I haven't been doing much today. This flu is odd. I feel lousy but as long as I don't move to much I am okay. This have given me some time do typing. So I have been working on some stuff for ET-Com (the astute amongst you may have noticed that I have changed the name). I like a lot of background for my games and this seemed like a place to start.
Although this is just fluff, that no one will probably read, I feel like doing it so I began with the weapons they are starting with. The weapons are all based on Imperial Guard weapons (some modified) simply because the figures are imperial guard ones. These are the ones I have used and converted for use in the planned game. I did think about under-barrel grenade launchers and flamethrowers but haven't gone there yet. I will do some drawings for these based on figures I have and post them here and add a stat block when I find what I have done already.
The Taser
(designated X1 Blazer) is designed to tackle aliens so is
considerably more powerful than standard tasers. It is designed to
fire a large charged Blazer projectile over a short distance. When it
hits, it prongs on the front of the projectile should pierce the hide
of the target and deliver a high voltage shock, hopefully stunning
the target. It is hoped that this weapon can be used to take down
aliens so that they might be interrogated and possibly experimented
on. This weapon is unlikely to have much effect on armoured or
robotic targets. It may fatigue it’s targets. When it is carried,
it replaces the soldiers side arm. All agents and military ranks of corporal and above
have been trained in the use of this weapon but you would be surprised how few people seem willing to use it
gun mag
gun mag
damage range rounds weight weight notes
Taser special 2/4/8 4 1 4 0.25 1 round to reload
The Auto-Pistol
fires the standard 50.cal round common to most ET-Com weapons with a
magazine capacity of eight rounds. Having such a large round has
meant that the magazine cannot be fitted in the grip so has been
mounted towards the front of the weapon which also means the barrel
is somewhat shorter than conventional pistols. It is also a big bulky
beast of a side arm (which lead to it’s designation as the X2
Beast). This makes it a little less accurate so the weapon has a
shorter accurate range than most contemporary pistols. It has a
quick release holster meaning that drawing the weapon and firing it
in the same turn does not invoke a multi-action penalty making it
easy to change to using this weapon. All troops and agents are trained in the
use of this firearm although not all carry it.
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damage range rounds weight weight notes
Pistol 2d8 6/12/24 8 4 1 AP 1, semi
The Sub-Machine Gun
(designated the X3 Blaster) is really a fully automatic carbine which
fires the standard ET-Com 50.cal round. It’s magazine holds twenty
five rounds which is fires in five bursts. It is designed to combine the effectiveness of the
Combat Rifle with some of the close combat usefulness of weapons like
shotguns. It is significantly lighter than the other long arms in the arsenal due to it's significantly educed body length, lighter barrel and folding stock. Although less accurate at longer ranges it is fully
automatic and gets a +1 to the Shooting roll at targets in the close
range bracket. The weapons lighter weight has allowed it to carry
more ammunition than the rifle. It’s rate of fire
allows it to suppress targets at medium and long range if two bursts
are used. All troops are trained to use the weapon and it is an ideal choice for less physically developed troops. It is commonly deployed be vehicle crews and agents. Bayonets cannot be
fitted to this weapon.
gun mag
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damage range rounds weight weight notes
SMG 2d8 8/16/32 5 7 4 AP 1, fully-auto
As the standard
firearm, ET-Com has chosen the Combat Rifle (designated as the X4
Bruiser). It is a heavy rifle which fires the standard ET-Com 50.cal
round. A magazine holds twelve rounds which it fires in four three round bursts. Design compromises have led to
this weapon having to limited to the three round burst setting only.
Combat rifles are normally equipped with a red dot scope although
this can be detached and replaced with others. It does not have the
ability to fire is suppressive mode. Soldiers consider this to be the
best all round weapon with a good rate of fire and a reasonable
supply of ammunition. It is the only weapon in the arsenal that can
mount a standard bayonet. All soldiers are trained to use the Combat
Rifle although some have opted for other weapons. Some agents have been trained in the use of this weapon.gun mag
damage range rounds weight weight notes
Rifle 2d8 10/20/40 4 9 3 AP 2, 3rb
As some aliens are
known to charge into hand to hand combat, it was decided to introduce
the Assault Shotgun (designated as the X5 Blamo). It is a pump action
weapon which carries four rounds. This one of the few standard
weapons not to use the standard 50.cal. Rather it uses the large 4
gauge shotgun shell. This is a weapon that is nearly as punishing to
fire as it is to be hit by. It is unpopular with all but the
strongest soldiers in the team. Anyone trained in the use of the rifle can replace it with this weapon if they are strong enough to cope with the recoil. A cut down version of the weapon has
been attached by one of the soldiers to his Combat Rifle (currently
designated at the X4A Bruiser+). This has produced a ugly, even
heavier rifle with an additional a two shot under-barrel cut down
shotgun.
Bayonets cannot be
fitted to this weapon.
gun mag
gun mag
damage range rounds weight weight notes
Combat Shotgun 2-4d6 4/8/12 4 8 1
The Sniper Rifle
(designated the X6 and nicknamed Bogdan after it’s chief design
engineer) is the heaviest of all of the standard X-Com firearms. Like
it’s counterparts it fires the standard 50.cal round which has a
slightly increased charge in the round. Effectively it is an
acccurised, single shot version of the Combat Rifle with a longer,
heavier barrel, improved stock and ruggedised mechanism. It comes
with a short, four round magazine. Sniper rifles can, and usually do,
mount a detachable scope. It works well as a stand-off weapon and to
take down bigger armoured targets. ET-Com currently has relative few
trained snipers so only a few of these weapons are used. This weapon
cannot be fired if the operator has already moved this round. Firing
this weapon before movement in a round invokes no penalty. Only
specialist troops are trained to operate this weapon. Bayonets cannot be
fitted to this weapon.
gun mag
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damage range rounds weight weight notes
Sniper Rifle 2d10 12/24/48 5 11 2 AP 3. snap fire
Sniper Rifle 2d10 12/24/48 5 11 2 AP 3. snap fire
The LMG is ET-Com’s
light support weapon of choice. It is an upgraded version of the
standard Combat Rifle with a heavier barrel, drum magazine and bipod.
Like the Combat Rifle it used the standard ET-Com 50.cal round which,
like the sniper rifle has an a slightly increased charge in the
round. High ammunition capacity of forty rounds make is ideal for
suppressive fire for which it get a +1. if the firer is stationary
the get +2 on suppressive fire. On the downside this means that the
drum magazines are very heavy. It is normal for the gunner only to
carry one additional drum. Drums are often carried by members of the
team. It requires a particularly strong operator to fire effectively.
This is a big and bulky weapon (which has lead to it’s designation
of X7 Boulder). This weapon is respected for it’s firepower and
reviled for it’s weight. Only specialist troops are trained to
operate the LMG. Bayonets cannot be
fitted to this weapon.
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damage range rounds weight weight notes
SAW 2d10 12/24/48 4 14 6 AP 3
SAW 2d10 12/24/48 4 14 6 AP 3
ET-Com has chosen a
new development in grenade launchers as it’s close support weapon
of choice. The Launcher (designated as the X8 Bomber) is capable of
firing a large grenade, directly or indirectly at a moderate range.
It has been designed to take out targets behind cover and provide a
large area of effect. The standard round does significant explosive
and concussion damage and, like regular grenades, Launchers are
capable of doing significant damage to terrain. Despite it's bulk, it's composite construction makes it deceptively light to carry. Having a significant kick, it is only issued to stronger members of the team and training is only provided to specialist troops.
gun mag
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damage range rounds weight weight notes
Launcher special 12/24/48 1 6 2 medium burst
Nice pictures, when is the game ready?
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