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  • M4a1

    Are there any stats for the M4A1 in the 2.2 rules

  • #2
    Not in the books, but you can find stats here:

    If it moves, shoot it, if not push it, if it still doesn't move, use explosives.

    Nothing happens in isolation - it's called "the butterfly effect"

    Mors ante pudorem

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    • #3
      Sorry should have been more specific
      was looking for official stats for the M4A1 assault rifle

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      • #4
        Same site then. Paul has virtually EVERYTHING you can imagine.
        If it moves, shoot it, if not push it, if it still doesn't move, use explosives.

        Nothing happens in isolation - it's called "the butterfly effect"

        Mors ante pudorem

        Comment


        • #5
          again was looking for official stats

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          • #6
            nothing against pmulcahy

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            • #7
              The closest official source you would find would be in the third edition of Dark Conspiracy RPG called "Conspiracy Rules". Or you can use the design rules in Fire, Fusion & Steel.

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              • #8
                Or the M177 on page 22 of Infantry Weapons of the World. It's not an exact match, but close enough for gaming purposes.
                Personally though I prefer Pauls stats - they're much better than the books.
                If it moves, shoot it, if not push it, if it still doesn't move, use explosives.

                Nothing happens in isolation - it's called "the butterfly effect"

                Mors ante pudorem

                Comment


                • #9
                  Originally posted by Legbreaker View Post
                  Or the M177 on page 22 of Infantry Weapons of the World. It's not an exact match, but close enough for gaming purposes.
                  Personally though I prefer Pauls stats - they're much better than the books.
                  Biggest difference should be range by a few meters, there's 10.5 versus 14.5 inches. Using a civvie R6920 16.1 inch upper will give it a few more. I'll check the stats out.

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                  • #10
                    Not like the book stats are particularly accurate in the first place though...
                    If it moves, shoot it, if not push it, if it still doesn't move, use explosives.

                    Nothing happens in isolation - it's called "the butterfly effect"

                    Mors ante pudorem

                    Comment


                    • #11
                      Originally posted by Legbreaker View Post
                      Not like the book stats are particularly accurate in the first place though...
                      I think the T2K2 V2.2 rule book mixed the M177 and M231 ranges. In the DC3 rules the M4A1 has these stats : RoF 5, Dam 3, Pen 1-Nil, Bulk 3/4, Mag 30, SS 2 & Brst 4, Rng 30. Using FF&S I figured Rng 40 for the R6920.

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                      • #12
                        The authors "dumbed down" the stats for most weapons I think, lumping similar calibre weapons together with the same ranges, damage and recoil, and (excluding pistols) rounding to the nearest 5 metres with range as well. All well and good for most gamers, but not all that great for those who actually know a little about firearms and their real world performance in relation to each other.
                        Recoil for in the books is also a little high in my opinion. For example the F88 (Steyr AUG) rifle has a listed recoil of 3 which allows only one decently aimed shot per 5 second phase by the average strength shooter. I myself could squeeze off 2-3 in that same time and I'm certainly not the strongest of people. Paul's stats for the same weapon lists the recoil at a more reasonable 2 for single shots and almost controllable 6 for bursts (down from the 8 in the books).
                        If it moves, shoot it, if not push it, if it still doesn't move, use explosives.

                        Nothing happens in isolation - it's called "the butterfly effect"

                        Mors ante pudorem

                        Comment


                        • #13
                          Originally posted by .45cultist View Post
                          The closest official source you would find would be in the third edition of Dark Conspiracy RPG called "Conspiracy Rules". Or you can use the design rules in Fire, Fusion & Steel.
                          Ty very much
                          had both the guns I was looking for (M4 and AI sniper)
                          and the rule updates where great going to us them in my game.

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                          • #14
                            Conspiracy Rules is kind of like 2.5 level rules
                            not as over the top as twilight 2013, but more like 2.2 revised and expanded.
                            love it.
                            fixed some of the crazier things about 2.2 like
                            1. Small arms is a str skill
                            2. low skilled special forces.
                            to use it for twilight just ignore the psi and monster sections and you good.
                            Last edited by Tnchi2a; 04-17-2016, 07:24 AM.

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                            • #15
                              They are working on a weapon source book as well. If I'm not submitting an article for their online mag, I use Paul's site. Otherwise grab the calulator and FF&S.

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