I've though about something : can we play at modern years (1990 for exemple), like Cthulhu Delta Green ? Maybe...
Just add some weapons (Uzi, Grenades, ...) but not a lot Wink
Hi,
for my version of SA I use a different Weapon List, special for Delta Green and modern encounters. Maybe a little help for you.
Close Combat Weapon C.C.Bonus Damage Special Movement BP
Unarmed +0 1D narmed - -
Club* +1 1D+2 - - +0,5 (common)
Combat Knife* +1 1D+1 AP1 - +0,5 (common)
Machete* +2 1D+2 Parry, AP1 - +1
Sword/Katana +2 1D+2 Parry, AP2 - +2
Spear/Pitchfork +3 1D+1 AP1, 1 Shot 6" - +1
Chainsaw +1 1D+5 Dangerous, Power -1 +3
Ranged Weapon
Weapon Cal. Typ Range Rate Damag Special BP
Glock 17* 9mm Para Pistol 10" 1-2D 1D+1 - +0,5(common)
Colt 1911A1* .45 ACP Pistol 10" 1D 1D+2 - +1
Magnum Res. Desert Eagle .50 AE Pistol 10" 1D 1D+3 AP1 +2
S&W.38 Spl.* .38 Spl. Revolver 10" 1-2D 1D+1 - +0,5 (common)
Colt Python .357 Mag* .357 Mag Revolver 10" 1D 1D+2 - +1
S&W M629 .44 Mag .44 Mag Revolver 10" 1D 1D+3 AP1 +2
Remington 870 Police 12g76mm Shotgun (Pump G 12" 1D 1D+2 Blast / Power +1
HK 512 12g76mm Shotgun (Semi A) 12" 1-2D 1D+2 Blast / Power +2
Paker Hale M85 7,62x51mm Rifle (Bolt Action) 25" 1D 1D+2 AP1,Ready +1
HK PSG 1 7,62x51mm Rifle (Semi A) 25" 1-2D 1D+2 AP1, Ready +2
Barrett M82A1 .50 BMG Rifle (Semi A) 30" 1D 1D+5 AP2, Ready,M-1 +5
HK MP 7 / FN P90 4,6mm / 5,7mm SMG (PDW) 15" 1-3D 1D+1 AP1, Strafe +2
HK MP 5 9mm Para SMG 15" 1-3D 1D+2 Strafe +2
MAC M10* .45 ACP SMG 10" 3D 1D+2 Strafe +2
M4 / G36C 5,56x45mm Assault Rifle 20" 1-3D 1D+2 AP1, Strafe - +3
AK 47 7,62x39mm Assault Rifle 20" 1-3D 1D+3 AP1, Strafe - +4
M249 SAW 5,56x45mm LMG 25" 3D 1D+2 AP1, Strafe - +4
M240 G 7,62x51mm HMG 30" 3D 1D+3 AP1, Strafe, Ready, 2 man M-1 +5
Bow/Crossbow (Compound) - projektile Weapon 12" 1D 1D+1 AP2, Ready - +1
Handgranate - Grenade 6" 1D 1D+5 Ready, AP2, Dangerous, Template +2
RPG/LAW - Rocketlauncher 20" 1D 1D+5 Ready**, AP2, Abweichung, Template M-2 +8
Armour Typ Movement Con-Bonus BP
light Bodyarmour -1 +1 +1
heavy Bodyarmour -2 +2 +2
Shield Typ Movement Special BP
Riot Shield Parry +1
Ballistic Shield -2 Cover Save 4+/5+*** +2
I know, not the best way to post it but I still have a excel document.
Itīs still working with some little modifikation to the game. We use Dexterity increases to balance the weapons as follows:
Dexterity +/- 0 shoting at Targets up to 10"
Dexterity +/- 0 shoting at Targets over 10" with Weapons that have the Special "Ready"
Dexterity +1 shoting at Targets over 10" (all weapons without the special Ready)
Dexterity +2 shoting at Targets over 10" and more than one attack dice per Action
The Weapons with the special "Ready" in the list use rounds with better balistic properties so itīs easyer to hit even over long distance. When you use more than one attack dice the weapon have an recoil that make it difficult to handle at long distance so the Dex increase by two.
with this modification in the base Range from 10" all match with the Strange Aeons rules, at distances over 10" itīs harder to hit but even a chance to soften up some targets
Without this modificationīs firearms are to strong against the Lurkers.