Author
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Topic: Stats for three guns. Are they too munchkinish?
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Kayle Skolaris Trooper Posts: 674 Registered: Feb 2000
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posted 23 February 2000 07:59 PM
Criff and Nesson .50 Caliber SK-5 Giantkiller Heavy Combat Pistol Scale: Character Skill: Firearms: SK-5 Giantkiller Range: 0-40/100/200 Damage: Depleted-Uranium Anti-Vehicular Rounds: 3D (Speeder-Scale) Glaser Fragmenting Anti-Personnel Rounds: 8D* (Character-Scale) Difficulty: Very Difficult if specialization with the SK-5 Giantkiller is not possessed. If the wielder is specialized in the use of the SK-5 the difficulty drops to Moderate. Availability: X (Originating Race Only) Ammunition: 6 (Clip), 15 (Drum) Fire Rate: 1 Cost: Not Available For Sale (25,000+ credits on the black market due to rarity, power, and workmanship.) Game Notes: Custom Add-Ons and Modifications: Dual-Laser targeting sight and custom hand grips add +2D to Firearms skill if wielder is specialized in the SK-5 Giantkiller, -1D if not specialized. Detachable sound-suppressor unit. IFF Pad in grip prevents weapon from firing if wielded by a non-authorized user. Pad detects DNA traces in the palm of the wielder and matches it to a catalogue of up to 20 DNA patterns. IFF Pad CAN be shut off, but only with a specific alphanumeric code known only to Kilbar. Recoil: To safely fire this weapon a wielder must have a 3D or better strength and must use both hands to stabilize the weapon. A minimum strength of 6D is necessary to attempt to fire it one-handed. Attempting to fire the weapon without the minimum required strength calls for an opposed strength roll against a recoil damage of 4D to avoid shattering one’s wrist and lower arm. Most armor does not protect against this damage. Special Ammunition: Depleted Uranium Anti-Vehicular rounds cause the listed 3D Speeder-scale impact damage as well as an additional 3D Speeder-scale incendiary damage on the following round due to the highly pyrophoric nature of uranium. Glaser Fragmenting Anti-Personnel rounds cannot penetrate any surface of a higher scale than Character-scale and suffer –2D damage against all Character-scale hard armor targets. This penalty against Character-scale hard armor only applies for the first shot after which said armor is considered destroyed. Maintenance: (See Rules of Engagement page 45) All maintenance and repair efforts require twice the frequency and one level of additional difficulty than the figures given in ROE. Sound Suppression: This weapon cannot be completely silenced. –1D Penalty applied to opposing character's Perception check if sound-suppressor is used. Rare Weapon/Ammo: Manufactured by a virtually extinct alien race, this weapon and its ammunition have been out of production for decades and were never exported. These items are virtually impossible to find except in the hands of the originating race. Those who possess the few remaining examples must manufacture their own ammo. Rey’ts 15mm AMR (Anti-Material Rifle) “Aimer” Scale: Speeder Skill: Firearms: Rey’ts “Aimer” Range: 0-200/900/2,500 Damage: Depleted Uranium Anti-Vehicular rounds: 4D+1 Speeder-Scale Anti-Personnel Explosive (APEX) rounds: 6D/4D/2D, 0-1/3/5 meter blast radius. Difficulty: If wielder is specialized and prone or using a gyro-harness difficulty is Moderate. If wielder is not specialized and prone or using a gyro-harness difficulty is Difficult. If wielder is specialized but neither prone nor wearing a gyro-harness, difficulty is Very Difficult. If wielder is not specialized and is not prone or wearing a gyro-harness difficulty is Heroic. Availability: X (Originating Race Only) Ammunition: 10 (Clip) 25 (Drum) Fire Rate: 1 Cost: Not Available For Sale (75,000+ credits on the black market due to rarity, range, and power.)
Game Notes: Fire Control: Ring-Laser gyro-stabilized optical sight and muzzle brake provide +2D+1 to Firearms skill if wielder is specialized or +1D+1 if wielder is not specialized. Recoil: Characters must have 3D strength or higher to fire this weapon safely. Those with strength of 2D+2 or less must make an opposing Strength roll against a recoil damage of 4D to avoid injury, and do not receive Fire Control Bonus. Special Ammunition: Depleted Uranium Anti-Vehicular rounds cause the listed 4D+1 Speeder-scale impact damage as well as an additional 4D+1 Speeder-scale incendiary damage on the following round due to the highly pyrophoric nature of uranium. Anti-Personnel Explosive rounds function as small, high-explosive grenades in all respects. Sound Suppression: This weapon cannot be completely silenced. –1D Penalty applied to opposing character’s Perception check if sound-suppressor is used. Maintenance: (See Rules of Engagement page 45) All maintenance and repair efforts require twice the frequency and one level of additional difficulty than the figures given in ROE. Rare Weapon/Ammo: Manufactured by a virtually extinct alien race, this weapon and its ammunition have been out of production for decades and were never exported. These items are virtually impossible to find except in the hands of the originating race. Those who possess the few remaining examples must manufacture their own ammo. Greb’s’som Munitions’ Deathwind 2000 16mm Electromagnetic Railgun Scale: Character Skill: Firearms: Greb’s’som Munitions’ Deathwind 2000 Range: 0-25/50/100 Damage: Hyperdense Durasteel Flechette Rounds: 6D+2/5D+2/4D+2 (Single Shot), 8D+2/7D+2/6D+2 (Three-Round Burst) Difficulty: Easy for Single Shot or Moderate for 3-Round Burst Availability: X (Originating Race Only) Ammunition: 12 (Clip) 48 (Drum) Fire Rate: Standard or 3-Round Burst Cost: Not Available For Sale (50,000+ credits on the black market due to rarity and power. Game Notes: Selective Firing: May be set to fire single rounds, or three-round bursts. A three-round burst may be fired at one target only. EM Rail-Gun: This weapon fires a specially designed flechette canister, accelerated electromagnetically to hypersonic velocity (5x speed of sound in standard atmosphere).
Rare Weapon/Ammo: Manufactured by a virtually extinct alien race, this weapon and its ammunition have been out of production for decades and were never exported. These items are virtually impossible to find except in the hands of the originating race. Those who possess the few remaining examples must manufacture their own ammo. ------------------
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Pel Trooper Posts: 110 Registered: Oct 1999
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posted 24 February 2000 01:40 AM
Ok, cost and availability are rare enough to balance out the high damage. I'd lose the sound suppression options, though. The sound suppressor for a .50 cal weapon firing depleted uranium slugs would be at least as long as the weapon itself and also terribly cumbersome. Besides, if you're packing that much heat, the last thing you want is for the bad guys not to hear it. Just opening up with that thing should have them making willpower rolls to avoid fleeing . I'm particularly fond of the railgun, though the damage may be just a tad high. How big are these weapons, anyway?------------------ Pel Morba. IP: Logged |
Cmdr.Satori Trooper Posts: 356 Registered: Dec 1999
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posted 24 February 2000 09:06 AM
In a word...MUNCHKIN.I could get into a serious tyrate about the damage, and barrel size...but it wouldn't matter since it's all theoretical and YOUR game afterall. Just some comments. 15mm is roughly a .5 inch barrel. You're talking vehicle/speeder mounted. There is no way in hell anyone could shoulder-fire or gyro-mount something with that much velocity. Also, the thing would have to be incredibly strong/heavy to be able to sustain firing. You're talking an anti-tank gun. If you want that, just get a rocket-launcher. Much more simple and obtainable and infinitely easier to utilize. The rail gun is excessive, in all aspects. And you can't really burst fire something that is already meant to fire a bunch of hypervelocity slugs per shot. In all, do what you want...but you asked for an opinion. My choice would still be the good ole' fashioned RPG or bazooka. ------------------ If my answers frighten you, then you should cease asking such scary questions. Cmdr. Derek Satori New Republic Intelligence Clandestine Operations Branch IP: Logged |
Kayle Skolaris Trooper Posts: 674 Registered: Feb 2000
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posted 24 February 2000 07:21 PM
You've apparently not heard of automatic shotguns. 16mm is significantly less than 12gauge and yet there are fully automatic shotguns on the market. Those numbers were developed not by me, but by an ex-marine who knows quite a bit about guns (licensed gun collector). Anything can be burst-fired if you build it right. This statement is borne out by the unquestionable existence of the USAS-12 and the H&K CAWS. Both are shotguns which may burst-fire. The H&K can handle either normal shot or special flechette rounds. You apparently stopped reading right around where the damage codes were mentioned or you would have seen the plethora of DOWN SIDES to those guns. Not least of which is extremely limited ammo capacity. The best you can get on any of those things is a 48 round drum. Most blaster rifles have 100 rounds or better. Once again I say, not all GMs are as hung up on keeping the characters under a boot of powerlessness.------------------
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Kayle Skolaris Trooper Posts: 674 Registered: Feb 2000
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posted 24 February 2000 07:22 PM
Oh yes, 12.7mm is a half inch barrel. And incidentally, there is currently in existence a 15mm sniper rifle produced by Steyr.------------------
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Cmdr.Satori Trooper Posts: 356 Registered: Dec 1999
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posted 24 February 2000 08:23 PM
Oh...my bad. Perhaps in my temporary delusional state today at work...(i.e. no coffee until 11am) caused me to overlook the caliber was in mm rather than cm. However, regardless of the size of the weapon. Wouldn't a rocket-launcher be much simpler? Again, my bad. Damn early morning meetings. ------------------ If my answers frighten you, then you should cease asking such scary questions. Cmdr. Derek Satori New Republic Intelligence Clandestine Operations Branch [This message has been edited by Cmdr.Satori on 24 February 2000 at 08:24 PM.] IP: Logged |
Kayle Skolaris Trooper Posts: 674 Registered: Feb 2000
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posted 25 February 2000 12:55 AM
*cough, wheeze* CENTIMETERS??? Uh no. I wouldn't even let a Rancor carry around a 150mm cannon, that'd be a goddam TANK GUN!!!I dislike rocket launchers for several reasons. One, they have that annoying back-blast problem which makes them overly cumbersome. Also, most man-portable rockets are slow compared to a bullet. They can be shot down, something near-impossible with a hypersonic bullet. Rockets tend to be rather large as well, meaning that your ammo supply will be limited. Furthermore, rockets are, without any doubt whatsoever, military weapons. As such they are ALWAYS illegal. Conversely the only one of the three listed weapons that would automatically be considered a military weapon is the shotgun. The other two could slip by as heavy hunting weapons. Even in the modern United States one can legally purchase and own a .50 caliber sniper rifle. Maadi-Griffon used to make a single-shot .50 caliber pistol. I even got a gif of it somewhere around here. Monstrous weapon, about the size of your average SMG. Has a muzzle brake on the end that'd look more at home on a small artillery piece. Point is, these things exist today and are legal to own. Now granted, in the more tightly controlled Core Worlds they'd be completely illegal, who ever adventures on Coruscant? Most adventures in my experience take place on the more back-water worlds where weapons laws are typically fairly lax. Additionally, most Imperial and Local weapons ordnances completely ignore slug-thrower type weapons since everyone EXPECTS people to carry blasters. ------------------
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Kayle Skolaris Trooper Posts: 674 Registered: Feb 2000
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posted 25 February 2000 12:57 AM
By the way, I want to apologize for the cheap shot I took at you here and in another thread about "keeping the players under your heel". It was uncalled for and extremely rude of me. While I do think you and some of the others around here are a bit over-restrictive, I've never gamed with any of your and have no business making remarks like the ones I made. I most humbly apologize and ask for forgiveness.------------------
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Ubiqtorate Trooper Posts: 487 Registered: Jan 2000
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posted 25 February 2000 01:00 AM
If it weren't for the fact that the buggers are so hard to shoot unless you've been trained with them, I'd say those are pretty munchkin. On the other hand, I think you've balanced it out pretty well. But whatever you do, make them difficult even for the PCs to get their hands on. That way, if they turn out to be too powerful, they can always have an "accident."--Ubiqtorate ------------------
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Kayle Skolaris Trooper Posts: 674 Registered: Feb 2000
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posted 25 February 2000 01:07 AM
Those were created for a character of mine, actually. It was for a SpecForces campaign where I knew the GM was going to be using the weapon maintenance rules from Rules of Engagement. If not for the double-maintenance penalties I imposed on the weapon and the difficulty of actually USING the things, they'd never have been approved. Unfortunately that character never got played since the game fell through before it ever started. Very annoying. That was the same character that owns the Argent Armadillo mentioned over in the 'Unusual Ship Mods' thread. Dammit, I put SO much work into that character and he went nowhere! If that ain't frustration, I dunno what is!  ------------------
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Sarge Trooper Posts: 114 Registered: Jan 2000
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posted 25 February 2000 10:35 AM
(drops .02 credits in the slot)They are pretty powerful. If you had a good background story explaining why you had them (a background story with at least one good GM hook ), I'd allow them in my campaign. But, I'd tell you right up front that you wouldn't be able to find or make much ammo, so you'd better use more standard weapons most of the time and save your big guns for situatations where they're needed. If you go around pumping anti-vehicle rounds into every last Stormtrooper you meet, you won't get any more ammo. BTW, can you explain what that glaser round is, how it works, and what it was designed to do? That part wasn't clear to me. ------------------
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Kayle Skolaris Trooper Posts: 674 Registered: Feb 2000
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posted 25 February 2000 10:52 AM
Glaser rounds are pre-fragmented anti-personnel rounds which break apart upon impact with a target. The shrapnel caused by this inflicts hideous wounds but is practically worthless against any sort of body armor. The concept is taken from a real-world type of bullet by the same name. They usually come in .38 Special, .45ACP, 9mm, and similarly sized pistol loads. I brought up the idea for a .50BMG glaser round to the guy who helped me develop these numbers and that's what he got back to me with.As for story factors, the character who owned them was a member of the species which originally made the round. His people were a belligerant race which made the mistake of warring with the Empire. After the Base Delta Zero operation was concluded there were less than 100 remaining and so his race is a dying one. There are too few left to make up a viable gene pool. Here's the full story behind them: My name is Kilbar Dask and I am a dead man. All my people are dead. We challenged the might of the Empire and lost. The Empire has murdered my people, but it has made an error. It has not killed us cleanly. Some of us remain, though we cannot live for more than a few more generations. I am one of them: The Walking Dead, The Seekers of Vengeance, The Last of the Kronin.
I, like all my people, was born on the Fatherworld of Krona. We are a violent people and have always battled with one another. My childhood was typical of my people, with training in the use of sword and gun from the moment I knew which end to hold them by. I most especially excelled in the piloting of vehicles and aircraft. It was this early aptitude that would save my life later on. I have never been typical of my people in my thoughts. Conflict is the natural way of things to most of my kind, but I sought something more. Our eternal battles have left little time for exploration beyond our world and few among my people have given much thought to what lay beyond our skies. I was one of the few, however. Honor and Glory mean much to me, but incessant battle and mindless slaughter bores me. If I must fight let it be for a reason. My feelings were not popular among my people, so I kept them to myself for the most part. However, as I grew older I became aware of a small faction within Kronin society that felt as I did, that there must be more, something beyond the stars. We could not be alone in the universe. Our history stretches back for millennia. Violent, though we may be, we carefully kept records of the ancient times for we do not like to make the same battlefield mistakes repeatedly. We also honored our fallen Heroes of old. As a result of this and our naturally war-like nature we had developed a relatively high level of technology for such a violent people. We destroyed one another, but we did not destroy the ideas. Murdering a thought is a great crime among our people for it leads to ignorance and regression. Many times over the centuries there had been attempts to send out expeditions to the stars, though we had never truly left our own system. One of the members of the Expansionist Faction, of which I was a part, was a brilliant ArmsMaster, the title we give to our greatest scientists. And it was she that made the final breakthrough that opened the universe to us and, in the end, closed the door on our species. I do not blame her or curse her name. She did what was right for us at the time and could not know what was to come. ArmsMaster Korlath discovered what you would call a Hyperdrive. Oh, it was a crude, slow drive system. It relied on a dangerous matter/anti-matter power core and could barely best one of your Class 10 hyperdrives in flight, but it had certain advantages to compensate. Not that we were aware at the time that there was anything out there to compensate for. That did not come until much later. The ship it was installed on was an ugly beast. Slow, balky, and troublesome, it was. I know. I was her pilot. When the time came to choose someone to go out into the unknown, I was the one they looked to. My skill with flying machines was considered to be necessary due to the unwieldy nature of our exploration craft. For myself, it was an honor. I took the helm of our craft and set out across the void in search of whatever lay beyond. I found the Empire. Oh, it wasn't anything so dramatic as meeting an Imperial Star Destroyer as my first contact, no. I made contact with several frontier worlds of the Empire. My mission was to last for several years so I spent quite awhile visiting various worlds on the Imperial Outer Rim. In my excitement at meeting not one new culture, but countless species in a millennia-old, galaxy-spanning civilization, I made a fatal error. I freely admitted where my homeworld was. I do not know who took this information back to the real Empire, the Empire of Coruscant and the Core Worlds, but it proved to be the death of my people. While I flitted from world to world on the Outer Rim, sampling the delights of a world I'd dreamed of, but never known before, an Imperial First Contact team was sent to my world. Of course, had they met the Expansionist Faction first, things might have turned out differently, but they did not. The first team was killed as invading interlopers. The next team was not so lightly armed. However, my people have never been lacking in the innovative spirit when it comes to the ways of war. By the time the second team arrived my people had a modest space navy. And so the war began. And I never knew. I continued for the full length of my assigned mission gathering information and collecting examples of alien technologies. I had spent five years in Hallvala, our word for 'Heaven'. I returned to stark, cold Ssyba, our word for 'Hell'. The second team had come and been slaughtered. So had the third, and the fourth, and the fifth. But the Empire is nothing if it is not tenacious and they had strength of numbers. Numbers my people, no matter how fierce, could never hope to match. I returned in time to see what was left of the tenth Imperial 'Exploration Team' complete a Base Delta Zero operation on my world. After the third team's destruction the Empire had begun sending combat starships in hopes of subjugating my people. We put up a very good fight for one lone world. The Empire lost three Superiority Fleets before Lord Vader's Death Squadron reduced my world to a smoking cinder. I stayed hidden on the eighth world of my home system for three days while Lord Vader's fleet mopped up the survivors it could catch. On the third day they left. I stayed hidden another five days and then began broadcasting our version of an S.O.S. knowing that any space-capable survivors would home in on the beacon and assemble. I prayed there would be enough survivors. I prayed in vain. When we finally stood together in the ashes of our homeworld there were less than 100 of my people remaining. There were no children. I brought to these few survivors one cold hope for the rest of their lives. Hope of vengeance. I had heard of the Rebel Alliance and their war with the murderous Empire. We pooled our knowledge and resources and built a new ship to take all of us back to Imperial Space. There we one and all joined the Alliance to Restore the Republic. We one and all swore to see the Empire destroyed. And we one and all swore to die with Imperial blood on our fangs. That was ten years ago. For ten years we have fought the Empire that murdered us. And for ten years I have awoken screaming in the night with the death-cries of my world in my ears. For if ArmsMaster Korlath built the vehicle of our destruction, and the Empire fired the guns that murdered us, then surely it was I who acted as the gunner that showed the Empire where to fire. I have had a hand in my people's destruction. And for that I can never forgive myself. ------------------
[This message has been edited by Kayle Skolaris on 25 February 2000 at 10:53 AM.]
[This message has been edited by Kayle Skolaris on 25 February 2000 at 11:01 AM.] IP: Logged |
Sarge Trooper Posts: 114 Registered: Jan 2000
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posted 26 February 2000 05:28 PM
Impressive, Kayle. Most impressive.------------------
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Kayle Skolaris Trooper Posts: 674 Registered: Feb 2000
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posted 27 February 2000 12:05 PM
Thanks... I don't put pen to paper much, but when I do I usually get good responses. In fact, most of the time I DO put pen to paper it's for a character background or racial background.------------------
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Pel Trooper Posts: 110 Registered: Oct 1999
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posted 27 February 2000 08:12 PM
Yet another fantastic post, Kayle. I'm curious: was the above story used in one of your actual adventures, or was it just background info on the character? Either way, it sounds like a great campaign.------------------ Pel Morba. IP: Logged |
Kayle Skolaris Trooper Posts: 674 Registered: Feb 2000
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posted 28 February 2000 06:00 AM
That character never was played, unfortunately. The game I made him for never happened. I did, however, use the species and their unique 'situation' in several campaigns over the years. Their methods when dealing with the Empire eventually got them thrown out of the Alliance but they were so fervent in their hatred of the Empire that they still got 'unofficial aid' from the Alliance. Between casualties of war, deaths due to other causes, and the very, very few births over the years there are 23 Kronin still alive as of 75 years after the Battle of Endor. Their homeworld was destroyed shortly after the events of Shadows of the Empire at which time there were 92 surviving Kronin. Before the Empire came, the ongoing wars on Krona kept the population fluctuating between 2 and 4 billion. ------------------
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Dryder Trooper Posts: 14 Registered: Mar 2000
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posted 06 March 2000 05:30 PM
Glaser rounds are actually hollow shells filled with a type of small bird shot, like from shotgun shells. When they hit a target, the shell "explodes" causing massive wounds to the target. Of course, they are ineffective against body armor.------------------
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