| ZombieKira |
Chimera Pistol
Please note that while in laser mode it hits eac, while in projectile it hits kac.
Chimera Pistol, mk1
Level 1; Price 350
Hands 1; Proficiency Small Arms
Damage 1d4 F; Range 80 ft.; Critical -
Laser Capacity 20 charges; Usage 1
Projectile capacity 9 rounds; Usage 1
Bulk 1; Special: Modal (piercing), Dual Ammunition
Chimera Pistol, mk2
Level 6; Price 4,270
Hands 1; Proficiency Small Arms
Damage 2d4 F; Range 90 ft.; Critical-
Laser Capacity 20 charges; Usage 1
Projectile capacity 9 rounds; Usage 1
Bulk 1; Special: Modal (piercing), Dual Ammunition
Chimera Pistol, mk3
Level 9; Price 14,820
Hands 1; Proficiency Small Arms
Damage 3d4 F; Range 90 ft.; Critical-
Laser Capacity 40 charges; Usage 2
Projectile capacity 12 rounds; Usage 1
Bulk 1; Special: Modal (piercing), Dual Ammunition
Chimera Pistol, mk4
Level 12; Price 40,200
Hands 1; Proficiency Small Arms
Damage 4d4 F; Range 90 ft.; Critical-
Laser Capacity 40 charges; Usage 2
Projectile capacity 12 rounds; Usage 1
Bulk 1; Special: Modal (piercing), Dual Ammunition
Chimera Pistol, mk5
Level 14; Price 82,000
Hands 1; Proficiency Small Arms
Damage 5d4 F; Range 90 ft.; Critical -
Laser Capacity 80 charges; Usage 4
Projectile capacity 16 rounds; Usage 1
Bulk 1; Special: Modal (piercing), Dual Ammunition
Chimera Pistol, mk6
Level 17; Price 245,200
Hands 1; Proficiency Small Arms
Damage 8d4 F; Range 100 ft.; Critical -
Laser Capacity 80 charges; Usage 4
Projectile capacity 16 rounds; Usage 1
Bulk 1; Special: Modal (piercing), Dual Ammunition
Dual ammunition
Weapons with this property are usually modal, and carry 2 different ammunition types most common is battery and bullets. Any fusions or special properties on the ammunition only apply while that ammo is being used. Each ammunition type is loaded separately, requiring a move action for each. Example you have explosive small arms rounds loaded, but are using the laser mode at the moment, any of the qualities front the bullets don’t apply to the weapon.
Modal
A modal weapon can be toggled to deal different types of damage, with the options listed in the weapon’s damage entry. The weapon can deal only one type of damage at a time; changing the weapon’s mode to deal another damage type requires a move action. The weapon category of a modal weapon is based on the first damage type listed. If its second damage type causes it to be considered a different category of weapon when dealing that damage, that category is listed in parentheses. For example, a modal weapon in the flame category that deals 1d6 fire damage or 1d6 cold damage lists “modal (cryo)” to indicate that when it is used to deal cold damage, it is treated as a weapon in the cryo category.
| C4M3R0N |
My comments would be...
First, for modal, the trend is that weapons with the property tend to be on the more expensive side of the price range for any given level of weapon. So with that, I'd say these are slightly cheaper than they should be.
Along with that... You effectively have 2 full guns here, for the price of one. So far that, I'd say it should be even more costly than your average modal. Closer to the price of 2 full guns even. Because you're getting double duty out of any fusions you add to the gun and you have essentially twice the ammo capacity of any fun of equivalent level.
Next, damage seems fair. At a glance it follows the laser pistol line. No complaints there. Shooting vs KAC you're still doing the same damage so that's fairly balanced (arguably weak even).
Range... Wow the ranges. For lasers they make sense. For a projectile, that's nonsense. That's over double the range for same level projectile pistols. Sure you deal less damage, but that doesn't mean it's magically more accurate. This is a problem with modal weapons in general though. Honestly, I'd drop the laser and make it straight fire if you want to try and balance it. Plus being branded as "Chimera" it makes more sense to me for it to be fire.
Overall, I'd call this interesting, but underpriced for what it does. Solid start though!
As a note, there is a fusion that changes a projectile gun to use a battery. You might want to just incorporate it into the gun (including the price of the fusion). And drop the the dual ammunition entirely. That would certainly make it more balanced more easily. Especially if it counted against your fusion limit, but that's possibly mean to the players.
That's the issue with homebrew though I find (well a lot of things but still lol), you can try your hardest to balance something, but the line is often so fine that it's either stronger or weaker. And I always try to err on the side of weaker.
| ZombieKira |
Honestly I’d considered applying the fusion, however there isn’t a premise in the game of a weapon starting with a fusions as part of its base build. The problem I have with the fusion is I can’t have the ammo versatility that I like. Your right about ranges I’ll fix those.
Adding the price of a fusion, maybe a good place to start for pricing, though to much money and it won’t be a lvl 1 gun.
Laser was for a reason, a so the weapon hits eac, b so that the weapons bypass sheilds.
I’ll rebuild as 2 versions the dual ammo version and the fusion version.
The fusion version we don’t have to have it count against, we include it in the price, with the lack of special ammos it should be fine.
I wanted to build from the very underrated semi-auto pistol, but it stops at 14.
| C4M3R0N |
Yeah, sticking the fusion on and not counting it is probably a solid call. The ammo versatility is a nice idea, but it's arguably worth a fair bit more than it's priced at.
You might should add a line that the guns attacks count as magic too (from the fusion magics).
There's a tech item that allows use of a spell gem and occupies your glove slot. It's priced at a level 4 gun with the spell thrower fusion on top, the eldricarnum or something like that. So there is sort of a premise of fusions built in.
| ZombieKira |
Here is the updated pistol, still kept laser and projectile. Added the fusion cost to the weapons base price, reduced the ranges. Also wrote rules text that would appear in the fluff text.
Chimera Pistol
This weapon has an integrated version of the energetic fusion, it doesn’t count against the fusion limit of the weapon, it uses the batteries listed. While in its laser mode this weapon targets EAC, while in projectile mode it targets KAC. If a fusion applied to this weapon affects only a projectile or a laser weapon the fusion only affects the weapon while in that mode. Attacks with this weapon count as magical.
Chimera Pistol, mk1
Level 1; Price 470
Hands 1; Proficiency Small Arms
Damage 1d4 F; Range 40ft.; Critical -
Capacity 20 charges; Usage 1
Bulk 1; Special: Modal (piercing),
Chimera Pistol, mk2
Level 6; Price 5,310
Hands 1; Proficiency Small Arms
Damage 2d4 F; Range 50ft.; Critical-
Capacity 20 charges; Usage 1
Bulk 1; Special: Modal (piercing)
Chimera Pistol, mk3
Level 9; Price 17,420
Hands 1; Proficiency Small Arms
Damage 3d4 F; Range 50ft.; Critical-
Capacity 40 charges; Usage 2
Bulk 1; Special: Modal (piercing)
Chimera Pistol, mk4
Level 12; Price 47,120
Hands 1; Proficiency Small Arms
Damage 4d4 F; Range 50 ft.; Critical-
Capacity 40 charges; Usage 2
Bulk 1; Special: Modal (piercing)
Chimera Pistol, mk5
Level 14; Price 93,000
Hands 1; Proficiency Small Arms
Damage 5d4 F; Range 50ft.; Critical -
Capacity 80 charges; Usage 4
Bulk 1; Special: Modal (piercing)
Chimera Pistol, mk6
Level 17; Price 285,700
Hands 1; Proficiency Small Arms
Damage 8d4 F; Range 60ft.; Critical -
Capacity 80 charges; Usage 4
Bulk 1; Special: Modal (piercing)
Modal
A modal weapon can be toggled to deal different types of damage, with the options listed in the weapon’s damage entry. The weapon can deal only one type of damage at a time; changing the weapon’s mode to deal another damage type requires a move action. The weapon category of a modal weapon is based on the first damage type listed. If its second damage type causes it to be considered a different category of weapon when dealing that damage, that category is listed in parentheses. For example, a modal weapon in the flame category that deals 1d6 fire damage or 1d6 cold damage lists “modal (cryo)” to indicate that when it is used to deal cold damage, it is treated as a weapon in the cryo category.