Post by Gravedust on Aug 2, 2010 21:20:18 GMT -8
GUNSMITHING
Gunsmithing is one of two crafting categories a Character gains access to if they purchase the Weaponsmithing special stat. (the other being Swordsmithing) Gunsmithing allows your character to design and construct unique firearms for his or her own use, or the use of their crew.
Gunsmithing uses Gunsmithing Parts to create items, which can be bought in port or from a trader, or gained by Scrapping other guns.
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First of all, since guns have some unique stats and properties, let's take a look at the gun's stats and explain briefly what they mean.
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Type: (Handgun, or Long Gun. The Type determines a few characteristics)
Size: (The Size of the weapon)
Calibre: (The Damage a shot from the gun causes)
Ammo: (The number of shots per reload)
Reload: (The cost and Rarity of reloads for the weapon)
Accuracy: (The accuracy modifier of the gun)
Difficulty: (How difficult the gun is to make)
Cost: (The cost of the gun)
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Now that we're familiar with those, let's move onto deciding what sort of gun we want to make. To start making a gun, we have to choose four things. Calibre, Ammo Count, Accuracy bonus and Modifications. Once we've set these variables, we can figure out the other stats for the weapon. Choosing these three attributes can be a delicate process since a careful balance is needed in a lot of cases to ensure an effective weapon. Since there are a lot of variables that effect one another, especially in regarding what Type of gun you wind up making, you my find yourself playing with numbers quite a lot before you settle on something that works.
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Choosing a Calibre
Calibre determines the Damage the gun deals with each shot. A gun's Calibre may be anywhere between 2 and 20. The larger the calibre the more expensive and difficult the gun will become to make, and very large calibres can be difficult to incorporate into small weapons. Larger calibres will also effect the Accuracy of a gun. A Gun's Accuracy is reduced by an amount equal to the Calibre of the weapon. (So a Calibre 4 weapon will have a -4 Accuracy penalty, though this can be mitigated as explained later). On the other hand, the damage form a very small calibre gun will be comparatively easier to soak up using Toughness. So choose wisely and with a mind for what you intend the gun to be used for.
____________________
Choosing an Ammo Count
Ammo is a measurement of the number of rounds that will fit in a gun's Magazine. When a gun is out of ammo it must be reloaded before being fired again, which takes 1 Action (Under most circumstances). Larger magazines increase the number of shots that can be made before having to reload which can be an asset in combat. Another factor is that since all reloads, no matter how many rounds they hold occupy 1 space, and so having a weapon with a a high ammo count per reload will make it easier to carry more rounds overall. Additionally a high ammo count will make abilities such as Return Fire more feasible. The higher a weapon's ammo count, however, the more DIfficult it will be to construct, and the larger it will likely become.
Choosing an Accuracy Bonus
Your gun's accuracy bonus (or penalty as it sometimes is) effects the ranged attack roll and can make it easier or harder to hit a target, depending. A maximum accuracy bonus of 20 can be added to a Gun. A high accuracy bonus will increase the Cost and Difficulty of making the gun, and may increase it's Size as well. Note that adding an Accuracy Bonus can mitigate the Accuracy penalty from a gun's Calibre. For instance, A Calibre 4 weapon has an automatic -4 Accuracy Penalty. Adding 4 to the Accuracy bonus neutralizes that penalty. (Making the accuracy of the weapon 0) Adding a further 4 points of Accuracy Bonus (to a total of 8) will increase the Accuracy of the weapon to +4.
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Choose Modifications
There's a large number of Modifications available for Guns that can add some unique utility to the weapons. They can be found in the Modification List. Note that the Size of the weapon determines how many Sockets are available for Modifications. Size 1 Hand guns have 1 socket, Size 2 Hand Guns have 2, and Long Guns have 3. Since Size Is determined by the DIfficulty of the weapon, it can be effected by changes to the other stats of the weapon, you may have to go back and add or remove Modifications or change other stats to balance out the weapon.
Once you've decided on your Calibre, Ammo count, Accuracy bonus, and Modifications, write down your choices and move on to the next section.
___________________________________
Determining the other stats
Once you have chose the Calibre, ammo and Accuracy of the weapon, you can use these stats to determine it's other attributes. As you work your way down the list be sure to write down your new gun's stats as you go.
-
Determining Difficulty
Difficulty = [ [Calibre] x [Ammo] ] + [Accuracy Bonus] + [Modification Difficulty]
To find the Difficulty of the Weapon, multiply the Calibre by the Ammo count, and then add the accuracy bonus to that result.
For instance, If I have a Calibre 4 weapon with an Ammo Count of 5, an Accuracy Bonus of 4, and a Light (Difficulty 5) as a Modification:
(4x5+4+5 =29) So the Difficulty of building that weapon is 29.
Determining Size:
The Size of a gun is decided by its Difficulty. (Think about it in terms of how complex and large a weapon must become in order to incorportate all the features you want in terms of ammo capacity, accuracy, calibre and Modifications.)
If the Gun's Difficulty is 25 or lower, the gun is Size 1
If the Gun's Difficulty is between 26-50, the gun is Size 2
If the result is over 50 then the weapon Size 3 and a Long Gun.
Determining Cost:
Handgun Cost = [[Calibre + Ammo + Accuracy Bonus] x10]] [+Modification Cost]
Long Gun Cost = [[Calibre + Ammo + Accuracy Bonus] x 10]] + [[Difficulty + Modification Cost]]
Cost for handguns is found by adding the Calibre, Ammo count, and Accuracy Bonus together, and multiplying the result by 10. Then the cost of any Modifications is added.
So if I again take my template gun (Calibre 4, Ammo 5, Accuracy Bonus 4, Light as Modification(with a Cost of 20)) the cost calculation becomes: ((4 + 5 + 4)(x10)) +(20) = 150. So the weapon will require 150 Gunsmithing Parts to make.
Finding the cost for a Long Gun (Difficulty 50+) is similar, except you add an amount equal to the Difficulty of the weapon to the total.
Let's say I have a gun with a Calibre of 10, an Ammo Count of 5, an accuracy bonus of 5, and a Light attached. (Giving the weapon a Difficulty of 60, making it a Long Gun.) When I calculate Cost, the breakdown looks like this: ((10+5+5)x10) + (20 + 60) = 280. So the weapon requires 280 Gunsmithing Parts to create.
____________________
+Determining Accuracy
Accuracy = [Accuracy Bonus] - [Calibre]
Accuracy is found by subtracting the Calibre of the weapon from the Accuracy Bonus. This can result in a negative number, or equal out to zero. Whatever the result is, that becomes the Accuracy of the weapon.
As a few examples:
Accuracy Bonus of 0, and Calibre of 5: -5 Accuracy
Accuracy Bonus of 5, and Calibre of 5: 0 Accuracy
Accuracy Bonus of 10, and Calibre of 5: +5 Accuracy
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+Determining the stats of a Reload.
Reload Cost = [Calibre] x [Ammo]
Reload Rarity = [Calibre]
All Reloads are Size 1
Reloads are needed to ...well.. Reload you weapon in combat. While the gun may be a custom job ammunition is my and large uniform, so you can try to find the correct ammo for your gun at a store or trader.
To find the Cost of a reload for the weapon you intend to make, simply multiply the Calibre of the weapon by it's Ammo count.
Again using my template gun with a Calibre 4, and an Ammo 5: (4x5) = 20, So a Reload for the gun would cost $20.
The Rarity of the reload is the same as it's calibre. High powered round might be a little hard to come by occasionally, but usually there is plenty of ammo to go around.
____________________
Finishing Up
Once you've got the Stats for your weapon worked out, you're ready to make a roll to see if your character can create it or not. Before you do that your GM May want to have a look at the stats to make sure you've done everything correctly. If you want to record the weapon's stats to build it again later, or simply have them on hand, you can use this format:
Name: (The name of the Weapon)
Type: (Handgun, or Long Gun.)
Size: (The Size of the weapon)
Calibre: (Calibre of the weapon)
Ammo: (The number of shots per reload)
Reload:(Cost: (reload cost), Rarity: (Reload Rarity)
Accuracy: (The final accuracy of the gun)
Difficulty: (How difficult the gun is to find or make)
Bonus: (Any Stat bonuses from Modifications that do not require Activation)
Effect: (The effects of any Modifications that can be Activated)
Modifications: (What Modifications are attached. Make sure to note any variables the Modification might have set.)
Cost: (The number of parts needed to make the weapon.)
Description: (A brief description of the item. This is entirely up to you.)[/i]
Once GM has approved it, you can make the roll for attempting to create the item. (Make sure to consult the Item Creation section to make sure you meet the other prerequisites) For Gunsmithing this is:
D100+[Tailoring] Vs. [Difficulty]
If the roll succeeds, Congratulations, and enjoy your new weapon! Additionally, 1 Gunsmithing part is refunded for every point your roll was higher than the DIfficulty, up to 25% of the Cost of the item
If the roll fails then the item is not created, and your Character loses 10 Gunsmithing Parts for every point that the roll failed by, (some of the raw material that went into the build was unrecoverable) up to the total Cost of the Item itself.
Gunsmithing is one of two crafting categories a Character gains access to if they purchase the Weaponsmithing special stat. (the other being Swordsmithing) Gunsmithing allows your character to design and construct unique firearms for his or her own use, or the use of their crew.
Gunsmithing uses Gunsmithing Parts to create items, which can be bought in port or from a trader, or gained by Scrapping other guns.
____________________
First of all, since guns have some unique stats and properties, let's take a look at the gun's stats and explain briefly what they mean.
----
Type: (Handgun, or Long Gun. The Type determines a few characteristics)
Size: (The Size of the weapon)
Calibre: (The Damage a shot from the gun causes)
Ammo: (The number of shots per reload)
Reload: (The cost and Rarity of reloads for the weapon)
Accuracy: (The accuracy modifier of the gun)
Difficulty: (How difficult the gun is to make)
Cost: (The cost of the gun)
----
Now that we're familiar with those, let's move onto deciding what sort of gun we want to make. To start making a gun, we have to choose four things. Calibre, Ammo Count, Accuracy bonus and Modifications. Once we've set these variables, we can figure out the other stats for the weapon. Choosing these three attributes can be a delicate process since a careful balance is needed in a lot of cases to ensure an effective weapon. Since there are a lot of variables that effect one another, especially in regarding what Type of gun you wind up making, you my find yourself playing with numbers quite a lot before you settle on something that works.
____________________
Choosing a Calibre
Calibre determines the Damage the gun deals with each shot. A gun's Calibre may be anywhere between 2 and 20. The larger the calibre the more expensive and difficult the gun will become to make, and very large calibres can be difficult to incorporate into small weapons. Larger calibres will also effect the Accuracy of a gun. A Gun's Accuracy is reduced by an amount equal to the Calibre of the weapon. (So a Calibre 4 weapon will have a -4 Accuracy penalty, though this can be mitigated as explained later). On the other hand, the damage form a very small calibre gun will be comparatively easier to soak up using Toughness. So choose wisely and with a mind for what you intend the gun to be used for.
____________________
Choosing an Ammo Count
Ammo is a measurement of the number of rounds that will fit in a gun's Magazine. When a gun is out of ammo it must be reloaded before being fired again, which takes 1 Action (Under most circumstances). Larger magazines increase the number of shots that can be made before having to reload which can be an asset in combat. Another factor is that since all reloads, no matter how many rounds they hold occupy 1 space, and so having a weapon with a a high ammo count per reload will make it easier to carry more rounds overall. Additionally a high ammo count will make abilities such as Return Fire more feasible. The higher a weapon's ammo count, however, the more DIfficult it will be to construct, and the larger it will likely become.
Choosing an Accuracy Bonus
Your gun's accuracy bonus (or penalty as it sometimes is) effects the ranged attack roll and can make it easier or harder to hit a target, depending. A maximum accuracy bonus of 20 can be added to a Gun. A high accuracy bonus will increase the Cost and Difficulty of making the gun, and may increase it's Size as well. Note that adding an Accuracy Bonus can mitigate the Accuracy penalty from a gun's Calibre. For instance, A Calibre 4 weapon has an automatic -4 Accuracy Penalty. Adding 4 to the Accuracy bonus neutralizes that penalty. (Making the accuracy of the weapon 0) Adding a further 4 points of Accuracy Bonus (to a total of 8) will increase the Accuracy of the weapon to +4.
____________________
Choose Modifications
There's a large number of Modifications available for Guns that can add some unique utility to the weapons. They can be found in the Modification List. Note that the Size of the weapon determines how many Sockets are available for Modifications. Size 1 Hand guns have 1 socket, Size 2 Hand Guns have 2, and Long Guns have 3. Since Size Is determined by the DIfficulty of the weapon, it can be effected by changes to the other stats of the weapon, you may have to go back and add or remove Modifications or change other stats to balance out the weapon.
Once you've decided on your Calibre, Ammo count, Accuracy bonus, and Modifications, write down your choices and move on to the next section.
___________________________________
Determining the other stats
Once you have chose the Calibre, ammo and Accuracy of the weapon, you can use these stats to determine it's other attributes. As you work your way down the list be sure to write down your new gun's stats as you go.
-
Determining Difficulty
Difficulty = [ [Calibre] x [Ammo] ] + [Accuracy Bonus] + [Modification Difficulty]
To find the Difficulty of the Weapon, multiply the Calibre by the Ammo count, and then add the accuracy bonus to that result.
For instance, If I have a Calibre 4 weapon with an Ammo Count of 5, an Accuracy Bonus of 4, and a Light (Difficulty 5) as a Modification:
(4x5+4+5 =29) So the Difficulty of building that weapon is 29.
Determining Size:
The Size of a gun is decided by its Difficulty. (Think about it in terms of how complex and large a weapon must become in order to incorportate all the features you want in terms of ammo capacity, accuracy, calibre and Modifications.)
If the Gun's Difficulty is 25 or lower, the gun is Size 1
If the Gun's Difficulty is between 26-50, the gun is Size 2
If the result is over 50 then the weapon Size 3 and a Long Gun.
Determining Cost:
Handgun Cost = [[Calibre + Ammo + Accuracy Bonus] x10]] [+Modification Cost]
Long Gun Cost = [[Calibre + Ammo + Accuracy Bonus] x 10]] + [[Difficulty + Modification Cost]]
Cost for handguns is found by adding the Calibre, Ammo count, and Accuracy Bonus together, and multiplying the result by 10. Then the cost of any Modifications is added.
So if I again take my template gun (Calibre 4, Ammo 5, Accuracy Bonus 4, Light as Modification(with a Cost of 20)) the cost calculation becomes: ((4 + 5 + 4)(x10)) +(20) = 150. So the weapon will require 150 Gunsmithing Parts to make.
Finding the cost for a Long Gun (Difficulty 50+) is similar, except you add an amount equal to the Difficulty of the weapon to the total.
Let's say I have a gun with a Calibre of 10, an Ammo Count of 5, an accuracy bonus of 5, and a Light attached. (Giving the weapon a Difficulty of 60, making it a Long Gun.) When I calculate Cost, the breakdown looks like this: ((10+5+5)x10) + (20 + 60) = 280. So the weapon requires 280 Gunsmithing Parts to create.
____________________
+Determining Accuracy
Accuracy = [Accuracy Bonus] - [Calibre]
Accuracy is found by subtracting the Calibre of the weapon from the Accuracy Bonus. This can result in a negative number, or equal out to zero. Whatever the result is, that becomes the Accuracy of the weapon.
As a few examples:
Accuracy Bonus of 0, and Calibre of 5: -5 Accuracy
Accuracy Bonus of 5, and Calibre of 5: 0 Accuracy
Accuracy Bonus of 10, and Calibre of 5: +5 Accuracy
----
+Determining the stats of a Reload.
Reload Cost = [Calibre] x [Ammo]
Reload Rarity = [Calibre]
All Reloads are Size 1
Reloads are needed to ...well.. Reload you weapon in combat. While the gun may be a custom job ammunition is my and large uniform, so you can try to find the correct ammo for your gun at a store or trader.
To find the Cost of a reload for the weapon you intend to make, simply multiply the Calibre of the weapon by it's Ammo count.
Again using my template gun with a Calibre 4, and an Ammo 5: (4x5) = 20, So a Reload for the gun would cost $20.
The Rarity of the reload is the same as it's calibre. High powered round might be a little hard to come by occasionally, but usually there is plenty of ammo to go around.
____________________
Finishing Up
Once you've got the Stats for your weapon worked out, you're ready to make a roll to see if your character can create it or not. Before you do that your GM May want to have a look at the stats to make sure you've done everything correctly. If you want to record the weapon's stats to build it again later, or simply have them on hand, you can use this format:
Name: (The name of the Weapon)
Type: (Handgun, or Long Gun.)
Size: (The Size of the weapon)
Calibre: (Calibre of the weapon)
Ammo: (The number of shots per reload)
Reload:(Cost: (reload cost), Rarity: (Reload Rarity)
Accuracy: (The final accuracy of the gun)
Difficulty: (How difficult the gun is to find or make)
Bonus: (Any Stat bonuses from Modifications that do not require Activation)
Effect: (The effects of any Modifications that can be Activated)
Modifications: (What Modifications are attached. Make sure to note any variables the Modification might have set.)
Cost: (The number of parts needed to make the weapon.)
Description: (A brief description of the item. This is entirely up to you.)[/i]
Once GM has approved it, you can make the roll for attempting to create the item. (Make sure to consult the Item Creation section to make sure you meet the other prerequisites) For Gunsmithing this is:
D100+[Tailoring] Vs. [Difficulty]
If the roll succeeds, Congratulations, and enjoy your new weapon! Additionally, 1 Gunsmithing part is refunded for every point your roll was higher than the DIfficulty, up to 25% of the Cost of the item
If the roll fails then the item is not created, and your Character loses 10 Gunsmithing Parts for every point that the roll failed by, (some of the raw material that went into the build was unrecoverable) up to the total Cost of the Item itself.