SA 2nd ed. idea: Certain weapons cost should be adjusted for low/high DEX models
I'm getting a bit tired of its ALWAYS is the cultist leader (dex 4+) which have the Tommy-gun, actually there are no reason what so ever to give your normal cultist (dex5+) the precious Tommy-gun.
I think it would be good for the flavour of the game, what lurkers people took and the general theme of lurker lists, that some of the weapons got there price adjusted when giving to low/high DEX models.
As a theme of flavour, I think its ruins something of the feel of the game, when your command model also are your primary fire base (cultist leader with tommygun), I see it as a movie, where the cult leader are armed with pistols or knifes, shouting orders and trying to get an overview and the brutes have the heavy firepower.
If it was more practical and more reason in arming your low-level mob with weapon upgrades, I THINK it would give a better game over-all, and make games more exciting as some games have a tendency to stop as soon as the Command/tommy-gun model dies.
I miss the desperate cultist with a tommy-gun left alone, guarding something or covering the cult leaders "redeployment" (some would say fleeing). Sadly this often does not happen, as you will be a fool "wasting" a tommygun on a DEX 5+ model, when it cost the same to give it to a Dex 4+ or 3+.
....and with the Activation system in SA, its better too count on quality then quantity in most shoot-outs.
I have a very limited list of house rules in SA, which are CON limitations and the Ambush skill only works on 4+.
"sadly" im going to make a new one where Command models (thats including the Threshold character!) aren't allowed "the heavy stuff" like rifles, tommyguns and LMG's /or they cost extra:
DEX 3+: +1BP
DEX 2+: +2BP