Pre-Fall Weapons

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Prior
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Hi,

Does anybody have a list of pre-Fall small-arms weapons, giving damage ratings etc?

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Yerameyahu
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Re: Pre-Fall Weapons

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

Prior
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Re: Pre-Fall Weapons

20th / 21st century stuff...

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Elfface
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Re: Pre-Fall Weapons

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.

Quincey Forder
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Re: Pre-Fall Weapons

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!

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OneTrikPony
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Re: Pre-Fall Weapons

Prior wrote:
Hi,

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:

the above linked wiki wrote:
It must be stressed that muzzle energy is dependent upon the factors previously listed and that even velocity is highly variable depending upon the length of the barrel a projectile is fired from.[1] While the above list mentions some averages, there is wide variation in commercial ammunition. A 180 grain bullet fired from .357 magnum handgun can achieve a muzzle energy of 580 foot-pounds. A 110 grain bullet fired from the same gun might only achieve 400 foot-pounds of muzzle energy, depending upon the manufacture of the cartridge. Some .45 Colt ammunition can produce 1,200 foot-pounds of muzzle energy, far in excess of the average listed above.

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.

Core p335 wrote:
[EP Firearms] are effectively recoil-less (thanks to rheological smart
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.
Core p335 wrote:
[EP firearms are] electronically fired (an electric charge vaporizes the propellant,
This seems like a small thing but it's not. The time this saves between trigger break to the slug actually traveling down the barrel is significant in accurate shooting. In addition old guns don't have smartlinks, which means a shooter has to manually pull the trigger on an old gun. Shooters spend lot's of attention to learning to pull a trigger without drawing the sites off the target. Not to mention that a "dumb gun" doesn't give you an AR targeting reticule so you have to actually use sights and learn firing positions.

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)

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Prior
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Re: Pre-Fall Weapons

Thanks OneTrikPony, very helpful.

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nezumi.hebereke
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Re: Pre-Fall Weapons

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.

OneTrikPony
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Re: Pre-Fall Weapons

nezumi.hebereke wrote:
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.

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