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Handheld Gravity Weapon?
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tetsuoh
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PostPosted: Fri Jul 10, 2015 6:52 am    Post subject: Handheld Gravity Weapon? Reply with quote

Okay we see large scale gravity weapons all the time.

But is there any precedence for character scale gravity weapon - such as a tractor beam style or singularity creator? Or maybe one that acts as telekinesis does?
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Whill
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PostPosted: Fri Jul 10, 2015 9:21 am    Post subject: Reply with quote

I'm not sure about a precedence, but to me it just seems too powerful to be something handheld, and this is even for a galaxy with blasters and lightsabers.
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Ning Leihrec
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PostPosted: Fri Jul 10, 2015 11:04 am    Post subject: Reply with quote

I always considered tractor beams (with very few exceptions) to be limited to the capital scale. Not many space transports equip them, even though they'd make sense as a utility. Moving cargo pods and other bodies in space for example. No, they're too big for personal use imo.
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CRMcNeill
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PostPosted: Fri Jul 10, 2015 11:53 am    Post subject: Reply with quote

Considering how ubiquitous repulsorlifts are, plus how repulsorlifts technology seems to encompass more than simply "pushing against gravity", a repulsor weapon would not be too much of a stretch.
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tetsuoh
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PostPosted: Fri Jul 10, 2015 6:54 pm    Post subject: Reply with quote

repulsorlift technology by its own description requires the use of a fixed sub-nuclear "knots" of space-time - this would be hard to represent in a weapon without it being a form of ammunition which is the standard idea used by most of the generally capital scale gravity based weaponry.

not to mention repulsor technology works against a local gravity well and interdiction technology works to create gravity wells - neither of these work independently of a gravity well - like tractor beam tech does.

Not to mention this picture of a battle droid on wookiepedia intrigues me.
http://starwars.wikia.com/wiki/Tractor_beam

Now a projector of that size would of course probably be speeder scale and the mass connected to projector was a factor in the pulling force behind beam. In other words the force that could be applied to the targeted object was a matter of how much energy could be exerted before the projector tore free of its housing.

That means that even if one could be made character scale the force it could exert could only affect character scale objects with any reliability. Anything bigger would stand a fair chance of resisting the pull or pulling in the projector instead if a lock was achieved.

This would in fact fall into the precedent of the energy tether as well.
http://starwars.wikia.com/wiki/Energy_tether

This means that some forms of tether and grapple that are energy based - such as the energy binders used on podracers, the handcuffs by the same name, as well as the electro grappler's used by some pirates, are in fact a form of low grade energy tether/tractor beam. Which makes sense in my book.

espcially the electro grapplers - http://starwars.wikia.com/wiki/Electro-grapple

Because this let them moor their ship to larger vessels. It did not pull them in, but rather pulled the pirate ship in so they could board and kept their ship in place alongside the target.
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cynanbloodbane
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PostPosted: Fri Jul 10, 2015 10:06 pm    Post subject: Reply with quote

Don't forget the Repulse-Hand in Cracken’s Rebel Field Guide (page 41).
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tetsuoh
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PostPosted: Fri Jul 10, 2015 10:44 pm    Post subject: Reply with quote

if anything I would denote that cybernetic as a low grade shield pulse in a single arc instead of any type of gravity or inertia tether style of weapon.
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Pel
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PostPosted: Fri Jul 10, 2015 10:59 pm    Post subject: Reply with quote

I give you the Squib Tensor Rifle. Good for righties & lefties. Ideal for quick, discrete interventions.
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garhkal
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PostPosted: Sat Jul 11, 2015 12:48 am    Post subject: Reply with quote

Ning Leihrec wrote:
I always considered tractor beams (with very few exceptions) to be limited to the capital scale. Not many space transports equip them, even though they'd make sense as a utility. Moving cargo pods and other bodies in space for example. No, they're too big for personal use imo.


In one of the Wraith (or was it rogue squadron) novels, we saw a fighter scale (or was it walker) tractor beam on a skiff, that one of the heroes used to drag a tie fighter behind it..

crmcneill wrote:
Considering how ubiquitous repulsorlifts are, plus how repulsorlifts technology seems to encompass more than simply "pushing against gravity", a repulsor weapon would not be too much of a stretch.


There are already some examples.
Like the Squib tensor rifle
"As acknowledged masters of tractor beam technology, it is not unusual to find Squib constructed weapons based on that techology. The Squib tensor rifle uses a rapid series of compressed tractor beam waves to strike a target with a near continuous bombardment of tractor energy, result in cell disruption. Though the beam is invisible, it is extremely loud."
Page 89 Galadiniums.

Then you have the Bio tech Neuro shock hand, a cybernetic replacement
"This prosthetic hand from BioTech is equipped with a Neuro repulsor field generator that causes damage to organic life forms. In most cases the hand functions like any other replacement hand would. The generator only activates when the hand is habbed sharply.
When used in combat, the hand causes a neuro shock upon impact, this adds extra damage to all punches against living opponents. Use of the hand is NOT voluntary, so the cyborg wearing it, can accidently injure anyone else he runs into."

Game effects: The neuro-shock hand's damage code replaces the Strength code for brawling damage. He must purchase enough of a rating to at least match his strength code. Any time the hand makes a heavy impact, it discharges. [BUT what count's as heavy is not explained].
Costs 300 credits per pip of damage, Plus a base cost of 1000 credits. Gives 1 Cyber point to the wearer.
Crackens field guide, page 40.

ControlZone repulse hand.
"Control zone's repulse hand prosthetic is unlike other prosthetics, cause it makes NO pretense at being a real hand. it is a weapon and nothing else. The template grows no synthflesh, so the hand remains silvery-blue, the color of tempor-alloy material. The hand does not have a sensory interface into the recipient's nervous system, thus the owner of the hand does not feel pain or other stimuli.
The repulse-hand prosthetic contains a small repulsor generator inside it. Because of the repulsor-generator, the hand forces melee weapons out of the way even before it touches the weapon. And this gives the owner of the hand an edge in combat, as it allows the user to parry melee weapons."

Game effects: Repulse hand adds 1d to repulse hand damage. User gains repulse hand skill at 0d, and must by repulse hand skill equal to or greater than strength. Skill and damage are set at time of purchase and may not be improved at a later date. Skill replaces both brawl and brawl parry and may be used for melee parry as well.
Costs 300 credits per pip, to a Minimum cost of 1,500 credits).
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