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Weapons Revamp
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Naaman
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PostPosted: Sat Jun 02, 2018 8:20 pm    Post subject: Weapons Revamp Reply with quote

Please post feedback in the designated feedback/discussion thread: Weapons Revamp


What follows is a progression of some house rules that have been tossed around on the forums before. For reference, previous threads that have begotten this one can be found below:

Static range for blasters and other ranged weapons

Tactical Combat


For an alternative method that may fit better into the RAW, see CRMcNeill's thread here

We'll start with pistols for now and I'll post more when I can. See post 3.

Some Notes on Fire Rates

Semi-Auto
A character may fire a number of shots per round equal to double the number of D he has in dexterity. A character with 3D+1 Dexterity may fire up to 6 shots in a round (normal MAPs apply).

In addition, semi-automatic weapons may fire a "double tap" or "controlled pair." Expend two rounds of ammunition and roll to hit. On a success, roll damage normally: the first shot hits, and the second one misses. If the attack roll was at least 5 over the difficulty, then both shots hit: roll damage once, but add +1D. This technique may only be used at point blank range.

Burst Fire
A single pull of the trigger releases a specified number of shots (for example, a burst +3 weapon releases 3 shots). When firing on burst, each "shot" fired (each individual action for MAP purposes) expends the given amount of ammo. Make the attack roll. On a success, roll the weapon's normal damage (for example, 5D). If the roll is at least 5 over the difficulty, add the burst value to the weapon's damage (for example, 5D+3) out to medium range. If the target is within point blank range, add double the burst value to the damage (for example, 5D+6). Alternatively, at short range or medium range, you may add the burst value to the attack roll. If you hit, roll the weapon's normal damage (for example, 5D). This feature provides no benefit beyond medium range.

A character may fire a number of bursts per round equal to the number of D he has in dexterity (for example, a character with 3D+1 Dexterity can fire up to three bursts in a round; normal MAPs apply).

Automatic Fire
Once the trigger is pulled, the weapon will continue to fire until the trigger is released. Automatic weapons (typically referred to as "repeaters") will have a value listed in their fire rate entry (such as Automatic +7 for example). The value given indicates the minimum amount of ammo expended in a single action (before incurring a MAP). For example, a character can fire a 7-round burst on his turn as one action.

Against a point target, add the weapon's auto-fire value to the damage roll. At medium range, add half the value to damage (round down). There is no benefit at long range or farther. Besides the shots that hit the target, 1D6 additional rounds are expended with each burst without effect.

Against an area target, add the weapon's auto-fire value to the attack roll, and expend an additional 2D6 shots (for example, gain a +7 bonus on the attack roll, and expend 2D+7 shots). Targets in the area of effect suffer the weapon's base damage. A 10m x 10m square can be covered with a single action. This option may be used all the way out to the weapon's full maximum range.

A character may fire a number of auto-fire bursts equal to the number of D he has in dexterity (for example, a character with 3D+1 Dexterity can fire up to 3 auto-fire bursts). Note, however, that firing more than one auto-fire burst imposes an additional -1D on your dodge rolls for that round.

Bolt Action
A bolt action weapon requires manual operation between shots. A shooter may fire a number of shots equal to half the number of D he has in dexterity (round up) per round. A shooter with 3D+1 Dexterity can fire up to two shots per round, but never more than one shot as part of a single action.


Last edited by Naaman on Wed Jun 20, 2018 5:34 am; edited 7 times in total
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Naaman
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PostPosted: Fri Jun 08, 2018 5:08 am    Post subject: Reply with quote

Let me back up a bit. I had forgotten some of the additional features that I had included in my weapons write ups to allow characters to really fine tune their equipment selection to have mission specific equipment, or, equipment that helps reinforce their individual character concept and fighting style.

Range is now static. The range bands are as follows (difficulties assume the target is not dodging):
0-10m - point blank range (very easy)
11-50m - short range (easy)
51-150m - medium range (moderate)
151-500m - long range (difficult)
501m+ - extreme range (very difficult... or more)

My rules for shooting allow four options:

1) shoot normally (per the normal rules)
2) aimed shot (choose a bonus on your attack roll up to +3; you take a penalty on your initiative equal to double the bonus [up to -6])
3) shoot from the hip (choose a bonus to your initiative up to +3; you take a penalty on attack rolls equal to double the bonus [up to -6])
4) called shot (increase the difficulty by +10; if a vital organ is targeted, increase damage by +1D. If a non-vital body part is hit, roll damage normally and treat wounded and stunned results as normal; reduce all other damage results by one level [i.e. killed is reduced to mortally wounded; mortally wounded is reduced to incapacitated, and incapacitated is reduced to wounded]; If the head is targeted, increase the difficulty by +15, and increase damage by +2D; a called shot can be used in conjunction with any of the three options above)

In addition, there are several tactical choices a shooter can make when shooting:

Firing positions are as follows:
Standing - Use the normal rules given above.
Kneeling - Gain a +2 bonus on attack rolls, and increase the difficulty to hit you by +2 per range band between you and your attacker. If you choose to dodge, instead of the attacker gaining an increased difficulty, you suffer a -1D penalty to dodge.
Prone - Gain a +4 bonus on attack rolls and increase the difficulty to hit you by +5 per range band between you and your attacker. If you choose to dodge, instead of the attacker gaining an increased difficulty, you suffer a -3D penalty to dodge.
Supported - Can be used with any of the other firing positions, but requires some kind of material to help stabilize the weapon (a sand bag, a barricade, etc.). You may re-roll a single die when making your attack roll.


With these new options, I've created a few different sighting systems that can be installed on weapons. There are three general types of systems:

1) Sights
2) Optics
3) Scopes

Sights are usually found on most weapons, with many weapons also having an optic or a scope in addition.

Each sighting system affects the way the weapon performs when making a shot. Some systems make aiming more effective or faster. Some systems make shooting from the hip more effective, some systems aid in called shots. Some systems provide multiple benefits. In any case, a character can only apply the effects of one sighting system (sights, optic, or scope) at a time.

Here are the sights (optics and scopes to follow later):

Standard sights
Use the normal rules given above.

Night sights
These are standard sights, but make target acquisition faster in low light conditions. In low light conditions, add a +2 bonus on all attack rolls made when firing a weapon with these sights on them. [note that in these rules, in addition to the normal penalties, low light imposes a -1D penalty on attack rolls; these sights help to offset that penalty].

Combat sights
These sights are fast to acquire and easy to place. These sights confer a +1 bonus to initiative when shooting from the hip; or a +1 bonus on the attack roll when aiming; or a +2 bonus on the attack roll when making a called shot.

Combat night sights
These combine the effects of combat sights and night sights.

Sporting Hi-Viz Sights
Shots in low light receive a +1 bonus on the attack roll (partially offsetting the -1D low light penalty). In addition, these sights reduce the initiative penalty for aiming by 2.

Rifle sights
These sights provide a +1 bonus to aimed shots at medium range and farther.

Combat rifle sights
These sights provide a +1 bonus to aimed shots at medium range and farther, and a +2 bonus to called shots at medium range and closer. With a standard non-roll action, the rear aperture can be switched to the close/night setting. On the close/night setting, at short range or closer, the penalty on attack rolls is reduced by 1 when shooting from the hip. (It is generally best to leave the sights set to close/night, and if combat distances increase, to switch while behind cover).

Precision rifle sights
These sights facilitate very precise shooting, but are difficult to acquire quickly under stress. They provide an additional +2 bonus on aimed shots at medium range and farther and a +4 bonus on called shots at medium range and closer. If shooting from the hip, increase the attack roll penalty by 2.

Bead sights
These sights increase the initiative bonus when shooting from the hip at short range and closer by +2; but they reduce the bonus provided when aiming by 1.

High visibility bead sight
These sights combine the effects of bead sights and night sights.

Laser sights
These sights have three valuable functions.
When shooting from the hip, reduce the attack roll penalty by 2. In addition, when shooting from behind cover, increase the shooter's cover bonus by +5. Finally, when making a called shot, the shooter gains a +2 bonus on the attack roll. Laser sights can only be used at short range and closer. Also, a laser sight is visible to onlookers. Upon activation of the laser (a free action) if the shooter is attempting to sneak , any characters that might be able to see the source of the laser may immediately make a search/perception check to notice the shooter. In daylight they get a +1D bonus on this check. In low light or darkness, this bonus increases to +2D.

Infrared laser sights
These sights work exactly like the ones above, except that they are only visible to beings who can see the I/R spectrum (either because of alien senses or special equipment). Therefore, the laser does not give away the shooter's position to those who might otherwise be able to see it (they do not gain a search/perception bonus to notice the shooter); likewise, such a laser can only be used if the shooter can see the I/R spectrum.


Last edited by Naaman on Fri Oct 05, 2018 10:38 am; edited 6 times in total
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PostPosted: Sun Jun 10, 2018 10:34 am    Post subject: Re: Weapons Revamp Reply with quote

Here are the pistols. I edited the stat block to include the features that my house rules incorporate: what type of sights come on the weapons, house ruled rate of fire and rail capacity, which indicates how many--and where--accessories can be mounted on the weapon.

I have included only basic stats for what covers a the general concept of the weapons. For PCs, I would be inclined to use these as a reference point, and allow for special, "custom" designed weapons that vary in certain features or specs. Another alternative is to use these stats as the baseline and apply the weapons modification rules (the ones I have written allow for much more modification than just increasing damage).

PISTOLS
    Hold Out Blaster (Standard/High Power/Large Bore)
    Skill: Blaster: Blaster Pistols
    Ammo: 7/6/5
    Fire Rate: Semi-Auto
    Cost: 350 (Power packs: 20/25/30)
    Availability: 1, R or X
    Sights: Standard
    Range: +4/+0/Miss/Miss/Miss
    Damage: 4D/4D+2/5D
    Rail Capacity: None
    Game Notes: Hold-out blasters confer a +5 bonus to hide checks when attempting to conceal the weapon on your person. The also confer a +2 bonus on blaster rolls when attempting to quick draw the weapon.

    Compact Blaster Pistol (Standard/High Power/Large Bore)
    Skill: Blaster: Blaster Pistol
    Ammo: 15/12/10
    Fire Rate: Semi-Auto
    Cost: 600 (30/40/50)
    Availability: 1, R or X
    Sights: Standard
    Range: +4/+0/-20/Miss/Miss
    Damage: 4D/4D+2/5D
    Rail Capacity: 1 (under barrel)
    Game Notes: Compact blasters confer a +2 bonus to hide checks when attempting to conceal the weapon on your person.

    Full Size Blaster Pistol (Standard/High Power/Large Bore)
    Skill: Blaster: Blaster Pistol
    Ammo: 17/15/12
    Fire Rate: Semi-Auto
    Cost: 600 (Power packs: 35/45/60)
    Availability: 1, R or X
    Sights: Standard
    Range: +4/+0/-10/Miss/Miss
    Damage: 4D/4D+2/5D
    Rail Capacity: 1 (under barrel)
    Game Notes:

    Long Barrel Blaster Pistol (Standard/High Power/Large Bore)
    Skill: Blaster: Blaster Pistol
    Ammo: 17/15/12
    Fire Rate: Semi-Auto
    Cost: 625 (Power packs: 35/45/60)
    Availability: 2, R or X
    Sights: Standard
    Range: +4/+1/-5/Miss/Miss
    Damage: 4D/4D+2/5D
    Rail Capacity: 1 (under barrel)
    Game Notes: Long barrel blasters confer a -2 penalty to hide checks when attempting to conceal the weapon on your person and on blaster rolls to quick draw the weapon.

    Heavy Blaster Pistols (Large Bore/Magnum)
    Skill: Blaster: Blaster Pistols
    Ammo: 8/6
    Fire Rate: Semi-Auto or Revolver
    Cost: 1200 (Power packs: 50/75)
    Availability: 2, R or X
    Sights: Standard
    Range: +2/+0/-10/Miss/Miss
    Damage: 5D+2/6D
    Rail Capacity: 2 (1under barrel, 1 on top frame)
    Game Notes: Heavy blasters confer a -5 penalty to hide checks when attempting to conceal the weapon on your person and on blaster rolls to quick draw the weapon. Also, due to the tremendous recoil of this weapon, a shooter may never fire more shots in a round than the number of D he has in strength.


Last edited by Naaman on Mon Jun 11, 2018 3:32 am; edited 3 times in total
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PostPosted: Sun Jun 10, 2018 11:46 am    Post subject: Reply with quote

In keeping with the pistols theme (since, in my experience, pistols are favored by PCs over other ranged weapons), here are the accessories commonly used to enhance the effectiveness of a pistol fighter.

PISTOL ACCESSORIES

Retention Holster
A retention holster can be purchased with single, double, or triple retention. Each tier of retention adds an additional mechanism that must be defeated before the pistol can be drawn. In scenarios where the character is heavily restricted on when he can (or is willing) to draw his pistol, a retention holster makes the pistol harder to steal either by guile or force.

Model: Varies by manufacturer
Cost: 50 (single retention); 60 (double retention); 75 (triple retention)
Availability: 1
Game Notes: A single retention holster has no effect on attempts to quick draw a blaster pistol. A double retention holster increases the difficulty to quick draw a blaster by +5 and a triple retention holster increases the difficulty by +10. If a character tries to steal a pistol that is secured in a retention holster, increase the difficulty by +10 for a single retention holster, +15 for a double retention holster, and +20 for a triple retention holster.

Speed Holster
Speed holsters allow for fast access to a pistol under stress. Speed holsters are designed to allow the pistol's barrel to clear the holster sooner, facilitating faster presentation of the weapon onto target. Speed holsters generally have a "compression fit" to retain the pistol (most commonly used for concealed carry), while models meant for open carry or duty carry often incorporate a single retention mechanism.

Model: Varies by manufacturer
Cost: 50 (no retention); 60 (single retention)
Availability: 1
Game Notes: A speed holster confers a +5 bonus on blaster rolls to quick draw a pistol. If the pistol is concealed, this bonus helps to offset the difficulty increase. Note that for a single retention speed holster, the bonus only applies if the pistol is carried openly. If a character tries to steal a pistol that is secured in a retention holster, increase the difficulty by +10.

Combat Night Sights
Shooters who anticipate using their weapons in self defense or a combat scenario often choose to upgrade the sights on their weapons. Combat night sights address many of the problems that arise when using a pistol in self defense or in battle. Note that these sights replace the sights already installed on the weapon. They do not take up any of the weapon's rail capacity.

Model: Varies by manufacturer
Cost: 125
Availability: 1
Game Notes: Shots in low light receive a +2 bonus on the attack roll (partially offsetting the -1D low light penalty). In addition, these sights confer a +1 bonus to initiative when shooting from the hip; or a +1 bonus on the attack roll when aiming; or a +2 bonus on the attack roll when making a called shot.

Sporting Hi-Viz Sights
Sportsmen and hunters tend to use sights that allow for fast acquisition and a reasonable level of accuracy. They tend to hold back shooters who require very high levels of precision in their shooting, but are nonetheless sometimes employed by combative marksmen for the speed that they facilitate. They tend to be more delicate than standard or combat sights, and so increase the maintenance cost of the weapon by 20% of their base value (usually 22 credits).

Model: Varies by manufacturer
Cost: 110
Availability: 1
Game Notes: Shots in low light receive a +1 bonus on the attack roll (partially offsetting the -1D low light penalty). In addition, these sights reduce the initiative penalty for aiming by 2. Note that these sights replace the sights already installed on the weapon. They do not take up any of the weapon's rail capacity.

Laser Sights
Laser sights allow a shooter to engage targets from behind cover while minimizing their own exposure. They also help the shooter see what the shot's point of impact should be if the shooter "does his part" (i.e. properly applies the fundamentals of marksmanship). Their applications in combat tend to be limited to low-likelihood scenarios, but they are popular among average citizens who carry for self-defense (whether such possession of weapons is legal or not in their area). Laser sights are usually mounted on an accessory rail located under the barrel; however, they are also available in "pistol grip" configuration, whereby they are incorporated into the weapon's grip. The pistol grip option does not take up an accessory rail slot on the weapon.

Model: Varies by manufacturer
Cost: 250 (rail mount); 400 (pistol grip)
Availability: 2
Game Notes: These sights have three valuable functions. When shooting from the hip, reduce the attack roll penalty by 2. In addition, when shooting from behind cover, increase the shooter's cover bonus by +5. Finally, when making a called shot, the shooter gains a +2 bonus on the attack roll. Laser sights can only be used at short range and closer. Also, a laser sight is visible to onlookers. Upon activation of the laser (a free action) if the shooter is attempting to sneak , any characters that might be able to see the source of the laser may immediately make a search/perception check to notice the shooter. In daylight they get a +1D bonus on this check. In low light or darkness, this bonus increases to +2D.

Weapon Light
Weapon lights give shooters the option to illuminate dark areas to be able to identify threats that may be hiding in shadows, or else to better differentiate threats from innocent bystanders or friendly personnel. They also alert any onlookers to the shooter's exact position, and so must be used with a certain amount of tactical discipline.

Model: Varies by manufacturer
Cost: 300
Availability: 2
Game Notes: A weapon light can be turned on or off as a free action. Activation of the light immediately gives away the shooter's position to anyone who can see the light. The light confers the benefit of eliminating the effects of darkness, and any one in the direct path of the light is temporarily blinded (-4D to search checks and attack rolls) for 1 round unless they make a difficult perception roll as a free reaction after exposure. Targets more than 25m from the light do not suffer the temporary blindness.

Light/Laser Combo
The laser light combo gives a shooter the option to use either a laser or a light while attaching only one device to their weapon.

Model: Varies by manufacturer
Cost: 550
Availability: 3
Game Notes: The light/laser combo attaches to a weapon's accessory rail, taking up one of the weapon's available accessory slots. It provides the benefits of either a light or a laser, at the shooter's option. Activating either is a free action, and the device can be set to activate both simultaneously. See the entries for weapon lights and laser sights for details.

Reflex Sight
The pistol mounted reflex sight is used instead of the weapon's normally installed sights. Most pistols require special modification--the addition of a top rai--in order to mount a reflex sight (150 credits to modify the pistol if necessary). The reflex sight is a simpler sight to acquire, resulting in faster times on target.

Model: Varies by manufacturer
Cost: 800
Availability: 3
Game Notes: When aiming, reduce the initiative penalty by half. When shooting from the hip, reduce the penalty on the attack roll by half.

Suppressor
Suppressors work to diminish the sound caused by blaster fire. In general, when shooting suppressed, a blaster is still quite loud, but when the gas system is tuned for lower intensity, the sound becomes very difficult to hear for anyone not in the immediate area.

Model: Varies by manufacturer
Cost: 1200
Availability: 3, X
Game Notes: Addition of a suppressor requires a special barrel (250 credits; easy blaster repair roll to install on a pistol; difficult blaster repair roll for other weapons). Search or perception checks made to hear a blaster equipped with a suppressor suffer a -5 penalty for anyone medium range and farther and the blaster deals it's normal damage. If the gas system is tuned properly (difficult blaster repair roll and 10 minutes of work), then the penalty is increased to -20 and it applies to anyone more than 10m away from the shooter; however, you must subtract -1 from all damage rolls with the blaster.


Last edited by Naaman on Thu Oct 24, 2019 10:49 am; edited 4 times in total
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PostPosted: Sun Jun 17, 2018 5:04 am    Post subject: Reply with quote

SUB REPEATERS and PERSONAL DEFENSE WEAPONS (PDWs)
    Sub-Repeater (Standard/High Power/Large Bore)
    Skill: Blaster: Sub-Repeaters or Blaster: PDW
    Ammo: 40/30/25
    Fire Rate: Semi-Auto or Burst (+3) or Full-Auto (+6)
    Cost: 1450 (Power packs: 50/60/80)
    Availability: 3, R or X
    Sights: Combat Rifle Sights
    Range: +4/+2/+0/Miss/Miss
    Damage: 4D/4D+2/5D
    Rail Capacity: 2 (1 under barrel, 1 upper receiver)
    Game Notes: This weapon has a collapsible stock. For the large bore variant, reduce the burst rating to +2 and the auto-fire rating to +4.

    PDW (Standard/High Power)
    Skill: Blaster: Sub-Repeaters or Blaster: PDW
    Ammo: 50/40
    Fire Rate: Semi-Auto or Full-Auto (+7)
    Cost: 1825 (Power packs: 75/90)
    Availability: 4, X
    Sights: Combat Rifle Sights
    Range: +4/+2/+0/Miss/Miss
    Damage: 4D+1/4D+2
    Rail Capacity: 3 (2 on hand guard, 1 on upper receiver)
    Game Notes: PDWs are most often used by members of personnel security details or bodyguards of high profile dignitaries or politicians. This weapon has a collapsible stock. They are especially effective at punching through light body armor. This weapon ignores the first 2 pips of armor worn by a target. In addition, PDWs are generally relatively easy to conceal relative to other shoulder fired weapons. With the stock collapsed, when attempting to hide the weapon under clothing, the PDW imposes a -5 penalty on the check (instead of being virtually impossible to hide) as long as the character is wearing some kind of outer clothing (such a coat, jacket, cloak, etc).


SUB-REPEATER AND PDW ACCESSORIES

Many of the accessories commonly used on pistols are also highly effective when used with sub-repeaters and PDWs.

Sling
A simple sling is used to retain the weapon while allowing for the use of both hands (such as when placing binders on a prisoner or dragging a wounded ally to safety). The sling is also useful for weapon retention when switching to a side arm in the event that the primary weapon malfunctions or runs out of ammo.

Model: Varies by manufacturer
Cost: 50
Availability: 1
Game Notes: If attached to a weapon, the user can simply let go (a free action) to "stow" the weapon in order to free his hands for some other task. Without a sling, it is at least a full-round action to stow a weapon (and may be longer at GM's discretion).

Laser Sights
Laser sights allow a shooter to engage targets from behind cover while minimizing their own exposure. They also help the shooter see what the shot's point of impact should be if the shooter "does his part" (i.e. properly applies the fundamentals of marksmanship). Their applications in combat tend to be limited to low-likelihood scenarios, but they are popular among average citizens who carry for self-defense (whether such possession of weapons is legal or not in their area). Laser sights are usually mounted on an accessory rail located under the barrel; however, they are also available in "pistol grip" configuration, whereby they are incorporated into the weapon's grip. The pistol grip option does not take up an accessory rail slot on the weapon.

Model: Varies by manufacturer
Cost: 250 (rail mount); 400 (pistol grip)
Availability: 2
Game Notes: These sights have three valuable functions. When shooting from the hip, reduce the attack roll penalty by 2. In addition, when shooting from behind cover, increase the shooter's cover bonus by +5. Finally, when making a called shot, the shooter gains a +2 bonus on the attack roll. Laser sights can only be used at short range and closer. Also, a laser sight is visible to onlookers. Upon activation of the laser (a free action) if the shooter is attempting to sneak , any characters that might be able to see the source of the laser may immediately make a search/perception check to notice the shooter. In daylight they get a +1D bonus on this check. In low light or darkness, this bonus increases to +2D.

Weapon Light
Weapon lights give shooters the option to illuminate dark areas to be able to identify threats that may be hiding in shadows, or else to better differentiate threats from innocent bystanders or friendly personnel. They also alert any onlookers to the shooter's exact position, and so must be used with a certain amount of tactical discipline.

Model: Varies by manufacturer
Cost: 300
Availability: 2
Game Notes: A weapon light can be turned on or off as a free action. Activation of the light immediately gives away the shooter's position to anyone who can see the light. The light confers the benefit of eliminating the effects of darkness, and any one in the direct path of the light is temporarily blinded (-4D to search checks and attack rolls) for 1 round unless they make a difficult perception roll as a free reaction after exposure. Targets more than 25m from the light do not suffer the temporary blindness.

Light/Laser Combo
The laser light combo gives a shooter the option to use either a laser or a light while attaching only one device to their weapon.

Model: Varies by manufacturer
Cost: 550
Availability: 3
Game Notes: The light/laser combo attaches to a weapon's accessory rail, taking up one of the weapon's available accessory slots. It provides the benefits of either a light or a laser, at the shooter's option. Activating either is a free action. See the entries for weapon lights and laser sights for details.

Reflex Sight
The pistol mounted reflex sight is used instead of the weapon's normally installed sights. Most pistols require special modification--the addition of a top rai--in order to mount a reflex sight (150 credits to modify the pistol if necessary). The reflex sight is a simpler sight to acquire, resulting in faster times on target.

Model: Varies by manufacturer
Cost: 800
Availability: 3
Game Notes: When aiming, reduce the initiative penalty by half. When shooting from the hip, reduce the penalty on the attack roll by half.

Suppressor
Suppressors work to diminish the sound caused by blaster fire. In general, when shooting suppressed, a blaster is still quite loud, but when the gas system is tuned for lower intensity, the sound becomes very difficult to hear for anyone not in the immediate area.

Model: Varies by manufacturer
Cost: 1200
Availability: 3, X
Game Notes: Addition of a suppressor requires a special barrel (250 credits; easy blaster repair roll to install on a pistol; difficult blaster repair roll for other weapons). Search or perception checks made to hear a blaster equipped with a suppressor suffer a -5 penalty for anyone medium range and farther and the blaster deals it's normal damage. If the gas system is tuned properly (difficult blaster repair roll and 10 minutes of work), then the penalty is increased to -20 and it applies to anyone more than 10m away from the shooter; however, you must subtract -1 from all damage rolls with the blaster.
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PostPosted: Wed Jun 20, 2018 3:30 am    Post subject: Reply with quote

Rifles
    Defensive/Tactical Fighting Rifle (Civilian/Military)
    Skill: Blaster: Blaster Rifles
    Ammo: 30
    Fire Rate: Semi-Auto only (civilian)/Semi-Auto or Burst (+3); or Semi-Auto or Auto-Fire (+8 )
    Cost: 1100/2400 (Power packs: 50)
    Availability: 1, R or X/4, X
    Sights: None/Combat Rifle Sights
    Range (Rifle): -2/+0/+0/+0/-5
    Range (Carbine): +0/+0/+0/-2/-10
    Range (Short Barreled Rifle): +2/+2/+0/-5/Miss
    Damage: 5D
    Rail Capacity: 2 (upper receiver)/None (see game notes)
    Game Notes: The military version of this weapon is issued with a select fire switch. Depending on mission requirements and equipment availability, the weapon will either be issued with a burst (+3) option or a auto-fire (+8 ) option. In addition, the military version of the weapon may be issued with a top rail (and mission-specific optic or scope) in addition to combat rifle sights. See the accessories section below for more details on weapon configuration. In general, a military version of the weapon can be configured in any way that the commander deems appropriate for his troops (GM's discretion applies to specific military/unit budget constraints and other logistical considerations).

    Heavy Rifle/Battle Rifle
    Skill: Blaster: Blaster Rifles
    Ammo: 20
    Fire Rate: Semi-Auto
    Cost: 2800 (Power packs: 75)
    Availability: 2, R or X
    Sights: Precision Rifle Sights/Combat Rifle Sights
    Range (Rifle): -4/+0/+2/+1/+0
    Range (Scout): -2/+0/+2/+0/-2
    Range (Carbine): +0/+0/+2/+0/-5
    Damage: 5D+2
    Rail Capacity: 2 (1 upper receiver, 1 under barrel)
    Game Notes: In addition to the upper receiver rail mount, the scout and carbine variants come with a rail mount system over the hand guard, which allows mounting of a "scout socpe" far forward on the rifle. Note that in order for the scout scope to work, it must be the only optic installed on the weapon (see the rules for scout scopes, below).

    Precision Rifle/Sniper Rifle
    Skill: Blaster: Blaster Rifles
    Ammo: 10 (Short Action) or 6 (Long Action) or 4 (Magnum)
    Fire Rate: Bolt-Action
    Cost: 1200 (Power packs: 150 (short action, long action and magnum)
    Availability: 1/4, R or X
    Sights: Precision Rifle Sights
    Range (Rifle): -6/+0/+2/+2/+0
    Range (Scout): -2/+0/+2/+2/-2
    Damage: 5D+2 (Short Action) or 6D (Long Action) or 6D+2 (Magnum)
    Rail Capacity: 2 (1 upper receiver, 1 under barrel)
    Game Notes: When purchasing (or issuing) this rifle, make note whether it is the short action, long action or magnum chambering. Each version has a different reaction chamber to accommodate the appropriate type of ammo, and the various ammo types are not interchangeable between weapons. The scout configuration comes with a rail mount over the barrel instead of on the upper receiver for mounting a scout scope. The scout configuration is available in short action or long action only.



RIFLE ACCESSORIES
In addition to the accessories previously listed, the following accessories are often used with rifles of various configurations. In particular, slings, reflex sights, and weapon lights are very commonly used on rifles intended for fighting. In addition, depending on the mission/purpose, a rifle may be configured or equipped with a variety of other accessories.

Modular Hand Guard
Model: Varies by manufacturer
Cost: 250
Availability: 1
Game Notes: The standard hand guard on a defensive/tactical rifle may be replaced with a modular hand guard which allows for the mounting of accessories. Up to 4 accessories may be mounted on the hand guard, 1 on the top rail, 1 on each side, and 1 under the barrel. Installation of the rail requires a moderate blaster repair roll and 20 minutes of work. Note that some manufacturers sell rifles with the rails already installed. Simply add the cost of the rail to the cost of the rifle if one is offered for sale in this configuration. Generally, installation of an accessory onto a modular rail requires no skill roll, but does require basic tools and 5 minutes of work.

Modular Chassis/Stock
Model: Varies by manufacturer
Cost: 2500
Availability: 3
Game Notes: Heavy rifles and precision rifles (including battle rifles and sniper rifles) can be retrofitted with a modular chassis system. The modular chassis system adds 4 accessory rails to the hand guard (1 on top, 1 on each side, and 1 under the barrel) along the length of the barrel. In addition, it incorporates a fully adjustable stock that can be custom fit exactly to the shooter or the firing position that the shooter chooses. It takes one full-round action to adjust the stock. In addition to the benefits of a standard adjustable stock (see the entry for adjustable stock), this version allows the shooter to re-roll the lowest die when making an attack roll with the weapon. Installation of the modular chassis requires a very difficult blaster repair roll, requires specialized tools, and 1 hour of work.

Foregrip
Model: Varies by manufacturer
Cost: 25
Availability: 1
Game Notes: A weapon may have a foregrip mounted under the barrel. If so, add a +1 bonus to all attack rolls when firing on burst or auto-fire. In addition, when firing multiple shots on semi-auto, all attacks get a +1 bonus on the roll (a character with 7D in blaster firing 3 shots would roll 5D+1 for each shot).

Magnifier
This optic mounts behind a reflex sight, allowing the shooter to use the reflex sight to acquire targets at significantly greater distances. The magnifier is mounted using a flip on/off mount so that when not wanted or needed, it can be rotated out of alignment from the primary sighting system (usually a reflex sight) and that system can be used normally. This gives the rifle some flexibility, able to function optimally in close quarters as well as at extended ranges.

Model: Varies by manufacturer
Cost: 680
Availability: 2
Game Notes: When in use, treat the magnifier and reflex sight together as a medium range scope. One non-roll action is required to align or unalign the magnifier.

Skirmish Scope 1.5x
Model: Varies by manufacturer
Cost: 1250
Availability: 3
Game Notes: This optic provides a +2 bonus to aimed shots at short and medium range, and called shots at short range (it provides no special benefit or penalty at point blank range). Note that an aimed, called shot gets each bonus (for a total of +4 on the attack roll) if the target is at short range.

Medium Range Scope
Model: Varies by manufacturer
Cost: 400
Availability: 1
Game Notes: This scope has a medium amount of magnification. It provides a +8 bonus on all called shots, and a +4 bonus on all aimed shots. However, use of the scope to make an attack roll diminishes the shooter's situational awareness. He cannot use his dodge skill in the same round as he takes a shot through this scope. In addition, any targets at point blank range are impossible to acquire unless they are inanimate or otherwise fixed to a location.

Long Range Scope
Model: Varies by manufacturer
Cost: 2000
Availability: 1
Game Notes: This scope has a high power magnification. It provides a +8 bonus on all called shots, and a +8 bonus on all aimed shots. However, use of the scope to make an attack roll diminishes the shooter's situational awareness. He cannot use his dodge skill in the same round as he takes a shot through this scope. In addition, any targets at short range or closer are impossible to acquire unless they are inanimate or otherwise fixed to a location.

Extreme Range Scope
Model: Varies by manufacturer
Cost: 2850
Availability: 3
Game Notes: This scope has a high power magnification and advanced targeting hardware. It provides a +8 bonus on all called shots, and a +12 bonus on all aimed shots. However, use of the scope to make an attack roll diminishes the shooter's situational awareness. He cannot use his dodge skill in the same round as he takes a shot through this scope. In addition, any targets at medium range or closer are impossible to acquire unless they are inanimate or otherwise fixed to a location.

Recce Scope
These scopes are adjustable within a relatively low-powered range, and include a setting for true 1x power. The lack of magnification increases the field of view at distance, therefore not compromising the shooter's situational awareness, while also functioning as a passable reflex sight (though it is not as fast to acquire as a true reflex sight) These scopes are often used on rifles that will see a broad range of duties from close quarters battle to medium and long range engagements.

Model: Varies by manufacturer (adjustable [point blank to medium range])
Cost: 1350
Availability: 3
Game Notes: If set to point blank, this optic reduces the initiative penalty for aimed shots by 1, and the attack roll penalty for shooting from the hip by 1. If set to short range, treat the scope as a skirmish scope. If set to medium, treat it as a medium range scope. One non-roll action is required to adjust the scope to any setting from any setting.

Scout Scope
This scope is designed to be used with a long eye relief. Use of this type of scope allows a shooter to retain his peripheral vision while shooting through the scope, because it facilitates shooting with both eyes open. Target acquisition is therefore also fast through the scope, which has a relatively low-powered magnification.

Model: Varies by manufacturer
Cost: 850 (fixed power [medium range]); 1250 (adjustable [short to medium range])
Availability: 2
Game Notes: When shooting from the hip, increase the initiative bonus by +4. In addition, if the adjustable version is being used, when set to short range, this scope provides the benefits of a skirmish scope. When set to medium range, it provides the benefits of a medium range scope; however, the shooter retains the use of his dodge skill, unlike when aiming through standard medium range scopes. A scout scope takes up all the space along the upper receiver and the top of the hand guard. No other accessories (thermal optics, I/R lasers, lights, etc.) may be mounted along the top of the weapon without ruining the long eye relief that is required for this scope to provide its benefits.

Designated Marksman Scope
These scopes are adjustable between short and long range.

Model: Varies by manufacturer (adjustable [short to long range])
Cost: 2450
Availability: 2
Game Notes: This scope has three settings. It's lowest setting treats it as a skirmish scope. It can also be adjusted to function as a medium range or long range scope. One non-roll action is required to adjust the scope from any setting to any setting.

Sniper Scope
These scopes are adjustable between medium and extreme range.

Model: Varies by manufacturer (adjustable [medium to extreme range])
Cost: 3800
Availability: 2
Game Notes: This scope has three settings. It's lowest setting treats it as a medium range scope. It can also be adjusted to function as a long range or extreme range scope. One non-roll action is required to adjust the scope from any setting to any setting.


Last edited by Naaman on Fri Oct 05, 2018 10:57 am; edited 3 times in total
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Naaman
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PostPosted: Thu Jun 21, 2018 5:31 am    Post subject: Reply with quote

MORE ACCESSORIES


Night Vision Optic
Night vision gives personnel an advantage in the dark. It is available in two forms: either a weapon mounted optic, or a helmet/visor mounted device. Either option costs the same price.

Model: Varies by manufacturer
Cost: 3000
Availability: 4
Game Notes: This device compensates for darkness to a limited degree. Within short range (50m), a character looking through a night vision optic ignores the penalties for darkness. Night vision provides no additional benefit beyond 50m, though very large or relatively bright objects beyond that distance are still visible. Within 50m, anyone using night vision who is directly exposed to bright light (daylight, a flash light, etc) experiences wash out. The character is effectively blind until he returns to a place that is dark (no brighter than candle light). Note that something like a lightsaber is not sufficiently intense to wash out the night vision; though if the beam passed close enough to the optic, it would be impossible to see past the beam. A character with night vision takes a -2D penalty to all actions that rely on sight when fighting in melee combat against a character with a lightsaber.

A character looking through a night vision device can see the infra-red spectrum of light.

Thermal Optic
Thermal optics detect heat signatures. They display a real time, monochromatic image that differentiates heat sources according to their relative intensity. The brightness of an object viewed through the optic correlates to it's temperature.

Model: Varies by manufacturer
Cost: 15000
Availability: 4
Game Notes: Thermal optics render light and darkness irrelevant. Everything viewed through the optic is displayed as a black and white image. Note that thermal optics cannot see through walls. Neither can they see through glass, since the optic will only display the shape of the glass according to it's temperature. Living beings are especially easy to distinguish in cool weather. In hot climates, the environment rises to a temperature similar to that of a living body, so creatures that maintain physical contact with an object (such as a large rock, tree, or even a wall) may blend in if they are a similar temperature.

Blasters fire is especially easy to spot through a thermal optic if the viewer happens to be looking in the general direction of where the shot was fired from. A character looking through a thermal optic gains a +3D bonus to search checks to visually notice a blaster being fired.

Bi-Pod
Bi-pods attach to the under-barrel section on a weapon's accessory rail. They provide a stable platform for firing the weapon, improving accuracy when firing from a fixed or supported position.

Model: Varies by manufacturer
Cost: 165 (light bi-pod); 285 (heavy bi-pod)
Availability: 2
Game Notes: Generally, a bi-pod must be used in a prone position, but can be employed in any circumstance where the shooter can support the weapon from underneath, as long as there is a stable surface for the bi-pod to stand on. When aiming, a light bi-pod provides a +2 fire control bonus on the attack roll, and a heavy bi-pod provides a +1D fire control bonus (if the shooter is not aiming his shot, the bi-pod provides no benefit). A weapon equipped with a heavy bi-pod suffers a -2 penalty on attack rolls when the bi-pod is not being employed (when firing unsupported).

Advanced Bi-Pod
The advanced bi-pod takes the concept of supported fire farther than conventional bi-pods by implementing an articulating joint at the point of contact with the rifle. Not only can the joint be locked for maximum stability, but it can also be set to allow the weapon to maneuver laterally and vertically without compromising the support offered by the bi-pod. The advanced bi-pod is also able to compensate for uneven surfaces in real time due to advanced gyroscopic technology.

Model: Varies by manufacturer
Cost: 850
Availability: 4
Game Notes: Generally, a bi-pod must be used in a prone position, but can be employed in any circumstance where the shooter can support the weapon from underneath, as long as there is a stable surface for the bi-pod to stand on. When aiming, an advanced bi-pod provides a +2D fire control bonus on the attack roll (if the shooter is not aiming his shot, the bi-pod provides no benefit). A weapon equipped with advanced bi-pod suffers a -2 penalty on attack rolls when the bi-pod is not being employed (when firing unsupported).

Bi-Pod/Foregrip
This is a foregrip that also houses a mini retractable bi-pod. While not as effective as a true bi-pod, it can add a small bit of versatility to a weapon that may have a use for both.

Model: Varies by manufacturer
Cost: 100
Availability: 2
Game Notes: In addition to the benefits of having a foregrip when firing unsupported, this accessory also provides a benefit when firing from a supported position. When aiming a shot with a supported weapon, the bi-pod provides a +1 fire control bonus on the attack roll.
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PostPosted: Sat Jul 07, 2018 8:18 am    Post subject: Reply with quote

Weapon Customization

Weapons can be modified from their original design to improve specific aspects of their performance. Weapons can be modified in several different ways, with some modifications providing greater benefits or costing more than others.

Per the RAW, a weapon's damage can be increased by up to +1D+2 (5 pips). However, there are other options available which can improve the weapon in various ways instead of increasing damage.

Each improvement counts as a number of pips. Once a weapon has been improved by a total of 5 pips, it cannot be improved farther. It would instead become an effectively different weapon (GM's discretion).

Below are the options for modifying a weapon.

Accurizing Stage 1
This is generally one of the first modifications that a shooter will perform on his weapon. In most cases, it involves a simple barrel change to a higher quality barrel manufactured to tighter specifications.

An accurized barrel costs 25% of the weapon's base price and requires an easy (for blaster pistols) or moderate (for all other weapons) blaster repair roll. For pistols, the modifications takes 5 minutes. For other weapons, it takes 15 minutes.

An accurized barrel confers a +1 bonus to all aimed shots, and a +2 bonus to all called shots at any range. If shooting at medium range or farther, add a +1 bonus to the attack roll as well. Note that weapons which automatically miss at a given range still miss at that range.

Accurizing Stage 2
For 30% of the weapon's base price, a weapon's internal mechanisms can be upgraded, reducing the slack within the weapon itself, mitigating the randomness inherent in the manufacturing process.

A weapon with this modification allows the shooter to re-roll a single die when making an attack roll with the weapon.

Accurizing Stage 3
For 200% the weapon's base price, the weapon's chassis and all internal parts can be custom fit to eliminate all manufacturing flaws both inside and outside the weapon.

All aimed shots receive a +2 bonus. In addition, at medium range and farther, add +2 to all attack rolls. Note that weapons that automatically miss at a given range still miss at that range. This modification counts as 3 pips for the purposes of weapons improvements, and it includes the benefits of stage 1 and stage 2 accurizing.

More to come later.
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PostPosted: Sat Oct 06, 2018 10:46 am    Post subject: Reply with quote

Repeaters and Crew Served Weapons/Vehicle Blasters
    Light Repeating Blaster
    Skill: Blaster: Repeating Blasters or Vehicle Blasters: Repeating Blasters
    Ammo: 30 (Standard Blaster Rifle Power Pack), or 100 (light portable generator), or 200 (portable battle back)
    Fire Rate: Auto-Fire only (+10)
    Cost: 8500 (Power packs: 50, 75, 150)
    Availability: 3, X
    Sights: Combat Rifle Sights
    Range (Standard): -4/+0/+0/+0/-2
    Range (Short Barreled): +0/+2/+0/-2/-5
    Damage: 5D
    Rail Capacity: 3 (2 upper receiver, 1 on hand guard)
    Game Notes: This weapon comes with a heavy bipod and a pintle mount for mounting on a vehicle or a fixed location. The short barreled version comes with an adjustable buttstock.

    Medium Repeating Blaster
    Skill: Blaster: Repeating Blasters or Vehicle Blasters: Repeating Blasters
    Ammo: 100 (light portable generator), or 200 (portable battle back)
    Fire Rate: Auto-Fire only (+10)
    Cost: 10500 (Power packs: 125 or 225)
    Availability: 3, X
    Sights: Combat Rifle Sights
    Range (Standard): -6/-2/+0/+0/+0
    Range (Short Barreled): +0/+2/+0/-2/-5
    Damage: 5D+2
    Rail Capacity: 3 (2 upper receiver, 1 on hand guard)
    Game Notes: This weapon comes with a heavy bipod and a pintle mount for mounting on a vehicle or a fixed location. The short barreled version comes with an adjustable buttstock. This weapon can be fitted with a spade grip and requires an easy blaster repair roll to install and 5 minutes of work. The spade grip confers a +2 fire control bonus on attack rolls with the weapon when it is mounted on a vehicle or at a fixed location, but makes operation of the weapon practically impossible (-20 penalty on attack rolls) when the carried on foot.

    Heavy Repeating Blaster
    Skill: Blaster: Repeating Blasters or Vehicle Blasters: Repeating Blasters
    Ammo: 100 (mini generator pack), or unlimited (portable generator)
    Fire Rate: Single Shot or Auto-Fire (+6)
    Cost: 18000
    Availability: 3, X
    Sights: Combat Rifle Sights
    Range (Standard): -10/-2/+2/+2/+0
    Damage: 8D
    Rail Capacity: 1 (upper receiver)
    Game Notes: This weapon can only be operated when it is mounted either to a vehicle or to a fixed position or tripod. In single shot mode, the weapon must be manually recharged (one standard action) between shots. The weapon can be powered by a vehicle's systems if the vehicle is purpose built (or has been modified) for combat and to accept the weapon's charging cable. In this case, the weapon's ammo is unlimited (while the vehicle still has power).
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PostPosted: Fri Jun 14, 2019 1:05 pm    Post subject: Reply with quote

Omega-T (Premium Tibanna Gas)
In the search for ever more deadly weapons in a war torn galaxy, several munitions manufacturers have developed increasingly effective weapons with greater range, higher rates of fire and improved accuracy.

Among the most useful and versatile developments in military technology is the Omega-T Tibanna gas. Omega-T uses the same molecular constitution as the standard gas, but a different isotope, increasing the strength of the covalent bonds formed during the ionization process. The result is a more stable energy packet allowing the resultant blaster bolt to hold it's power for a greater amount of time. Unexpectedly, the blaster bolt's energy does not unravel at the same rate as a standard blaster bolt, but rather, it does so much more suddenly. Even though the objective was to increase the effective range of a blaster, it instead increased the damage of the blaster and made it more accurate over distances that it was already effective, without actually increasing the range. This was considered a welcome trade-off and production began in full scale after military testing proved it to be a valuable upgrade for standard issue weaponry.

Currently, due to the cost, only specialized troops have access to weapons equipped with Omega-T. However, Omega-T is available on the civilian market for those with the means to afford it.

A weapon can have its gas canister filled with Omega-T during maintenance. If so, assume that the weapon's base cost is 1500 credits higher than the cost given in the weapon's entry. Generally, this increases the cost of maintenance by 15 credits.

A weapon with Omega-T increases it's damage by +1. An accurized (stage 1) weapon with Omega-T increases damage by +2 instead.

Special Purpose Rifle
Skill: Blaster: Blaster Rifles
Ammo: 30
Fire Rate: Semi-Auto
Cost: 2800 (Power packs: 50)
Availability: 2, R or X
Sights: Combat Rifle Sights
Range (Rifle): -4/+0/+2/+2/-5
Damage: 5D or 5D+2 (See below)
Rail Capacity: 3 (upper receiver), 1 Under Barrel, 2 (1 on each side of barrel)
Game Notes: The special purpose rifle is a specially configured tactical rifle designed as a designated marksman's rifle or a light sniper rifle. It allows a shooter to carry the same hardware as his squad mates while enhancing his ability as a force multiplier. It's heavier profile barrel makes it somewhat unwieldy at shorter ranges, but also more consistent out to the weapon's terminal effective limit. Rather than extending the lethal effective range, it enables the shooter to deliver accurate, reliable hits at the very limit of the tactical rifle's range.
- The weapon uses a standard power pack, but requires a premium gas canister (included in the weapon's cost). Without the premium gas canister, the weapon deals 5D damage, as per a typical tactical rifle. The premium gas increases the weapon's damage by +1; however, since the rifle and gas were engineered together as a special purpose system, it increases the damage by an additional +1 for a total of 5D+2.
- The premium gas canisters are compatible with any tactical rifle of the same make and operating system and can be installed in place of the weapon's standard gas canister. Installing the premium gas canister requires 1500 credits in parts and requires an easy blaster repair roll. It also increases the base cost of the weapon by 1500 credits for purposes of maintenance and modification costs, and increase a standard rifle's damage by +1.


Last edited by Naaman on Sat Jun 15, 2019 1:27 pm; edited 1 time in total
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PostPosted: Fri Jun 14, 2019 4:21 pm    Post subject: Reply with quote

Weapon Maintenance

Weapons must be maintained in order to keep them functioning reliably.

Weapons must undergo maintenance one per month, or once after each firefight they are involved in. In addition, even if the weapon was not used in a firefight, a character who raises his blaster skill (or other skill that uses the weapon) must also perform maintenance on his weapon since it is assumed that he practiced with it off-camera.

Therefore, weapons require maintenance after each battle, each practice session, and once a month.

Maintenance can be performed off camera, but requires a blaster repair roll based on the complexity of the weapon (derived from it's base cost) as given below:

up to 1000 credits: Easy
1001-1500 credits: Moderate
1501-2000 credits: Difficult
2001 or more credits: Very Difficult

The cost of maintenance is also derived from the weapon's base cost. It costs 1% of a weapons base price in parts and materials to keep the weapon maintained (the cost of materials, parts replacement, and labor is amortized over each maintenance period, except in the case of a catastrophic failure; see below).

Missed Intervals
At the start of a battle, the GM should determine whether maintenance has been performed on the combatant's weapons including the weapons of PCs and NPCs (low level thugs and mooks are likely to have skipped several intervals).

A weapon that has missed its maintenance interval (for any reason, including a failed blaster repair roll or a lack of funds) becomes subject to malfunctions in combat. Anytime the shooter makes an attack roll and the wild die result is 1, total the dice according to the normal rules (applying wild die complications, if appropriate). Then, pick up the wild die and roll it again (but do not add this total to the attack roll). If the second roll is equal to or less than the number of missed intervals, the weapon has malfunctioned and does not fire.

The shooter must declare an additional action to clear the malfunction. In addition, if the malfunction occurred on a roll of 3 or higher, the malfunction requires remedial action. An easy blaster repair roll and two minutes of work are required to clear the malfunction.

If the weapon malfunctions on a 5 or higher, the malfunction is considered catastrophic: the weapon is damaged by the malfunction (the weapon takes 5D damage of it's own scale and deals 2D damage to the shooter). It cannot be used again until it is repaired.

The quality of the weapon also affects it's maintenance interval as given below:

Commercial Grade: These weapons cost half as much to purchase as their standard (military grade) counterparts. Due to a lower demand for ruggedness, these weapons tend to be manufactured to maximize production efficiency, rather than to maximize performance in adverse conditions. For purposes of maintenance, the weapon's base price remains unchanged, and the cost of maintenance is 2% (or double) the cost of a standard (military grade) weapon. In addition, add +1 to any malfunction check rolls.

Military Grade: Use the standard intervals and costs.

Professional Grade: Increase the weapon's base price (and therefore, it's cost) by 20%. This increase also affects the weapon's maintenance costs (these weapons cost 20% more to maintain than their standard, military grade counterparts). However, subtract -1 from any malfunction check rolls.

Match Grade: These weapons are manufactured to custom specifications and very stringent tolerance standards. This increases the weapon's performance to an exceptional level, but also makes it less tolerant to abuse. Multiply the weapon's base price (and therefore it's cost) by 2. Maintenance costs 2% of this weapon's base price (or quadruple that of it's standard, military grade counter part). When making a malfunctions check roll, add +2 to any result. Match grade weapons allow the shooter to re-roll 1D each time they make an attack roll with the weapon (unless it is a wild die result that triggers a malfunctions check).
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