of refferring to the table wehre it gives the dice of damage for each power level, instead the base damage is the (Power + 1)d8. So, a whopping huge military plasma rifle (power 4) would deal 5d8 damage, while a civilian stungun would deal 2d8. So, even the weakest blasters can take out many civilians in one hit. And the biggest can take out a 5th level fighter in 2. Sounds about right. Then comes a new mechanic: Accuracy. Your total accuracy detemines the base bonus a blaster has to hit. I know, I know, adding a flat out bonus to attack rolls is bad, but it does make sense. To determine accuracy, you must determine recoil. A weapon has a base of 1 point of recoil per die of damage it deals. Increase this number by 1 for Light Pistols, and decrease it by one for Rifles and heavy Rifles. Increase it by 2 for blasters, 3 for Burst and Repeating blasters, and 1 for Ion Blast weapons. Decrease it by 1 for Phasers, and 2 for Particle Beams. Then reference the final number with the table below to determine a weapon's base bous to attack rolls. Recoil-------- To Hit 0 or less ---- +2 1-2 ----------- +1 3-4 ----------- +0 5+ ------------ -1 And then comes the increase of criticals. Pistols become 19-20 / x2, and rifles 18-20 / x2. If you use these rules, be sure to make your PCs pay dearly (in gold or credits) for their big guns, as the guns will be, erm, well . . . big. [/QUOTE]
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Construct-A-Blaster: How to Construct a Blaster
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