Return-path: Received: from DRYCAS.CLUB.CC.CMU.EDU by DRYCAS.CLUB.CC.CMU.EDU (PMDF V5.0-5 #7763) id <01HVWIZ0OI1S90NTD4@DRYCAS.CLUB.CC.CMU.EDU> for sw-rpg@DRYCAS.CLUB.CC.CMU.EDU; Sat, 30 Sep 1995 22:24:39 -0400 (EDT) Received: from bcfreenet.seflin.lib.fl.us by DRYCAS.CLUB.CC.CMU.EDU (PMDF V5.0-5 #7763) id <01HVWJ0ZEI3WQT6M8V@DRYCAS.CLUB.CC.CMU.EDU> for jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU; Sat, 30 Sep 1995 22:26:19 -0400 (EDT) Received: by bcfreenet.seflin.lib.fl.us (4.1/SMI-4.1) id AA16253; Sat, 30 Sep 1995 22:23:50 -0400 (EDT) Date: Sat, 30 Sep 1995 22:23:49 -0400 (EDT) From: Leonard Balsera Subject: New designs from the peanut gallery... To: All Errors-to: jae+sw-rpg-errors@DRYCAS.CLUB.CC.CMU.EDU Reply-to: jae+sw-rpg@DRYCAS.CLUB.CC.CMU.EDU Message-id: MIME-version: 1.0 Content-type: TEXT/PLAIN; charset=US-ASCII Content-transfer-encoding: 7BIT I've been gone from the List a while, and I have done some work during that time. I don't think this stuff is worth posting to the List, because it's just basically some random weapon designs I came up with. Hope you like them, and please send comments of any nature! More Weapons WEAPON TYPE: Anti-Personnel Blaster MODEL: Darkwood/Cracken Anti-Personnel Blaster Rifle SCALE: Character/Speeder SKILL: Blaster: anti-personnel rifle AMMO/SHOTS: 100 , 10 , 4 COST: 4,800 [power pack: 50] AVAILABILITY: 4, X RANGE: 3-30/70/150 DAMAGE: 5D , 7D , 6D+2 Speeder The anti-personnel blaster rifle was developed by General Airen Cracken and Captain Landon C. Darkwood to give ground troops an advantage over the average Imperial Army Trooper. This gun contains several X-Citers within the housing, along with a larger gas intake chamber. This allows the release of much more powerful energy blasts, at the cost of reduced ammunition. Game Notes: This blaster can be used just like any other normal blaster pistol. Upon switching to semi-auto, the firer suffers a +10 penalty to hit due to recoil. Furthermore, the semi-auto mode sucks up ten shots with every pull of the trigger. The full-auto mode has a +15 penalty to hit, and uses 25 shots per trigger pull. A stock is available that will reduce recoil penalties to +5 and +10 respectively, but require a "bench-rest" position and a round to prepare. Note that if you spend a round bracing yourself for the recoil, you don't get the +1D bonus to Blaster skill to hit. This weapon is good for anti-infantry assaults, if you are willing to keep still. If a mishap is rolled while using the blaster in full- or semi-auto mode, roll 1D. on a result of 1-2, the gun's gas chamber explodes, giving the firer and anyone behind him/her for 2 meters 6D Character-scale damage. WEAPON TYPE: Personal Ion Blaster MODEL: Merr-Sonn Munitions G-64 SCALE: Character SKILL: Blaster: ion blaster AMMO/SHOTS: 30 COST: 1,250 [power pack: 25] AVAILABILITY: 2, R RANGE: 3-8/15/30 DAMAGE: 4D+2 Ionization The word "personal" in the name of this weapon could be a bit misleading--it is almost as big as a light repeating blaster and certainly no less bulky. This really is a poor blaster as far as power output and ammo efficiency are concerned, but it does its particular job. That job: Deactivation of machinery without permanent damage. Developed by Merr-Sonn after a study of the ionization guns used by the Jawas of Tattooine, the G-64 is among the first of its kind. Of course, the power generators on this weapon are enormous for a weapon of its size, accounting for over 73% of its bulk. This has led to jamming problems while firing, or frequent malfunctions if dropped. The technology simply hasn't developed to make a truly efficient personal ion gun. Until it does, the populace will probably have to settle for the G-64. Game Notes: Any mishap with this blaster while firing results in it jamming for 2D rounds. If the 2D roll results in a 12, roll 1D more. On a roll of one, it permanently jams, becoming useless. If the blaster is dropped or abused in some manner, roll 1D. A roll of one here signifies that every instance the gun is fired after this, 1D must be rolled, with a 1 signifying jamming as described above. Any ion that permanently jams can be fixed with a Difficult Blaster Repair roll and requires 10 minutes of work. WEAPON TYPE: Irian Armaments Corporation's GS-9 Energy Missile Cannon MODEL: Plasma Burst Cannon SCALE: Character SKILL: Missile weapons: plasma cannon AMMO/SHOTS: 15 COST: no standard price AVAILABILITY: 4, X RANGE: 3-10/20/35 DAMAGE: 8D FIRE RATE: 1/2 (needs a round to calibrate the force field for the next missile) The GS-9 is a weapon that fires a charged, semi-solid plasma burst toward its target. Note that, technically, every blaster weapon is a plasma energy weapon. Blasters merely fire a charge of ionized gas, as opposed to amplified light. This energy missile cannon differs in the fact that it really isn't a blaster at all, but fires a charge that is so densely packed as to almost be considered a solid projectile. Thus, the Energy Missile is born. The comparison is akin to that of the Wookiee bowcaster, which actually combines an energy charge with a solid object to increase overall impact. A better analogy would be like playing ping-pong with a ball of pure energy. You can hit the surface of this energy mass, actually sending it off in another direction, and not cause damage to the face of your racquet. The same principle works with the Energy Missile. The energies contained within the Energy Missile are contained within a weak force field that usually ruptures on contact with the target, releasing the energy explosively. The force field provides the charge with a shape and structure like that of a large, anti-personnel grenade, causing much of the same recoil when fired. Therefore, handling and operation of this cannon is similar to a missile weapon, like a grenade launcher, and really not like handling a blaster weapon at all. As previously stated, it is theoretically possible to actually deflect an energy missile towards another target after firing, but to do so would require hitting the missile softly enough not to break the force field, because that would trigger the explosion of the missile. I have seen Jedi try and deflect these things with a lightsaber, only to have the missiles explode in their faces (the ultimate anti-Jedi weapon!). Because the energy release is controlled, to an extent, the energy missile has a blast radius shorter than one meter. Game Notes: This weapon, as I have stated, is not a blaster. Therefore, it must be slung over the shoulder, like a bazooka or something of that nature. Any attempt to use it as a blaster suffers the usual skill penalties. The Energy Missile Cannon produces a backblast that can be damaging if you are dumb enough to stand behind the thing (5D Character-scale damage to anyone less than a meter directly behind the weapon). Landon C. Darkwood, Captain (retired) Adol Larynth, Jedi Knight (certainly NOT retired) a027280t@bcfreenet.seflin.lib.fl.us