If you have any ideas for how to improve or expand our homebrew system, create a thread on this board and post them up. Just remember our general guidelines. We want this game to have simple math and easy calculations for players. It's no fun needing a spreadsheet to keep track of combat. We also don't want it to be a full simulation-style system, with every possible variable receiving it's own dice. Basic maneuvers and categories rather than specific stats for weapons and armor are the foundation of what we do.
Think Star-Wars Wrist Launchers, then think Steampunk tech, then think firing needles, and you got this. This weapon would be mounted onto the forearm, using a pressurized air system to fire the projectiles. An air tank would be necessary to wear on the person, to facilitate the high pressures needed to fire the needles at armor-penetrating velocities. This would be the engineer's answer to dealing with armored targets out in the wastes, without the need of using a gun. The weapon would require knowledge and diligent usage, meaning at least 2 Repair, 3 Science, and 3 Intelligence to properly understand and utilize it. In order to load the weapon, a section the barrel of the weapon would flip out from the base, like a revolver, and you'd load a needle-magazine into the base of the weapon, close the barrel over it, and lock it in place. Firing the weapon would entail a trigger mechanism, such as an electronic or muscular queue, in order to release the pressure-valve on the weapon to provide the burst to fire the weapon.
System: Attack roll: Perception+Athletics, standard ranged DC Effective Range: 10 Meters Damage: 4, Ignores 2 DT & 1 DR
Last Edit: Oct 6, 2015 9:28:20 GMT by mrmanslayerx: Clarifying details