Post by enternalvoid on Aug 9, 2014 20:45:37 GMT -6
Well I know that Jason, Antonio, and myself got the Through the Breach kickstarter. I also know that through the Beta we all had issues with different issues related to the system. Primarily the weapon charts but a few other issues. So I have decided to work on a some house rules. So I thought I would get Antonio and maybe Jason's thoughts on some of these. So to start with I want a different weapon list. I rolled the Carbines in with the Rifles. I am also leaving Legacy weapons off for now too.
So for the firearms so far I have
Pistols
Collier Army- Capacity: 6. Reload: 2 AP
-Resist: Defense. Range: 12S. Damage: 1/3/4
Prison Revolver- Capacity: 6. Reload: 2 AP
-Resist: Defense. Range: 10S. Damage: 2/3/4.
Rough Rider- Capacity: 6. Reload: 2 AP
-Resist: Defense. Range: 10S. Damage: 2/3/4. Trigger: Fanning (Mask/Sh): After Resolving, immediately perform this action again against the same target. This attack suffers -2 to its final duel total and may not declare triggers.
Hold out Pistol- Capacity: 2. Reload: 1 AP
-Resist: Defense. Range: 6S. Damage: 1/2/4. Special: Concealable.
Seven Barrel Pepperbox- Capacity: 7. Reload: 4 AP
-Resist: Defense. Range: 6S. Damage: 1/2/3. Special: Seven Barrels. When attacking all seven shots may be expended in one attack for +3 damage and -2 to the final duel total.
Clockwork Pistol- Capacity: 6. Reload: 2 AP
-Resist: Defense. Range: 12S. Damage: 1/2/5. Trigger: Reposition (Mask/Sh): After succeeding, push this model up to 3”.
Peacebringer- Capacity: 8. Reload: 2 AP
-Resist: Defense. Range: 10S. Damage: 2/3/5. Special: Peacebringer Blade
Modified Peacebringer- Capacity: 8. Reload: 2 AP
-Resist: Defense. Range: 12S. Damage: 2/3/4. Special: Peacebringer Blade
Clockwork Seeker- Capacity: 6. Reload: 3 AP
-Resist: Defense. Range: 12S. Damage: 3/4/5. Special: This damage Ignores Hard to Wound.
Rifles
Long Carbine- Capacity: 6. Reload: 2 AP
-Resist: Defense. Range 14S. Damage: 2/3/5. Special: Carbine. Trigger: Precision (Ram/Sh): Immediately increase this model’s final duel total by 1 for each ram in the final duel total.
Collier Cavalry Carbine- Capacity: 12. Reload: 3AP
-Resist: Defense. Range 12S. Damage: 2/3/4. Special: Carbine. Trigger: Reposition (Mask/Sh): After succeeding, push this model up to 3”.
Chestfield Rifle- Capacity: 8. Reload: 2 AP
-Resist: Defense. Range: 18S. Damage: 2/3/5. Special: Rifle.
Repeater Rifle- Capacity: 12. Reload: 3 AP
-Resist: Defense. Range 16S. Damage: 1/3/4. Special: Repeater. When attacking may expend 3 shots to get a positive flip to hit. May not be combined with Rifle special rule. Special: Rifle.
Clockwork Rifle- Capacity: 6. Reload: 2 AP
-Resist: Defense. Range: 16S. Damage: 2/3/5. Special: Rifle. Trigger: Reposition (Mask/Sh): After succeeding, push this model up to 3”.
Shotguns
Double Barreled Shotgun- Capacity: 2. Reload: 1 AP
-Resist: Defense. Range: 10S. Damage: 2/2B/4BB. Special: Double Barreled. May fire entire capacity to get a positive to Damage flips. Special: Slug.
Sawed off Shotgun- Capacity: 1. Reload: 1 AP
-Resist: Defense. Range: 6S. Damage: 2/2B/4BB. Special: Slug.
Chesterfield Shotgun- Capacity: 5. Reload: 2 AP
-Resist: Defense. Range: 10S. Damage: 2/3B/4BB. Special: Slug. Trigger: Stay Down (Tome/Sh): Models damaged by this attack must pass a Tenacity 10 or be knocked down.
Chesterfield Scattergun- Capacity: 1. Reload 2 AP
-Resist: Defense. Range: 10S. Damage: 3/3B/4BB. Trigger: Street Sweeper (Tome/Sh): When damaging, Moderate and Severe damage gains an additional Blast icon.
So 10 Pistols, 6 Rifles, and 4 shotguns so far.
So for the firearms so far I have
Pistols
Collier Army- Capacity: 6. Reload: 2 AP
-Resist: Defense. Range: 12S. Damage: 1/3/4
Prison Revolver- Capacity: 6. Reload: 2 AP
-Resist: Defense. Range: 10S. Damage: 2/3/4.
Rough Rider- Capacity: 6. Reload: 2 AP
-Resist: Defense. Range: 10S. Damage: 2/3/4. Trigger: Fanning (Mask/Sh): After Resolving, immediately perform this action again against the same target. This attack suffers -2 to its final duel total and may not declare triggers.
Hold out Pistol- Capacity: 2. Reload: 1 AP
-Resist: Defense. Range: 6S. Damage: 1/2/4. Special: Concealable.
Seven Barrel Pepperbox- Capacity: 7. Reload: 4 AP
-Resist: Defense. Range: 6S. Damage: 1/2/3. Special: Seven Barrels. When attacking all seven shots may be expended in one attack for +3 damage and -2 to the final duel total.
Clockwork Pistol- Capacity: 6. Reload: 2 AP
-Resist: Defense. Range: 12S. Damage: 1/2/5. Trigger: Reposition (Mask/Sh): After succeeding, push this model up to 3”.
Peacebringer- Capacity: 8. Reload: 2 AP
-Resist: Defense. Range: 10S. Damage: 2/3/5. Special: Peacebringer Blade
Modified Peacebringer- Capacity: 8. Reload: 2 AP
-Resist: Defense. Range: 12S. Damage: 2/3/4. Special: Peacebringer Blade
Clockwork Seeker- Capacity: 6. Reload: 3 AP
-Resist: Defense. Range: 12S. Damage: 3/4/5. Special: This damage Ignores Hard to Wound.
Rifles
Long Carbine- Capacity: 6. Reload: 2 AP
-Resist: Defense. Range 14S. Damage: 2/3/5. Special: Carbine. Trigger: Precision (Ram/Sh): Immediately increase this model’s final duel total by 1 for each ram in the final duel total.
Collier Cavalry Carbine- Capacity: 12. Reload: 3AP
-Resist: Defense. Range 12S. Damage: 2/3/4. Special: Carbine. Trigger: Reposition (Mask/Sh): After succeeding, push this model up to 3”.
Chestfield Rifle- Capacity: 8. Reload: 2 AP
-Resist: Defense. Range: 18S. Damage: 2/3/5. Special: Rifle.
Repeater Rifle- Capacity: 12. Reload: 3 AP
-Resist: Defense. Range 16S. Damage: 1/3/4. Special: Repeater. When attacking may expend 3 shots to get a positive flip to hit. May not be combined with Rifle special rule. Special: Rifle.
Clockwork Rifle- Capacity: 6. Reload: 2 AP
-Resist: Defense. Range: 16S. Damage: 2/3/5. Special: Rifle. Trigger: Reposition (Mask/Sh): After succeeding, push this model up to 3”.
Shotguns
Double Barreled Shotgun- Capacity: 2. Reload: 1 AP
-Resist: Defense. Range: 10S. Damage: 2/2B/4BB. Special: Double Barreled. May fire entire capacity to get a positive to Damage flips. Special: Slug.
Sawed off Shotgun- Capacity: 1. Reload: 1 AP
-Resist: Defense. Range: 6S. Damage: 2/2B/4BB. Special: Slug.
Chesterfield Shotgun- Capacity: 5. Reload: 2 AP
-Resist: Defense. Range: 10S. Damage: 2/3B/4BB. Special: Slug. Trigger: Stay Down (Tome/Sh): Models damaged by this attack must pass a Tenacity 10 or be knocked down.
Chesterfield Scattergun- Capacity: 1. Reload 2 AP
-Resist: Defense. Range: 10S. Damage: 3/3B/4BB. Trigger: Street Sweeper (Tome/Sh): When damaging, Moderate and Severe damage gains an additional Blast icon.
So 10 Pistols, 6 Rifles, and 4 shotguns so far.