I've been playing around with FUBAR/Ultra for a while and I've been trying to figure out a good way to incorporate this style of weapon. I've treated this weapon as being either an AR or a grenade launcher- the player chooses which prior to shooting. This works but it seemed overpowering to me, especially when playing with sci-fi troops, like Aliens style Colonial Marines, who all have AR/UGL combos (a four man team with 12 FP! Yikes!).
So I'm thinking about making the AR/UGL combo weapon a separate weapon with its own stats. Here's what I'm thinking:
AR/UGL Combo Range 24" FP 1*
*2 FP from ranges 0-16".
Basically this makes the AR/UGL combo into a "super" AR that has a somewhat longer 2FP range advantage over its cousin, the AR. So now there is an advantage in taking this weapon but it doesn't overpower either the basic AR or the grenade launcher (or the LMG!) AND it's easy to remember and use in game play.
Using my 4 man team from above they now have a FP of 6 from +16" to 24" and a 9 FP from 0" to 16". That seems more reasonable to me. What do you guys think? What do y'all do?