Primitive Screwhead
First Post
Some thoughts on personal weapons:
1) ION weaponry. Recommend changing the damage to read:
for each MARK of an ION weapon, it deals 1 point of damage to organic creatures or 1D of damage to mechanical targets.
Some mechanical targets are not shielded and may have a vulnerability to ION damage, like older model combat droids.
The ION Pistol listed in the Handbook is a Mark III
2) Weapon economy. In most futuristic games, the economy is important early on and then is pretty much ignored. Pricing of components can cause problems in a game when the players come across a financial windfall. I think it is better to link the cost of the components/upgrades to damage dice, reducing the damage dice in exchange for a 'better' weapon. An example is rifles with scopes. A standard rifle would not have a scope, but you could buy one for the same price that is lower caliber with a scope, say a scoped 22 long rifle. A high quality rifle gains a die for damage, but that would be traded to put a scope on it.
In this fashion, you can price components by dice costs and achieve better game balance, as well as remove the meta-gamey upgrade limits based on weapon size and quality.
Also see my next post about building a setting
3) Weapon quality: page 115. I just noticed the paragraph hiding under the table "...cannot gain advantage of weapon quality greater than your skill level allows. You must have taken a skill level the required number of times to reap the benefits of a master-crafted weapon"...
I don't see this in the skill chapter nor do I see specific skills tied to weapon types. Does this mean you need 'Marksman-Pistol' in order to wield the legendary pearl handled revolvers and gain the extra damage they cause? What if you do have 'Marksman-Pistol', but only two ranks. Does this mean you gain only a +2?
If you are untrained and fire a suppressed sniper rifle, does it make more sound?
Recommend removing this, possibly replace with something like: 'Without the proper skill, you do not gain bonus dice to attacks based on weapon quality or custom upgrades.'
1) ION weaponry. Recommend changing the damage to read:
for each MARK of an ION weapon, it deals 1 point of damage to organic creatures or 1D of damage to mechanical targets.
Some mechanical targets are not shielded and may have a vulnerability to ION damage, like older model combat droids.
The ION Pistol listed in the Handbook is a Mark III
2) Weapon economy. In most futuristic games, the economy is important early on and then is pretty much ignored. Pricing of components can cause problems in a game when the players come across a financial windfall. I think it is better to link the cost of the components/upgrades to damage dice, reducing the damage dice in exchange for a 'better' weapon. An example is rifles with scopes. A standard rifle would not have a scope, but you could buy one for the same price that is lower caliber with a scope, say a scoped 22 long rifle. A high quality rifle gains a die for damage, but that would be traded to put a scope on it.
In this fashion, you can price components by dice costs and achieve better game balance, as well as remove the meta-gamey upgrade limits based on weapon size and quality.
Also see my next post about building a setting

3) Weapon quality: page 115. I just noticed the paragraph hiding under the table "...cannot gain advantage of weapon quality greater than your skill level allows. You must have taken a skill level the required number of times to reap the benefits of a master-crafted weapon"...
I don't see this in the skill chapter nor do I see specific skills tied to weapon types. Does this mean you need 'Marksman-Pistol' in order to wield the legendary pearl handled revolvers and gain the extra damage they cause? What if you do have 'Marksman-Pistol', but only two ranks. Does this mean you gain only a +2?
If you are untrained and fire a suppressed sniper rifle, does it make more sound?
Recommend removing this, possibly replace with something like: 'Without the proper skill, you do not gain bonus dice to attacks based on weapon quality or custom upgrades.'