TT-4 Multi-pulse Blaster
Cannon.
A particuarly devastating weapon favoured by the least
subtle of bounty hunters, and others who put guns over intelligence. The
TT-4 multi-pulse blaster cannon is produced by Aturo Arms, one of
the small rim corperations trying to get a foot hold in a competative market
place.
The TT-4 was designed as an infantry support weapon for military
units, a smaller, lighter, replacement for the popular E-web. Aturo's designers
worked on the principle that by greatly increasing the fire rate of the
weapon more damage could be done by a lighter, cheaper, weapon and created
a revolutionary cooling system allowing an devastating barrage of fire
to be unleashed with every shot.
However the new system meant that the TT-4 suffered from several
design flaws that prevented its acceptance by the military. The first was
that the weapon is difficult to use with out considerable (and, in the
eyes of the military, expensive) training, the second, that while it was
intended to be carried and fired by a single trooper the cannon is heavy
and cumbersome, and finally and most importantly the new cooling system
is prone to shutting the weapon down to prevent overheating, causing a
distressingly high failure rate.
The origional run of TT-4's was sold off quietly on the private
market, while Arturo's design team works on the solving the problems for
the 4a. A harness and mount for the TT-4 is soon to be released,
making it easier and less tiring to carry and fire.
Model: Aturo Arms TT-4 Multi-pulse blaster cannon.
Type: Heavy anti-infantry weapon.
Skill: Blaster; Multi-pulse blaster cannon. (-2D if not specialised).
Ranges: 3-50/150/400
Damage: 7D+1
Ammo: 25.
Cost: 3,500 Credits.
Availability: .3, X.
Game Notes: Due to the weapon's inherent unreliability any rolls
of a one on the wild die when firing causes the Multi-pulse blaster cannon
to jam and shut down. Re-initialising the weapon takes an Easy Blaster
Repair roll and 3 rounds.
Due to the weight and cumbersome nature of the cannon anyone engaged in
strenuous activity (running around, combat, etc.) while carrying the weapon
must make a Moderate Stamina roll every round in which the weapon
is fired or every third round of activity or become fatigued.
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