From: Stogz <joyscott@xxxxxxx.xxxx>
Date: Tue Dec 7, 1999 3:25pm
Subject: Sniper Rifles
Hey guys and gals,
This is Stogz, and while we are talking about sniper weapons, I thought I would send in a few that I made. I did things a little differently than the ones that are presented so far. Personally, Fire Arms is a fine skill and very useful when a character is looking for archaic, cheap weaponry that has a few more options than standard blasters. But when it comes to developing cutting each SW tech, I would rather use Missile Weapons. I've noticed that WEG commonly used missile weapons for two things. The first is character scale rocket and missile launchers, and the other is magnetic accelerated guns. Personally I love the idea of magnetically accelerated weapons. Lets face it, we are bordering on this type of tech right now. Usually we ignore this type of stuff and go straight for blasters and modern weapons, but this is a technology that we have right now. It just needs to be scaled down.
Although I do mostly GMing, I also have quit a bit of experience in PCing. And my main PC that I like to use is a Falleen sniper named Talion Xavier. (I am actually using in my current PBEM as an NPC.) At any rate, as a sniper he exclusively uses missile weapon based weapons. Blasters are too loud and give you position away. And fire arms based weapons are too primative. So he likes using magnetical accelerated weapons. The best example of this is the Magna Caster 1000 (Wampa) that is detailed below.
So here they are, a few of my sniper rifles.
[Peregrin, you asked me for a copy of my sniper rifles. Well here they are!!]
Sniper Weapons
Projectile Hunting Rifle ( Razorback )
Model: Prax Arms HB-4 Projectile Rifle Scale: Character Skill: Missile Weapons Ammo: 6 ( with individual wire-guided relays ) Cost: 1500 ( 150, 25 per shell ) Availability: 4, F or R Fire Rate: 1 Fire Control: 1D +1 ( wire-guided, at ranges of 1km or more ) Range: 50-1/4/8 km Damage: 5D Note: To gain fire control bonus, user must maintain line of sight contact with the target for the duration of the projectiles flight ( moves at 1km per round ). Inside this minimum range there is no benefit from fire-control. The wire guided relay cuts off when shell is released. (From WEG’s Fantastic Technology)
Draxian Arms Sniper Rifle ( Lightning )
Model: Draxian Arms Sniper Rifle Scale: Character Skill: Missile Weapons Ammo: 6 Cost: 3200 ( 300 per 50 shells, 8 per shell ) Availability: 2, X Fire Rate: 1 Fire Control: +1D ( laser guided, no FC when less than 75m ) Range: 5-75/800/1.2 km ( Ineffective when less than 5m, because of start up time. ) Damage: 7D +2 ( Armor ½ effective. If less than 75m damage is 3D +2, because of start up time.) Note: This gun is off the Internet and is based on a gun from another gaming system, I have my doubts weather this person is totally familiar with the SW universe, therefore I filled in where his information was vague. Is it possible that in the SW universe that this is an older outdated gun? ( ex, availability of
2 ) Possible a newer version has a toggle switch that allows the user to speed up
the ignition by one level, but must make a moderate strength role to retain the recoil in order to fire the next round.
Magna Caster-1000 ( Wampa )
Model: Frohad’s Galactic Firearms Magna Caster-1000 Scale: Character Skill: Missile Weapons Ammo: 10 Cost: 2500 ( 150, 15 per Quarrel ) Availability: 3, F Fire Rate: 2 Range: 5-50/75/100 Damage: 6D/5D/4D Magnetically Enhanced Barrel: This barrel effectively changes this weapon into the rifle version. The barrel is much longer and greatly increases the range and damage of the gun by magnetically increasing the speed of the projectile. The distance and accuracy of the range is greatly increased (5-50/150/1.5). The damage is also increased by one die making it 7D/6D/5D. Because of the added bulk and weight of the gun, there is a +5 modifier added to the difficulty at point blank range. In order to receive the increased bonus of the barrel the gun must be plugged into a mini-power generator. Frohad’s Electro-X Scope: The X-ray/Multi-frequency focused lens adds an additional +3D to aim when an extra round is used for aiming. Also adds a base Fire Control of 1D for the beam and because of increased accuracy of the weapon. The X-ray can see through anything that doesn’t have ray-shielding or lead based armor. This nullifies all darkness and cover modifiers. User must connect scope to a mini-generator for the scope bonus. X-ray/Multi-frequency scope can be used according to macro-binocular rules, and it includes detailed target ranging and imaging data. This scope is only good for ranges between 50 and 1.5 meters
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Stogz joyscott@b... http://polar.icestorm.com/forcecom/
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