Weaponry suggestion

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Commander7890
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Weaponry suggestion

Post by Commander7890 » Fri Jul 09, 2010 8:30 am

Hello :D

I am currently working on my character, and talking with the mod in charge while doing so. So while i wait inbetween work phases, i look around the site. I just have a quick suggestion of weaponry that i see that you somewhat...miss?

1: M4A4 Pistol. An upgrade of the M4A3, it holds 12 rounds and fires .45 rounds that have more ammunition variants such as Armor Piercing and Anti-personal.

2: WY-102. A sniper rifle of sorts. Only, instead of using bullet ammunition, it uses a rail-gun system, allowing for very powerful and accurate shots. Of course, though, this makes it more expensive, as well as the ammunition it uses, but deadly in a skilled user's hands.

3: M210 Incinerator unit. An arm-mounted version of the M240 flamethrower, this little thing i think might be pretty fancy on the HARDcore suits :P

4: ZX-76 Shotgun. I'll be honest...the shotguns i saw on that "weapons" wiki, isn't exactly using things shown in the universe too much...They had Claymores and such on there, as well as what seemed to be a few made-up weapons like that Spas-18. This is the shotgun from AVP 2010. It is a pump-action double barrel shotgun, has an eight round clip, and fires 12 gauge shells either one at a time, or an alternate fire of two shells at once.

That's it ^_^ I don't "demand" that any of these be implemented, nor would i complain if any or even all of these are declined. I merely was looking to add a bit more variety to the weaponry here, especially since the only sniper rifle we have only fires 10mm rounds xD

So yeah, some feedback please? :3

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maxvale76
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Re: Weaponry suggestion

Post by maxvale76 » Fri Jul 09, 2010 6:36 pm

Hey there Commander; while some of the older hands can jump in on this (namely Nick and Dugan)....here's my first thoughts...

First; all of the weaopnry is based off of weaons seen in the film or covered in the pen-and-paper RPG book.....NONE of the weapons from any video/computer games (and I confess, I've never played any) are covered.

That being said; I could allow some weapons that are similiar to weapons covered.....to take a look at the weapons you mention:

Another pistol is possible; though it would have LESS ammo if it was a variant of the M4 with heavier rounds (i.e. .45 is equivalent to 11mm rounds)

The sniper/rail gun weapon you mention is a no-no for me; as I've no rules to base this kind of weapon on....not to mention; other than a deleted scene from Aliens; there is no indication in the film that any kind of non 'standard' bullet weapons are utilized by the USCM. Even with THAT; the book DOES cover some Laser and Disruptor based vehicle weapons.

The incinerator you mention would be easy enough to model as flame-thrower rules ARE provided...but I have no plans to use any kind of power-suits or HARDCORE armor...perhaps if Nick or Dugan run a game in the future, they may consider it.

Finally, the shotgun.....it's do-able I guess...but I'm wondering why on earth have a dual-barrel, pump-action shotgun? The only possible advantage I see would be to have the ability to fire both barrels at once; and personally, I find this too "gamey" a justification.

Just my thoughts on the matter.

-Max

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Quinn
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Re: Weaponry suggestion

Post by Quinn » Fri Jul 09, 2010 7:53 pm

I've been trying for years to get canister shells for my launcher. Best of luck on that one.

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Re: Weaponry suggestion

Post by Commander7890 » Fri Jul 09, 2010 8:27 pm

I did say that the M4A4 has less ammunition.

M4A3: 15 rounds.

M4A4: 12 rounds.

Well. At least that's how it's supposed to be anyways.

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maxvale76
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Re: Weaponry suggestion

Post by maxvale76 » Sat Jul 10, 2010 1:16 pm

CDR: I have no idea what you mean by "...that's how it's supposed to be"...; by what source? The source that's used for this game is this link:

http://colonialmarines.wikispaces.com/Weapons

By this source; the M4 holds 12 rounds of 9mm ammo; considering it's based on a 1911 frame; if it were to hold .45 rounds; it'd probably hold 7 or 8.

I know that SOME weaponry (namely Morse's M41E3) can be found here:

http://uscmc.wikispaces.com/weapons

And there is a 10mm variant of the M4 pistol, which holds 9 rounds.

For a bit of trivia info: Usually, the "M4" pistol is based off of the pistol used by Vasquez in the film; which most people think was a 1911 .45. ACTUALLY; it's a 9mm Smith and Wesson 39 (or possibly 59).

Back to the point; I have no idea what you mean by "it's supposed to be"; as I said before; I have no knowledge of and am certainly not using any info from any other video/computer/rpg games or other books other than the sources provided above.

Quinn: I'm not sure what Nick and/or Dugan's reasons are for denying you the 'cannister' shells; but owning the RPG book; I don't have any rules to utilize such a weapon....unless you just wanted it to be able to turn the grenade launcher into a shotgun...I could do that easily! :)

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Sam
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Re: Weaponry suggestion

Post by Sam » Sat Jul 10, 2010 5:03 pm

As for myself, I can't decide if I want to go with the Power Fist or the Chainsword as a companion to my Bolter.

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Dugan
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Re: Weaponry suggestion

Post by Dugan » Sat Jul 10, 2010 6:29 pm

maxvale76 wrote:
Quinn: I'm not sure what Nick and/or Dugan's reasons are for denying you the 'cannister' shells; but owning the RPG book; I don't have any rules to utilize such a weapon....unless you just wanted it to be able to turn the grenade launcher into a shotgun...I could do that easily! :)

Nick didn't put them in as he didn't have rules for it. But you could easily use the shotgun damage value for it.
Sam wrote:As for myself, I can't decide if I want to go with the Power Fist or the Chainsword as a companion to my Bolter.
;D

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Re: Weaponry suggestion

Post by Commander7890 » Sat Jul 10, 2010 9:09 pm

Not sure really, i was told that in the original AVP game the M4A3 had a 15 round clip, and from what i understand the M4A3 originated from that....

As for M4A4, it's from AVP2, and has a 12 round clip with .45 rounds.

*shrugs*




o.o There's a bolter????? Like WH40k bolter? :O!


P.S. Max >.> You haven't answered my PMs yet xD I can't finish my application until you do.

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maxvale76
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Re: Weaponry suggestion

Post by maxvale76 » Sat Jul 10, 2010 10:05 pm

Okay; let me try this one last time...

This game is based off of the pen-and-paper 'Aliens Adventure RPG' made in 1991 by the Leading Edge Games company.

NO video or computer games have ANYTHING to do with it....

I CERTAINLY am not taking anything from the Aliens vs. Predators movies as 'cannon' to this game setting....personally, I've felt both films absolutely blew chunks; in fact I only thought the third Alien film was average and the 4th blew chunks as well.

As for the PM, I thought I had answered everything, but I will send you another one.

Hopefully this clears things up.

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Re: Weaponry suggestion

Post by Commander7890 » Sat Jul 10, 2010 10:58 pm

I wasn't referring to the movie >.> was talking about the games, and not the new one either.

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maxvale76
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Re: Weaponry suggestion

Post by maxvale76 » Sun Jul 11, 2010 4:38 am

Gotcha.....what I'm saying is that NO game(s) have ANYTHING to do with this site except the pen and paper RPG from Leading Edge in 1991.

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Nick
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Re: Weaponry suggestion

Post by Nick » Sun Jul 11, 2010 10:37 am

My reasoning for keeping the game strict to the game rules were that I felt adding weapons was like a can of worms. There is a quite big chance you end up on a slippery slope if you start to add weapons and all the sudden you have a warhammer 40.000 game.

But I am not the GM of the game anymore, I am just site admin and Maxvale may do as he please.

BTW I am working on a project...

;)

//N

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maxvale76
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Re: Weaponry suggestion

Post by maxvale76 » Sun Jul 11, 2010 2:47 pm

I understand and totally respect your reasons Nick; I certainly won't be adding any new weapons that would require info that I don't have....

However, weapons that are, in effect, the 'equivalent' of weapons which are covered; I'd allow on a case-by-case basis.

Therefore: Quinn; if you'd like 'cannister shells' which simply equate to shotgun rounds; therefore turning your 'nade launcher into a shotgun; I have no problems with that. (Which, in reality; the 'real' M41 Pulse Rifle is; it's just a Thompson and a Shotgun put together)

I got the impression though; that you wanted the cannister shells to be more like 'grapeshot' from a cannon as opposed to just a shotgun shell; your call though...

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Dugan
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Re: Weaponry suggestion

Post by Dugan » Sun Jul 11, 2010 9:38 pm

There is a book available that expands the weapons available in game called Pheonix Command Small Arms Combat System, the Aliens RPG combat rules are based on this system. But i'm not sure how easy it would be to convert these weapons to the simplified rules the Aliens RPG uses.

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Quinn
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Re: Weaponry suggestion

Post by Quinn » Mon Jul 12, 2010 6:18 pm

Actually in looking at the nades from the movie, they're a bit smaller than normal 12. ga shells, and I made the suggestion for just using shotgun stats a while ago, although I can understand Nick's sentiments. I just like being ready for most situations, and in room clearing, a pulse rifle I feel is too precise. But that's just my feelings on that.

AND HOLY CRAP IT'S NICK!

Personally, I'll take a storm bolter and nemisis weapon! ;D

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