More TNT house rules and weapons [This is Not a Test]

I’ve spent most of the day caring for an ailing wife and a brain-pulverizing migraine, but I did get some converting done this afternoon. More on  that shortly.
Meanwhile, here’s a second installment of some house rules I’ve been toying with these last couple of weeks. As always, these are house rules and in no way official.

New Weapon and Relic attribute:
Janky
Masterwork weapons are the best equipment in the waste. Janky gear, on the other hand, is the stuff even a Raider would think twice about picking up. Whether poorly-made, badly-maintained, or just old as Hell, the item breaks down more frequently than most. Still, it’s cheap.. and it might be easier to find a low-end relic.
Relics and Ranged Weapons with the “Janky” attribute treat a roll of “2” as a Fumble when using or Activating them.
They provide a 25% BS rebate to Ranged weapons bought at any time, or Relics chosen at Warband creation (though Relics still count their full cost towards the Warband Strength). In the End-Game sequence, a player may select a Janky relic of one higher rarity level than the one they rolled.
The “Janky” rule may be bought off if the warband has a Gunsmith (weapons) or Maintainer (Relics) by spending 50% of the item’s nominal value.
Don’t buy Janky power armor. Trust me.

New weapons:
Carbine
Str: 6—Rng 18″—Rel 2—Two-Hand—Cost: 10 BS
Modern Weapon
Special rules/notes: Hail of Lead
Carbines were far and away the most popular civilian weapon in America before the End War, and held that distinction for centuries. They combine a short, handy profile with a deep magazine of lower-caliber ammo (either pistol cartridges or light rifle rounds), and boast a fast action. The most common types are lever-action “ranch rifles” or scaled-down versions of Assault Rifles converted to semi-automatic fire, though some companies manufactured beefed-up SMGs and stocked, long-barreled pistols before the Fall as well. The Carbine’s low recoil and deep magazine make it easy to lay down covering fire, even if the weapon can’t quite match the volume of shots or accuracy of an SMG or AR firing full-auto.  They’re popular among Wastelanders who prefer to fire on the move, or with anyone who wants to get a little extra range but doesn’t want to buy (or scrounge) more expensive high-powered rifle rounds.
Note: A Bayonet may be mounted on a High-Caliber Carbine.
So, basically this is a huge-ass hole in the TNT armory. As noted above, these really are the most popular guns in America – from the AR-15 and Mini-14 to the .357 and .44 Magnum Winchesters.
With
Hail of Lead, the guns work best as suppressing-fire weapons on the move, but you can also pull off a Concentrated single shot. It also leaves the SMG and AR with their niches – massive emplaced fire. I bumped up the cost a little over the SMG because otherwise there’s really no reason to take the latter (but see below), and kept the poorer reliability to balance the volume of fire. I was torn between bumping the range up to 20″, but 18″ just seemed easier to work with.

Sawed-off Shotgun
Str 6—Rng 9″—Rel 1—One-hand—Cost: 7 BS
Modern Weapon
Special Rules/Notes: Close Range (3″), Pistol
Short-ranged and brutal, cut-down shotguns are the close-combat weapon of choice for anyone who can take the wrist-breaking recoil and doesn’t feel like learning to use a knife or bat. They also make an excellent last-ditch weapon to stop Rad Zombies or other, nastier wasteland creatures. Though most are more-manageable 16 and 20-gauge guns, larger bores are not unheard-of; before the End War, combat entry teams would sometimes use pistol-sized shotguns as “12-gauge lockpicks”. Raiders and Lawmen alike will occasionally continue the tradition in the post-apocalyptic era.
Come on, man. Mad Max has one. And don’t give me that “Large-Caliber pistol” crap, the Close Range rule is the whole point of a shotty. Plus the range of Pistols feels a little too long.

SMG – test rule (jacked from the TiNaT Facebook group)
SMGs and machine pistols are not affected by the Movement penalty. All other rules remain the same.

Riot Gun (Automatic Shotgun)
Str 7—Rng 18″—Rel 3—Two-handed—Cost: 20
Support weapon
Special Rules/Notes: Close Range, Burst
Fully-automatic shotguns are terrifying (if rare) support weapons. Their popularity with police forces and urban combat teams before the End War earned them the nickname “Riot Gun”. They’re legendary for their brutal recoil and are notoriously unreliable, but offer unparalleled knockdown firepower at close range. Auto-shotties are temperamental, with very finicky ammunition requirements, so it is rare to find a warband with one that does not also manufacture its own shotshells. They chew through ammo too quickly for Pre-war stocks to be viable, and low-quality “scrounger” rounds will foul the action or simply fail to cycle it effectively. Most are built on modified AR actions, but some were built from the ground up as shotguns with drum or tube magazines; they might resemble an out-sized assault rifle or grenade launcher to untrained observers.

God I love the AA-12, and the SPAS-12 is too iconic to miss – especially since I have an Aussie bush hunter with a SPAS-12 and some velociraptors in my minis collection..
Also, these make a great representation for the Bolters, undersized light drum-fed GLs, or out-scale “heroic” SMGs and ARs you might have in your collection.
I left this as a Support weapon because of the enormous potential firepower and the specialized training needed to effectively handle one, plus as something of a balancing mechanism. Nobody needs to deal with one of these in the hands of an Omega Mutant. Pricing it higher than the current AR was a no-brainer, of course. But the LMG has vastly superior range even if it’s
Move-or-fire, and its lethality feels on-par with the Sniper Rifle or Grenade launcher, so 20 seemed about right.

LAW (One-shot anti-tank launchers)
Str 9 — Rng 30″—Rel 2—Two-handed—Cost: 10
Support Weapon
Special Rules: One-shot (Sporadic reload rarity), Move or Fire, Anti-Armor
The LAW and its ilk are single-shot, high-powered anti-tank weapons descended from the venerable Panzerfaust. They were designed to give troopers who didn’t expect to encounter enemy armor a cheap, rugged and lightweight last-ditch weapon that outranged (not to mention out-hit..) conventional grenades. Though they had long been replaced by the Plasma Rifle in front-line American units, National Guard armories still held huge numbers of the obsolete weapons when the End arrived. Some ancient, unfired units survive to this day in the Wastes; skilled weaponsmiths have even made their own cruder but no less-effective disposable rockets to reload or replace them.
LAWs are effectively an “insurance policy” in the modern Wastes. Noting says “Bugger off” quite so effectively to a claim-jumping Preserver than seeing one of their big ‘Bots or powered armors eat a rocket, and even Psychos tend to back off once a vehicle or two explodes.
Though vastly cheaper than other anti-armor weapons, they can be hard to replace or source. Once a LAW has been fired in a campaign, the Warband must roll a Sporadic or better on the Relic availability table to re-use it in the next match. Note that a LAW does not count as a Relic for any purposes.

This is primarily intended for letting me do WYSIWYG skirmishes with some modern troopers I have in my model inventory. The Reload Rarity rule was mostly to balance out the cost – I either had to make it so cheap to get one that no-one should be without (which is silly) and >really< make it disposable, or charge a more balanced price and let it be a campaign item, and it felt like a good way to emphasize the difficulty of replacing ammo without adding on more hassle buying bundles of the damned things. Plus, if a model has a bundle of 3+, you can always just give it an >actual< ML and hand-wave it.

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