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Non-Morrow Project Weapons

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  • #16
    The real issue would be more ammo than the gun Outside of industrial societies like the KFS it would be nigh on impossible to get high quality ammo that could be used in Maxim style mechanisms. So a savvy foe with musket armed infantry could hold back and wait for them to burn up whatever ammo they had. Possibly leading to them retreating

    I suspect Krell would prefer paper based cartridges as used in early needle guns. More fire power than a musket, but if you've got a member of your team that can make even poor quality gun powder then you're able to stay in the field far longer.

    So something more like,


    and



    In fact Howdah style pistols were more popular than modern revolvers for quite some time.

    Of course each raiding party would have a small collection of veterans equipped with modern weapons stolen from whomever to act as snipers/fire support.

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    • #17
      Originally posted by ChalkLine View Post
      An annoying aspect of the rules book is that while it carefully describes and stats the weapons used by Project members it doesn't cover weapons that they may encounter. This means the new GM either makes it up on the fly or uses Morrow Project weapons, the reverse of what is intended.

      Now, if we adopt the standard 150 year gap most weapons, especially those with wooden components, will have taken a large amount of damage.
      We should adopt Twilight 2000's 'wear value' I think to reflect this.

      Anyway, what's some classic US weapons

      The obvious is the AR-15 in it's myriad forms. The Colt 1911 is everwhere too. Anything else
      There is many weapons given stats in the modules, the Armory, various fanzines, and on this forum.

      Really if you find something you want to use, there probably is a justification for it being in the U.S. somehow.

      Use the E- factor formula and give them some stats.

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      • #18
        Originally posted by ChalkLine View Post
        This was covered in T2K with 'The Ammunition Factory'. I'm sad to say I can't find the original author but here is the article;
        Google says. Matt Geisler weapons and ammunition factory.

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        • #19
          That file of 'all the guns' never turned up so I'm necromancing this thread.

          In the Roll20 game I'm in I've swung a HK UMP 45. At present I'm using the weapon's physical statistics but the Grease Gun's stats. Does this seem right

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          • #20
            Here is a stat block for the HK UMP45. Put the maximum range at 300m since you have to adjust for 20mil of drop. The E-Factor at that range is also 6.
            Attached Files

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            • #21
              I was beaten to it but here's my stat block on the .45 UMP. I also have the 9mm and .40 versions worked up.
              Attached Files

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