Revised Weapons for RECON

1'st edition, Deluxe Revised. Military strategies are the thing to discuss here. Oh yeah and how much damage that land mine will do.

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beachhead1985
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Revised Weapons for RECON

Unread post by beachhead1985 »

Hi guys, first post; great to be here!

RECON was my first ever RPG and It's given me many good hours over the years; even just reading the book and enjoying the art was a pleasure.

Far from perfect though, but good enough.

As with most RPGs though, I take issue with the weapons and RECON gives me more reason to protest than most. It seems that someone thought that the ammunition in an M1 Carbine was the same as that used by a BAR, M1 Garand, ect.

So here is a revised weapon table I did up recently for RECON. I corrected some stats; aiming for a balance between game flavour and realism. I also simplified some things to make for less referring to tables in the book. it's far from perfect, but I think a great improvement over that offered in the basic rules.

Basically all you need to make use of this table are the core rules.

So anyone interested is welcome to take a look and tell me what you think.

If you're interested in seeing this in other formats; fill your boots, but I stick to MS Office.

https://www.dropbox.com/s/hw28z9aj5hy7l ... .xlsx?dl=0

Thanks for your time and if the devs are reading this; thanks for making a cool game.
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slade the sniper
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Re: Revised Weapons for RECON

Unread post by slade the sniper »

I am glad that you like the game, and that you found this small corner of the interwebz. I am looking over your charts. I agree that some of the weapons damages and descriptions were off, but rather like you, I just home ruled a lot things.

-STS
My skin is not a sin - Carlos Wallace
A man's rights rest in three boxes. The ballot box, jury box and the cartridge box - Frederick Douglass
I am a firm believer that men with guns can solve any problem - Inscriptus
Any system in which the most populated areas have the most political power, creates an incentive for areas that want power to increase their population - Killer Cyborg
CaptainKaroda
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Re: Revised Weapons for RECON

Unread post by CaptainKaroda »

Hi Beachhead1985-

I ran and very much enjoyed a game with your revised weapon list about a year and a half ago and it looks like you've deleted it. I cannot seem to find it saved anywhere in my files, either. Would you by any chance be willing to send it to me at karoda42@gmail.com or re-upload it to Dropbox? Thanks!
SadSquatch
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Re: Revised Weapons for RECON

Unread post by SadSquatch »

Hello, I am new here, but one of the main things that got me to join this board is I am looking to create an updated house rule document to better reflect modern firearms. (Though I am prepping a HU2/N&SS/TMNT/Nightbane campaign.) I am interested in what others have come up with.

I have been looking up firearms and trying to learn more about them. (I am a layman when it comes to this stuff.) But it seems that muzzle energy (measured in ft⋅lbf) seems to be the benchmark for stopping power. I looked at what was printed in HU2 Rev (2021) for caliber:damage ratio and it seems to be all over the place compared to the IRL muzzle energy.

If you are interested, I can share what I have got so far but I am just starting out. Doing some VERY BASIC logarithmic math - which I may have not done well as I didn't take a lot of math classes back in school a hundred years ago - I have a rough "rule of thumb" for calculating modern firearm damage and still keeping it simple and in-line with Palladiums multiples of D6's, as well as the 1D4x10 and 1D6x10.

Cheers!
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