Date: Thu, 24 Nov 1994 23:51:06 -0500 (EST) From: Andrew JACKSON NAME: Graded-Output Custom Blaster Rifle MODEL: all, none, patch-together TYPE: Blaster Rifle (heavy) SCALE: Character SKILL: Blasters: Blaster Rifle FIRE CONTROL: 2D AMMO: 20, modified by selected damage level (GM to arbitrate) COST: add up the pieces, steal 'em, whatever AVAILABILITY: hard to say, it will be unique FIRE RATE: damage-setting dependant: 4@3D, 3@4D, 2@5D, 1@6D, 1/2@7D RANGE: 0-2/3-30/90/225 DAMAGE: selectable: 3D or 4D or 5D or 6D or 7D GAME NOTES: This weapon was made by pasting together many of the pieces listed in my other post (and then some). It is bulky (light repeating blaster) but not too long or too heavy for personal use. There is no housing for many of the different parts and modules. A slide-switch determines power output of the weapon. Damage therefore ranges tfrom 3D to 7D. Safe Fire Rates are reduced at higher power settings. (addition of a refridgeration unit would fix this, but make the weapon to massive). Power consumption is twice normal at damage levels 6D and 7D. Blaster gas has to be replaced 2X as often as normal. The Fire Control works by the user "selecting" a sensor-scanned target. This counts as one action, but need only be done once for a target. The data-pad can only store one target at a time. A comlink attached to the data-pad signals a frequency-linked comlink worn by the user when the weapon is pointed in appropriate direction. This targeting system is limited by: comm frequency jamming and the quality of the Life-Form Scanning Module. Please note: this is a powerful weapon, being both damaging and having target acquisition. HOWEVER, these are more than off-set by the weapon's drawbacks: reduced fire rates at high power, increased power and gas consumption, an "action" required to store a target, and jamming senstivity. Bulk also should be a consideration in close-quarter fights. Lack of proper housings means the weapon is fragile. ----------------------------------------------------------------------- When presenting your new object to your GM, show that you have thought about it, realize that there are logical advantages and drawbacks, and demonstrate that your character is willing to invest time and effort in the new weapon/object/idea-thing. Don't be afraid to make a cool weapon, say, with 7D damage but also find the drawbacks of your creation. And just how do you *get* that kind of output? I'm sure your GM will be reasonable.