Page 2 of 2

Re: Tell me why my players should ever pick an AKM over an AK-74?

Posted: Tue 03 Feb 2026, 13:52
by HorusZA
The FL model is basically this: Pistols = 1, Rifles = 2, LMG/Battle Rifles = 3 and HMG = 4.
That doesn't allow for a lot of nuance or wiggle-room but is perfectly fine to keep things simple and consistent.

I like chrome and crunch in my games so I have reworked the damage ratings for weapons to allow for more of a spread to make things a bit more varied, realistic and interesting (to my group at least). My underlying model uses muzzle-energy as the input parameter (I know that there's a lot more going on when it comes to terminal ballistics but I don't want to go overboard either).

Using this model the general groupings break down as follows:
Light Calibre Pistols (.32, .380, 9mmM etc) = 1
Medium Pistols (9mmP,.40S&W, etc) = 2
Heavy Pistol (.44Mag, 10mm, etc) = 3
Light Intermediate Rifle (5.45x39mm, 4.7 caseless) = 3
Intermediate Rifle (5.56x45mm & 7.62x39mm) = 4
Heavy Rifle (7.62x41mm,7.62x54mmR & 7.92x57mm) = 5
High Power Rifle (.300 Win Mag) = 6
Anti-Material (12.7mm etc)= 10

As energy drops off over range so does damage. So, for example, at 300m a 5.56N will only do 2 damage.

Hit capacity has been reworked slightly to give an extra point or two to account for the higher damage output of weapons.
Additionally, determining if a crit happens is not a direct function of extra successes but rather how much damage is dealt. More Damage = Higher Chance of Critical.

Re: Tell me why my players should ever pick an AKM over an AK-74?

Posted: Tue 10 Feb 2026, 20:37
by paladin2019
What have you done to personal and vehicular armor ratings?