Pre-Fall Weapons
Hi,
Does anybody have a list of pre-Fall small-arms weapons, giving damage ratings etc?
Hmm, I don't think anyone's bothered with them yet. I'd probably stick with the basic firearms, reduce the damage a little and the AP a lot, and greatly limit the mods available. No smartlink by default, can;t handle the best ammo etc.
Oh, and reduce the clip sizes and ranges.
Basically, nanofabrication trumps smelting every time. Crossbows are to today's guns what today's guns are to EP guns. Still deadly, but no good reason to use it when other options are there.
I would think a bow would be a nice touch and quite efficient too on planetary habs and very tricky in o'neill tubes, taking in the Coriolis force while aiming
could be a specialty in itself
Exotic Weapon [bow]: Coriolis shooting
you can choose to add a negative modifier (in addition to the normal situation one) to your roll
and the same negative modifier would apply to the target for its Fray roll
the arrowheads themselves could be lots of thing: diamond blade, mini-agonizer, injectors for nanotoxins or worse, explosive with a spime detonator for proximity detection of specific target
once in vicinity of the target...BANG!
Does anybody have a list of pre-Fall small-arms weapons, giving damage ratings etc?
I don't think there's a lot of difference in damage ratings between contemporary and post fall firearms.
Here's a list of muzzle energies: wiki
This caveat from that page explains why I don't think there's much difference in damage codes:
Firearms are so variable in their composition; barrel length, bullet mass, slug cross section, cartridge shape, cartridge charge... the list is very very long. You can essentially make a fire arm in one category do something very like a firearm from a different category. Like the page says you can make a .45 colt produce the same muzzle energy as a .44 mag and a FN Five-Seven (5.7mm) produce the same energy as a 9mm luger.
For flavor you could knock the DV down a tiny bit but you could also change the AP or range to reflect the differences you want. (Once you decide how EP's broad firearms categories compare to real world firearms.)
The Primary difference between old guns and EP's kinetic weapons is: They're harder to use effectively.
fluid mechanisms)
So apply a -10 modifier to every shot after the first in a combat turn, to old weapons that don't have built in recoil compensation.
To reflect these problems I recommend requireing that the shooter use an Aiming quick action prior to each shooting complex action or suffer a -10 modifier to hit. (In this case aiming gives no bonus it just avoids the effects of a wild snap shot)
Also remember a lot of pre-Fall weapons are not designed to work in a vacuum. Some weapons, especially automatic or semi-automatic (which rely on the precise venting of gases to cycle the chamber) are more likely to jam when fired in places without Earth-like atmospheric pressure.
That's an excellent point.
One corollary that I forgot to mention also is Thermal Shock.
Pre-fall earth weapons will probably not work well in extremely cold temperatures or extremely hot temperatures. The tolerances in the machine work and molding wouldn't have accounted for thermal extremes.



How much pre-Fall? I got the impression that tech was roughly the same in most ways.