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Firearms stats
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Gregorius
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PostPosted: Fri Oct 22, 2010 9:24 pm    Post subject: Firearms stats Reply with quote

Does anyone have any statistics for a slugthrower assault rifle, light machine gun, automatic rifle (think Gewehr 43, SVT 40, or M14, and a sub-machine gun?
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garhkal
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PostPosted: Sat Oct 23, 2010 4:40 am    Post subject: Reply with quote

Ask and ye shall receive!

Automatic weapons.
Sub-Machine Guns (H&K MP5, Usi, Mac-10 etc)
Model: Uniq arms special edition Nss-100I.
Type: Sub machine Slugthrower.
Scale: Character.
Skill: Firearms (s) automatic weapons
Ammo: 24 or 30 round clips.
Cost: 650 credits (800 credits if purchased with optional built in silencer). Ammo – 230 credits per 100 round box. Spare clips – 100 credits. Spare barrel – 80 credits.
Availability: 2R. 3X deep core
Damage: 4d base (5d for burst)
Fire rate: 5 for single shot, 3 for burst or Full auto.
Recoil value: Semi - +0. Burst - +5. Full auto - +10.

Assault Rifle (AK-47, M-16 etc)
Model: Ingramm arms urban pacification M1 rifles.
Type: Heavy assault rapid fire Slugthrower.
Scale: Character.
Skill: Firearms (s) automatic weapons.
Ammo: 30 or 36 round clips.
Cost: 850 credits. Ammo – 350 credits per box of 150 rounds. Spare clips – 200 credits. Spare barrel - 140 credits.
Availability: 3R or X (deep core)
Damage: 5d+1 base (6d+1 burst).
Fire rate: 6 Semi, 3 Burst or Full auto.
Range: 10-80/160/250
Recoil value: Semi - +5. Burst +10. Full auto - +15. –5 if uses bipod attachment.
Notes: Requires a 2d+2 strength to use without damaging self if using while standing.

Machine guns.
Light Machine Gun (SAW)
Model: Mossaqqed industries Light Infantry Support Weapon HU-X2C.
Type; Light infantry rapid fire support Slugthrower.
Scale: Character.
Skill: Firearms (s) automatic weapons.
Ammo: Belt fed with either 50, 100 or 200 round belts. Optional 200 round box.
Cost: 800 credits. Ammo – 390 credits for a 200 round box. Spare barrel – 200 credits.
Availability: 3R or X (deep core).
Damage: 5d+1 base (6d+1 burst)
Fire rate: 3 burst (3 round) or Full auto.
Range: 10-100/200/400
Recoil value: +7 for burst without bipod +2 with bipod. +17 for Full auto without support or bipod, +12 with bipod.
Notes: Requires 2d+1 minimum strength to use unaided. If using on a hard point or bipod 1d+1 strength is good enough. Also takes 2 full rounds to switch out ammo if using 200 round box.

Medium Machine Gun (M-60 AK-83 etc)
Model: Hfinakl industries Infantry Support Weapon IC-808a.
Type: Medium Infantry Support Slugthrower.
Scale: Character.
Skill: Firearms (s) automatic weapons.
Ammo: Belt fed. Uses either a 150 round Drum or 200 round Box.
Cost: 1050 credits. Ammo – 435 credits for 200 round box, or 385 credits for 150 round drum. Spare barrel – 290 credits.
Availability: 3R or X (core).
Damage: 5d+2 base (6d+2 burst)
Fire rate: 4 burst (3 round) or full auto.
Range: 10/150/300/450
Recoil value: +10 for burst without support/bipod. +5 with bipod, +0 if using tripod. Add 10 for full automatic.
Notes: Requires 2d+2 strength to use without bipod or support. 1d+2 with bipod. No minimum strength for use when on tripod or using a hard point mount. Takes 3 rounds for an ammo box switch out.

Heavy Machine Guns (.50 m2)
Model: Mossaqqed industries Heavy Infantry Suppression weapon Dss-o91
Type: Heavy Infantry Suppression Slugthrower
Scale: character.
Skill: Firearms (s) automatic weapons.
Ammo: Belt fed in 50 and 100 round belts. Can have a 500 round box attached.
Cost: 1300 credits. Ammo - 350 credits per 100 round belt. Spare barrel – 350 credits.
Availability: 3R or X (core)
Damage: 6d base, 7d+2 burst fire.
Fire rate: 4 burst (5 round) or full automatic.
Range: 10-150/300/500
Recoil value: Bursts - +15 without any form of support. +10 if on bipod, +5 if on tripod or hard mount. If going full automatic, add 10 to the above values.
Notes: Requires 3d strength to use if going handheld. Also must be taller than 6ft and weigh more than 180lb. If using bipod needs 2d+1 strength, or 2d if going with a hard mount or tripod.
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ZzaphodD
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PostPosted: Sat Oct 23, 2010 6:15 am    Post subject: Re: Firearms stats Reply with quote

Gregorius wrote:
Does anyone have any statistics for a slugthrower assault rifle, light machine gun, automatic rifle (think Gewehr 43, SVT 40, or M14, and a sub-machine gun?


I would just use the slugthrower values presented and add +1D or +2D in Autofire Dice (wich might be added either to Damage or to To hit). Keep things SW D6 easy peasy. For each 1D Autofire each 'shot' uses 5 rounds of ammo. Not the most realistic method, but easy and fast. If you want more realism add some penalty to medium and long range shots when firing automatic fire.
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Gregorius
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PostPosted: Sun Oct 24, 2010 11:46 am    Post subject: Reply with quote

How about a military pump-action shotgun?
Also, what do burst and full-auto fire options do?
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ZzaphodD
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PostPosted: Sun Oct 24, 2010 12:54 pm    Post subject: Reply with quote

Gregorius wrote:
How about a military pump-action shotgun?
Also, what do burst and full-auto fire options do?


There are already shotgun stats. Check out Grys Weapon Stats for details.
I usually add the following. Point blank range +1D damage. Medium range -1D damage, Long range -2D damage. Except for point blank range, difficulty for hitting is one level less than for normal ranged combat (ie, easy to hit roll at medium range for example).
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garhkal
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PostPosted: Sun Oct 24, 2010 7:37 pm    Post subject: Reply with quote

Single shot as is.
Burst fire (all but heavy machine gun).. Add 1d damage, and a +5 penalty to hit.
Full auto. Like full dodge is only action allowed in round.
Depending on whether going full auto, single target, full auto damage spray or full auto suppression spray depends on what you do.
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garhkal
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PostPosted: Sun Oct 24, 2010 11:04 pm    Post subject: Reply with quote

PM me your Email addy so i can send the full firearms roster i have and the firearms rules.
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Gregorius
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PostPosted: Mon Oct 25, 2010 7:44 pm    Post subject: Reply with quote

Not Neccesary.
I just found a set of rules for this, and they look like they work with these profiles. Thanks though Smile .
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garhkal
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PostPosted: Tue Oct 26, 2010 5:05 am    Post subject: Reply with quote

Where at?? Maybe it was something i posted here, or on the holonet.
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atgxtg
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PostPosted: Wed Oct 27, 2010 12:14 pm    Post subject: Reply with quote

Gregorius wrote:
Not Neccesary.
I just found a set of rules for this, and they look like they work with these profiles. Thanks though Smile .


Be careful. Most d6 supplments tend to inflate firearm damage well above those of blasters. So much so that no one would use Star Wars weapons.

For example, why use a blaster rifle if a old fashioned gas expansion rifle does more damage and has better range?

THis warning is especially true if you port over statsa for other D6 systems. More weapons do more damage in newer D6 products.
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Grimace
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PostPosted: Wed Oct 27, 2010 9:09 pm    Post subject: Reply with quote

There's more to a weapon than damage. Why would a character use a blaster over a higher damage projectile weapon?

Let's use some of those newer D6 stats and see:
From D6 Adventure: Colt .45 "Peacemaker" 4D+1 damage, 45 meters Long range, 6 ammo.

From D6 Adventure: Glock 17 9mm 3D+2 damage, 24 meters Long range, 16 ammo.

From Star Wars: BlasTech DH-17 blaster pistol 4D damage, 120 meters Long range, 100 ammo

From Star Wars: BlasTech DL-22 blaster pistol 4D+1 damage, 120 meters Long range, 100 ammo.


Now for some rifles...
From D6 Adventure: Springfield M1903 rifle (.30-06) 7D damage, 160 meters Long range, 5 ammo.

From D6 Adventure: AK-47 Assault rife 6D damage, 170 meters Long range, 30 ammo.

From Star Wars: BlasTech E-11 blaster rifle 5D damage, 300 meters Long range, 100 ammo.

From Star Wars: BlasTech A280 blaster rifle 5D+2 damage, 300 meters Long range, 100 ammo.


So sure, the projectile weapons do more damage. Some people's interpretations of weapons (including mine) may put the range at longer than a blaster's range. The big thing that factors in, especially when it comes to war and getting into firefights, is the amount of ammunition available in each. Even from the officially published stuff from D6 Adventure, the most a weapon can carry is 30 rounds. The pistols have vastly fewer rounds before needing to reload. How many shots can the person with the blaster fire before needing to reload? Three times as many when compared with a modern day assault rifle! At least FIVE times as many compared to modern day pistols.

So you can take your pistol that might do more damage when it hits. You can even possibly hit out to further ranges. But after you've fired a dozen shots or so, you're spending time to reload while the person with the blaster is still peppering your position with shots.

Any individual specimen of a weapon can be super fantastic. A sniper rifle of modern day might be able to hit someone at massively far distance away that couldn't even be conceived of in Star Wars. But those types of weapons are going to fire a maximum of about 5 shots before having to reload. Blaster sniper rifles might only reach to 500 meters, but they'll be making a lot more shots instead of reloading all the time.

An E-Web might not do as much damage as someone's idea of a .50 caliber, or have the range of a .50 caliber. But when you look at the ammunition capacity of an E-Web it doesn't mention a limit. It just states "power generator only". So while that M2 .50 caliber is reloading after 200 rounds or overheating after a continuous belt of 2000 rounds, an E-Web will still be putting shots out.

And I can pretty much guarantee that a power pack is going to weigh a lot less than a bunch of bullets when it comes to a blaster pistol or blaster rifle.

So don't neuter projectile weaponry in Star Wars just because you think a blaster should be better in every way compared to an M-16 or a SIG Sauer. Let the person decide whether they want to lug around a bunch of extra rounds just so they can do more damage. Not to mention they'll be reloading their weapon every 12th or 30th shot compared to every 100 shots of everyone using a blaster.


Last edited by Grimace on Thu Oct 28, 2010 12:01 am; edited 1 time in total
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garhkal
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PostPosted: Wed Oct 27, 2010 10:20 pm    Post subject: Reply with quote

Plus looking at most armors, they give somewhere close to almos double the protection against physical attacks as they do against energy..

Heck look at stormie.. 1d en, 2d phys. As is most other imp armors. Blast vest 1d phys, NO energy (or +1). Bounty hunter armor, same as storm trooper..
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atgxtg
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PostPosted: Fri Oct 29, 2010 3:43 pm    Post subject: Reply with quote

Grimace wrote:
There's more to a weapon than damage. Why would a character use a blaster over a higher damage projectile weapon?

Let's use some of those newer D6 stats and see:


I wasn't specfically reffering to D6 Adventure either. There are some firearms supplments out there where a .45 is doing 6D damage. Hence the warning, not all D6 products are the same/interchangable.

Even if you go with D6 Advnture/Space etc. you can see that the the stats for most things are not the same as thier SW counterparts.

Grimace wrote:

The big thing that factors in, especially when it comes to war and getting into firefights, is the amount of ammunition available in each.


That is a big thing on the battlefield, but isn't usually that big a factor inadvntures. Most of the time the PCs are dealling with smaller numbers of foes, and the ability to drop five guys with five shots is more important than having five times the ammo.



Grimace wrote:

But after you've fired a dozen shots or so, you're spending time to reload while the person with the blaster is still peppering your position with shots.


Not if you7ve already killed him.


Grimace wrote:

Any individual specimen of a weapon can be super fantastic. A sniper rifle of modern day might be able to hit someone at massively far distance away that couldn't even be conceived of in Star Wars. But those types of weapons are going to fire a maximum of about 5 shots before having to reload. Blaster sniper rifles might only reach to 500 meters, but they'll be making a lot more shots instead of reloading all the time.


All of which only matters if the target is still there to shoot, and hasn7t shot you first. On a battlefield ammo capacity is a dominant factor, and one reason why modern armies switched from 7.62 to 5.56mm, but for the smaller engagments that PCs tend to get into on adventures it's not that ig a factor. If a group of rebels actually needs 100 shots they have probably bitten off more than they can chew.

Grimace wrote:

So while that M2 .50 caliber is reloading after 200 rounds or overheating after a continuous belt of 2000 rounds, an E-Web will still be putting shots out.


Assuming that the M2 hasn't made jam of the E-Web with the first 200,/2000 rounds. If we use accrutate M2 effective range values, the E-Web crrew will be hard pressed to get within 500m of the M2.


Last edited by atgxtg on Fri Oct 29, 2010 3:51 pm; edited 1 time in total
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atgxtg
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PostPosted: Fri Oct 29, 2010 3:48 pm    Post subject: Reply with quote

garhkal wrote:
Plus looking at most armors, they give somewhere close to almos double the protection against physical attacks as they do against energy..


Usually more like an extra +1D, not double. SO depeending on which set of values one uses the benefit of the extra protection might be negligible.

garhkal wrote:

Heck look at stormie.. 1d en, 2d phys. As is most other imp armors. Blast vest 1d phys, NO energy (or +1). Bounty hunter armor, same as storm trooper..


Yup. Consider how that stormie would fare against the 6D .45APC that is used in at least one write up?
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garhkal
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PostPosted: Fri Oct 29, 2010 6:05 pm    Post subject: Reply with quote

That would be the Morellian enforcer, .48 cal. 6d+2 damage. BUT it also has range comparable with a heavy pistol. So the stormies would be ok staying back at range.
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