As described in part 1, there are gaps in game-balance for weaponry, specifically in the lower accuracy weapons. As a way of correcting this, we can use the weapon systems as described in UACFH to flesh out the chart. What follows is a weapon system chart to see which components are missing. The chart will list illegal weapons only when necessary, and will be limited to 1-3 spaces as much as possible:
- Autocannons
- 1 Space = none
- 2 Space = none
- 3 Space = Autocannon (6acc, 3d)
- 1 Space = none
- Flamethrowers
- 1 Space = Light Flamethrower (6acc, 1d-2)
- 2 Space = Flamethrower (6acc, 1d)
- 3 Space = Heavy Duty FT (6acc, 2d)
- 1 Space = Light Flamethrower (6acc, 1d-2)
- Gauss Guns
- 1 Space = none
- 2 Space = Gauss Gun (6acc, 3d)
- 3 Space = none
- 1 Space = none
- Grenade Launchers
- 1 Space = none
- 2 Space = Grenade Launcher (7acc, 1d*)
- 3 Space = none
- 1 Space = none
- Lasers
- 1 Space = Light Laser (6acc, 1d)
- 2 Space = Medium Laser (6acc, 2d), Laser (6acc, 3d)
- 3 Space = Heavy Laser (6acc, 4d) XRay Laser (7acc, 4d)
- 4 Space = none
- 5 Space = Heavy XRay Laser (7acc, 5d)
- 1 Space = Light Laser (6acc, 1d)
- Machine Guns
- 1 Space = Light MG (7acc, 1d-1), MG (7acc, 1d), Heavy MG (7acc, 2d-2)
- 2 Space = Vulcan MG (6acc, 2d)
- 3 Space = Heavy VMG(6acc, 4d) (Illegal)
- 1 Space = Light MG (7acc, 1d-1), MG (7acc, 1d), Heavy MG (7acc, 2d-2)
- Missiles
- 1 Space = RGM (7acc, 3d), WGM (6acc, 3d)
- 2 Space = none
- 3 Space = none
- 1 Space = RGM (7acc, 3d), WGM (6acc, 3d)
- Recoilless Rifles
- 1 Space = none
- 2 Space = Recoilless Rifle (7acc, 2d)
- 3 Space = none
- 4 Space = Blast Cannon(7acc, 4d)
- 1 Space = none
- Rockets, Guided
- 1 Space = Micro Missile Launcher (8acc, 1d)
- 2 Space = Rocket Launcher (8acc, 2d)
- 3 Space = none
- 1 Space = Micro Missile Launcher (8acc, 1d)
- Rockets, Unguided [all 9acc]
- 1 Space = Mini (1d-1), Light (1d), Medium (2d), Heavy (3d)
- 2 Space = MFR (9acc, 6x1d)
- 3 Space = VFRP (9acc, 1-6d)
- 1 Space = Mini (1d-1), Light (1d), Medium (2d), Heavy (3d)
- Shotguns
- 1 Space = Vehicular Shotgun (6acc, 2 hits), Flachette Gun (6acc, 1d+1 to tires)
- 2 Space = none
- 3 Space = none
- 1 Space = Vehicular Shotgun (6acc, 2 hits), Flachette Gun (6acc, 1d+1 to tires)
- Tank Guns
- 1 Space = none
- 2 Space = none
- 3 Space = Anti-Tank Gun (8acc, 3d)
- 1 Space = none
Combining my two lists together (i.e. here and this post), we can come to some conclusions:
- Consolidation of weapon categories - for example, and Bollman recognizes this as well, the Autocannon is basically part of the Machine Gun family and should be placed there; the Flachette Gun could really just be a Vehicular Shotgun with Flachette loads, and to be honest both of them could be under Grenade Launchers (the same way that the M203 can fire grenades or shot); and the Missile-Rocket category is a huge mess.
- Certain categories are populated/distributed well (MG, FT, Laser) and others not (RR, ATG) - despite the true availability of variation within present day weaponry. There's major differences between calibers in Recoilless and regular artillery and that makes a simple scaling system. The best example of how logical this is comes from GURPS Autoduel (see here for the Light RR).
- There may be entire possible weapon systems missing (e.g. mortars).
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