CaptianEinsteinAlucard Posted April 2, 2017 Report Share Posted April 2, 2017 I had an idea for creating custom gun similarly to the gunsmith enemy in the into the steam book does anyone else have any suggestions. I had an idea for putting the different types of guns and giving them gun creation like choices. 1 Quote Link to comment Share on other sites More sharing options...
bertmac Posted April 3, 2017 Report Share Posted April 3, 2017 Think I went with customer grip, custom action for extra 2" range and + to the duel. Multi barrelled on a gun which already had multiple barrells giving me the option to empty all 9 barrells at once for a 6/7b/7b damage track. Think I also got it to be shiny for showing off purposes! 1 Quote Link to comment Share on other sites More sharing options...
EnternalVoid Posted April 5, 2017 Report Share Posted April 5, 2017 To be fair, the gunsmith gun is basically a normal gun that has a trigger for each suit. That said from your post I am not entirely sure what your goal is. Are you asking how to mimic this or are you asking about making some sort of gun customization chart? Pretty sure you cannot stack Multi-barrel, if you have multi-barrel you just can fire everything in a single go *the rules do not limit how much of the capacity you can fire in a single volley*. If you mean having a model with Tri-barrel and then try to give it multi-barrel I imagine the multi-barrel rules would overwrite Tri-barrel. Quote Link to comment Share on other sites More sharing options...
CaptianEinsteinAlucard Posted April 5, 2017 Author Report Share Posted April 5, 2017 My goal is to make a complete chart of options to make new guns for through the breach. Where you pick your type of gun and then choose your options on it from reload to capacity and damage and have where it balances out Quote Link to comment Share on other sites More sharing options...
Steamtastic Vagabond Posted April 5, 2017 Report Share Posted April 5, 2017 I think the best way to handle this is to assign points to various parameters to the guns, I'll probably write something up later. Quote Link to comment Share on other sites More sharing options...
Steamtastic Vagabond Posted April 6, 2017 Report Share Posted April 6, 2017 (edited) 4 hours ago, Steamtastic Vagabond said: I think the best way to handle this is to assign points to various parameters to the guns, I'll probably write something up later. Custom Gun Smithing The custom guns I think should be handled with a point system similarly to constructs and cobbled. In the end, a gun should balance out at 0 points. A gun gains +1 points for each of the following instances. A weak damage of at least 3 A severe damage of at least 5 A capacity higher than 6 (7+) A reload time of 2 or less A range higher than 10 +1 for each of the following abilities (ITS) Accurate Aquatic Blued Brutal Burst Fire Concealable Deadly Disabling Flaming Full Auto Intimidating Multi-Barrel Penetrating Powerful Precise Snaring Stunning Tether A gun gains +2 points for each of the following instances. If the weapon has any of the following abilities (ITS) Gatling Grapeshot A gun loses -1 point for each of the following instances. A weak damage of 1 or less A severe damage of 3 or less A capacity of 2 or less A reload time of 3 or higher A range of 6 or less Every 15 scrip the weapon costs (15 = -1, 30 = -2) If the weapon has any of the following abilities (ITS) Finely Tuned Heavy Shoddy Special Ammo Steam Powered This list took 18 minutes to put together but I have been comteplating this all day. Edited April 6, 2017 by Steamtastic Vagabond 2 Quote Link to comment Share on other sites More sharing options...
EnternalVoid Posted April 6, 2017 Report Share Posted April 6, 2017 Honestly, I think the original TTB book's method for custom Melee weapons would be better. Where you have a set of template weapons and options for modifications but have a more extensive list of modifications that include ones that give triggers. The problem with a tick for tack is that you will have those players that just break it and would require the whole thing to have a Fatemaster approval on all weapons. Example: Gun with 3/3/3 damage spread (+1 for weak damage, -1 for Severe Damage) range 10" (0), Capacity higher than 6 (Going to say 40 rounds here just cause, +1), Reload 3 (-1), Cost of 15 scrip (-1), Finely Tuned (-1), and Gatling (+2). So it shoots 20 rounds a go, so even if you say Capacity 40 or 60 you are only getting 2-3 shots. But you triple the damage against a single target so the damage spread is basically 9/9/9. Sure the bullets are going to cost a ton but you can basically mulch a single target. If you are willing to drop extra scrip on the original gun take it costing 45 scrip for a (-3) and get Reload 2 so you can get the Speed Reload trigger from Mercenary to auto reload on Ram. Even if you were not going with the crazy gatling option you can go with a 3/3/3, 10", Capacity 6, Reload 2, and a Cost of 15 Scrip. Or 3/3/3, 10", Capacity 6, Reload 2, Multi-Barrel, Finely Tuned, and a Cost of 15 Scrip. That would let you fire it Multi-Barrel with the speed reload trigger, spending 6 rounds a go but doing 6/6/6 damage. Or 3/3/3, 10", Capacity 6, Reload 2, Fine Tuned, Snaring, and a Cost of 15 Scrip. Even if you do not allow a damage spread like 3/3/3, you are only upping the cost 15 scrip or some other little tack at which case it has something like a 3/4/5. So on the first gatling pistol example above it cost 30 scrip but your damage spread becomes 9/12/15. I am not trying to say that a chart like this would be a bad idea *with some adjustments of course*, but it would have to be one that a Fatemaster heavily monitors. I think either using the current guns with more modification options, or doing as I said and making a series of template guns you can modify is the clearer approach. If you do stick with a list like Steamtastic's, I would suggest taking an approach like the core magic, where you have a base damage spread and either go up or down on a damage chart *So -1 to go from 2/3/4 to 1/2/3, or +1 to go from 2/3/4 to 2/4/5, or +2 to go to 3/4/5 or something like that*. I would also drop gatling as an option as it is just nasty. Burst Fire, Multi-Barrel, or Full Auto is enough to represent machine gun like fire. 1 Quote Link to comment Share on other sites More sharing options...
CaptianEinsteinAlucard Posted April 6, 2017 Author Report Share Posted April 6, 2017 Eternalvoid I like your last idea but I think the damage base would depend on the type of gun like 2/3/5 for shotguns or 1/2/3 for pistols Quote Link to comment Share on other sites More sharing options...
Steamtastic Vagabond Posted April 6, 2017 Report Share Posted April 6, 2017 I like the idea of combining the two methods, and if sure with time the system can easily be further refined. Also I was going off of Into The Steam to provide many options for the gun table. Quote Link to comment Share on other sites More sharing options...
EnternalVoid Posted April 7, 2017 Report Share Posted April 7, 2017 Personally I am curious what Mason and them will do with the weapon options when they do redo the core book for TTB here. Quote Link to comment Share on other sites More sharing options...
Steamtastic Vagabond Posted April 7, 2017 Report Share Posted April 7, 2017 1 minute ago, EnternalVoid said: Personally I am curious what Mason and them will do with the weapon options when they do redo the core book for TTB here. I think it's entirely possible than some of the new things being added would have been taken from the player creations forum. Also, imagine what sunspotter would come up with! Quote Link to comment Share on other sites More sharing options...
EnternalVoid Posted April 7, 2017 Report Share Posted April 7, 2017 True, we also know from Mason's comment, if he was not messing with us, that custom grip is like twice as expensive now. Quote Link to comment Share on other sites More sharing options...
Mason Posted April 7, 2017 Report Share Posted April 7, 2017 9 hours ago, EnternalVoid said: Personally I am curious what Mason and them will do with the weapon options when they do redo the core book for TTB here. Well, the weird "Pneumatic" weapon rule from the Fated Almanac is gone, for one. Now it works just like other weapon skills... which means that we have a few pneumatic weapons in the book, including a pneumatic chainsaw and a pneumatic bonesaw. 2 Quote Link to comment Share on other sites More sharing options...
CaptianEinsteinAlucard Posted April 7, 2017 Author Report Share Posted April 7, 2017 I appreciate all the input I am thinking on all the great ideas you guys gave me and when I have my draft of my custom gunsmithing guidelines I will upload for you guys to check out. Quote Link to comment Share on other sites More sharing options...
CaptianEinsteinAlucard Posted April 7, 2017 Author Report Share Posted April 7, 2017 53 minutes ago, Mason said: Well, the weird "Pneumatic" weapon rule from the Fated Almanac is gone, for one. Now it works just like other weapon skills... which means that we have a few pneumatic weapons in the book, including a pneumatic chainsaw and a pneumatic bonesaw. I am so excited for the new core rulebook even more now? 1 Quote Link to comment Share on other sites More sharing options...
Steamtastic Vagabond Posted April 7, 2017 Report Share Posted April 7, 2017 6 hours ago, CaptianEinsteinAlucard said: I appreciate all the input I am thinking on all the great ideas you guys gave me and when I have my draft of my custom gunsmithing guidelines I will upload for you guys to check out. Can't wait to see it! Quote Link to comment Share on other sites More sharing options...
EnternalVoid Posted April 7, 2017 Report Share Posted April 7, 2017 7 hours ago, Mason said: Well, the weird "Pneumatic" weapon rule from the Fated Almanac is gone, for one. Now it works just like other weapon skills... which means that we have a few pneumatic weapons in the book, including a pneumatic chainsaw and a pneumatic bonesaw. Ya I like this. Was always put off with how that worked. We needed some good pneumatic weapons. I approve. Quote Link to comment Share on other sites More sharing options...
CaptianEinsteinAlucard Posted August 31, 2017 Author Report Share Posted August 31, 2017 How do you post a word document here cause I have my first draft done of my custom gunsmithing and want to know what you all think about it Quote Link to comment Share on other sites More sharing options...
Steamtastic Vagabond Posted August 31, 2017 Report Share Posted August 31, 2017 I believe you just drag the document onto the typing space, of click insert other media, then look for the document. Quote Link to comment Share on other sites More sharing options...
CaptianEinsteinAlucard Posted September 8, 2017 Author Report Share Posted September 8, 2017 Ok people this is my first draft of my custom gunsmithing, tell me what you think and what ways i can improve it. Custom Gunsmithing.odt Quote Link to comment Share on other sites More sharing options...
Le gob Posted September 9, 2017 Report Share Posted September 9, 2017 After a quick look at your document: -if you build a weapon from scratch, what is the base damage of the weapon? -why not incraease the damage acccording to the scale of the "increase damage immuto" from the magic chapter -all features should not be worth the same, some are really better than others As it is I can't test your system, mainly because there is no base damage for the weapons Quote Link to comment Share on other sites More sharing options...
CaptianEinsteinAlucard Posted September 9, 2017 Author Report Share Posted September 9, 2017 The damage starts off at 1/2/3 and the reload starts off at 4 ap and capacity 1. I didn't realize that I had forgotten those and I may change the way the damage scales Quote Link to comment Share on other sites More sharing options...
CaptianEinsteinAlucard Posted July 31, 2019 Author Report Share Posted July 31, 2019 I should have my second draft of my custom gunsmithing uploaded this weekend Quote Link to comment Share on other sites More sharing options...
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