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New Blasters
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Hellcat
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PostPosted: Wed Aug 18, 2010 3:59 am    Post subject: New Blasters Reply with quote

Ok, I thought I'd share a few of my home brew blasters with folks. All are available as of the Battle of Naboo, the Stinger is already 150 years old at that time.

Quote:
Peacekeeper
Model: Fornheim Weapons Forge AP-303
Type: Law enforcement blaster pistol
Scale: Character
Skill: Blaster: blaster pistol
Ammo: 50
Cost: 1,000; (power packs: 25)
Availability: 3, R
Range: 3-10/30/120
Damage: 3D

Stinger
Model: Fornheim Weapons Forge OO-03 Stinger
Type: Blaster pistol
Scale: Character
Skill: Blaster: blaster pistol
Ammo: 50
Cost: 300 (power packs: 80)
Availability: 1
Range: 2-8/50/90
Damage: 3D+2
Game Notes: The Stinger is an antiquated blaster that is readily found throughout the galaxy despite the fact it is no longer being manufactured. Because it’s no longer manufactured it is more expensive to purchase power packs for it as they must be custom made. Also due to it’s antiquated nature, after every five shots roll 1D. If the result is 1-4 then nothing happens. If the result is 5, the blaster overheats and the character must wait 1D rounds before they can use it again. If the result is 6 then the Stinger breaks down and must be repaired before it can be used again. It takes two to eight hours to repair the Stinger.

Bayonet
Model: Fornheim Weapons Forge WB-11 Bayonet
Type: Vibrobayonet Blaster pistol
Scale: Character
Skill: Blaster: blaster pistol
Ammo: 100
Cost: 2,200 (power packs: 25)
Availability: 3, F
Range: 3-10/30/120
Damage: 4D
Game Notes: The bayonet is equipped with a vibrobayonet and a Laser Sight System (LSS). The vibrobayonet does STR+1D+2 damage. When used, the LSS adds +2 to the character’s blaster skill or specialization

Penetrator
Model: Fornheim Weapons Forge TJ-210 Penetrator
Type: Heavy blaster pistol
Scale: Character
Skill: Blaster: heavy blaster pistol
Ammo: 30
Cost: 1,000 (power packs: 25)
Availability: 2, R or X
Range: 3-5/20/45
Damage: 6D

Equalizer
Model: Fornheim Weapons Forge ASN-14 Equalizer
Type: Heavy blaster pistol
Scale: Character
Skill: Blaster: heavy blaster pistol
Ammo: 25
Cost: 800 (power packs 25)
Availability: 2, R or X
Range: 3-10/40/90
Damage: 5D
Game Notes: The Equalizer may be equipped with an optional scope designed specifically for it which costs 400 credits. If the scope is used for one round of aiming, the character receives an additional +1D to their blaster skill or specialization.

Enforcement Carbine
Model: Fornheim Weapons Forge OOJ-105 Enforcement Carbine
Type: Blaster carbine
Scale: Character
Skill: Blaster: blaster carbine
Ammo: 100
Cost: 1,500 (power packs: 25)
Availability: 2, R
Range: 3-10/40/150
Damage: 4D+1

Razor Heavy Assault Rifle
Model: Fornheim Weapons Forge AC-11 Razor Heavy Assault Rifle
Type: Razor Heavy Assault Rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 100
Cost: 3,200 (power packs: 30)
Availability: 3, R or X
Range: 3-15/45/100
Damage: 6D+2

Long Lance Combat Assault Rifle
Model: Fornheim Weapons Forge BF-15 Long Lance Combat Assault Rifle
Type: Combat Assault Rifle
Scale: Character
Skill: Blaster: blaster rifle
Ammo: 100
Cost: 4,500 (power packs: 25)
Availability: 3, R or X
Range: 2-50/150/500
Damage: 4D+2
Game Notes: The Long Lance is equipped with a tri-function scope which works as a sniper scope, as a night vision scope, and as a thermal scope.
Sniper Mode: If the character uses the scope and stock for one round of aiming at medium or long range, they receive 1D+2 bonus at medium range and a 1D bonus at long range to their blaster skill or specialization.
Night Vision Mode: The night vision function lowers all difficulties by one level when firing at night or in the dark. One round of aiming is required or no difficulty modifier is awarded.
Thermal Mode: The thermal scope function lowers all difficulties by one level when used in an environment where seeing the target may be difficult due to the target blending into the environment or extremely bad weather. If used at night or in a dark environment to replace the night vision mode it only lowers the difficulty by -3 points. One round of aiming is required or no difficulty modifier is awarded.


On the trifunction scope's thermal mode lowering the difficulty it's actually meant for use in enviroments that could raise the normal difficulties. Then it lowers by one level (like if the enviroment has raised the difficulty of a medium range shot from Moderate to Difficult then it lowers it back to Moderate, if it raised by two levels such as Moderate to Very Difficult, then it'd only lower it to Difficult). Used in of the night vision mode just pick a difficulty number and subtract by three rather than lowering the difficulty level (example: the PC is firing on a target at medium range, a Moderate shot, and you pick 15 as the difficulty number. The PC uses the thermal mode and aims for a round, the new difficulty number is 12).
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ZzaphodD
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PostPosted: Wed Aug 18, 2010 7:07 am    Post subject: Reply with quote

IMO a 6D heavy blaster pistol should cost more.

BTW heres an 'old style' blaster pistol I have in my games..


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garhkal
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PostPosted: Wed Aug 18, 2010 7:12 am    Post subject: Reply with quote

Nice. I especally like the "may break down" for that second pistol, and the write up for the sniper blaster rifle.
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Hellcat
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PostPosted: Wed Aug 18, 2010 8:09 pm    Post subject: Reply with quote

ZzaphodD wrote:
IMO a 6D heavy blaster pistol should cost more.


Actually, the BlastTech DT-57 Annihilator and the BlastTech T-6 Thunder are more powerful than the TJ-210 (6D+1 and 6D+2 respectively) and their both under a thousand creds
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ZzaphodD
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PostPosted: Thu Aug 19, 2010 3:36 am    Post subject: Reply with quote

Hellcat wrote:
ZzaphodD wrote:
IMO a 6D heavy blaster pistol should cost more.


Actually, the BlastTech DT-57 Annihilator and the BlastTech T-6 Thunder are more powerful than the TJ-210 (6D+1 and 6D+2 respectively) and their both under a thousand creds


Ah, sorry I forgot I changed those screwed up costs..Heres my T-6 for example..

BlasTech T-6 Thunderer. Dam:6D Ammo: 15 Range: 3-7/25/50 Cost: 1250Cr. Avail: 2, R or X
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garhkal
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PostPosted: Thu Aug 19, 2010 5:14 am    Post subject: Reply with quote

Why did you drop the Thunderer's damage?
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ZzaphodD
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PostPosted: Thu Aug 19, 2010 2:13 pm    Post subject: Reply with quote

garhkal wrote:
Why did you drop the Thunderer's damage?


I wanted to have just a couple of 'super heavy' blasters, but took them down a couple of notches. 6D is the 'normal' maximum damage for an off the rack 'unmodified' heavy blaster in my games. The Annahilator is actually at 5D+2 as the name T-6 Thunderer sounded 'heavier'. The one and only exception is atm the DDC M44 Rancor at 6D+1 but that will set you back 1850 Credits (In my games DDC is a producer of high end weapons in small numbers. The Blastech S-Web sniper discussed in an adjacent thread was originally an E-Web rebuilt by DDC before Blastech shut them down and made the weapon themselves, the DDC EW500 Thunderlance now being a collectors item).
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PostPosted: Fri Aug 20, 2010 4:52 am    Post subject: Reply with quote

Do you also drop the Morellian enforcer's damage?
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PostPosted: Fri Aug 20, 2010 7:06 am    Post subject: Reply with quote

garhkal wrote:
Do you also drop the Morellian enforcer's damage?


It has not been as issue yet, as no one uses firearms in our group.
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PostPosted: Sat Aug 21, 2010 8:05 am    Post subject: Reply with quote

Maybe you need to put them on a planet with critters who 'eat energy', or against more jedi enemies.. they will eventually get a love for firearms!
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ZzaphodD
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PostPosted: Sat Aug 21, 2010 10:24 am    Post subject: Reply with quote

garhkal wrote:
Maybe you need to put them on a planet with critters who 'eat energy', or against more jedi enemies.. they will eventually get a love for firearms!


I have no energy eating critters up my sleeve, but perhaps some droidekas with energy shields.. Regarding Jedis, I assume they can block and vaporize bullets with their lightsabers..no reflecting though..
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PostPosted: Sat Aug 21, 2010 10:43 am    Post subject: Reply with quote

Lets see them try that with a shotgun or submachine gun...
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PostPosted: Sat Aug 21, 2010 11:45 am    Post subject: Reply with quote

garhkal wrote:
Lets see them try that with a shotgun or submachine gun...


Well, given that you can parry an unlimited amount of blaster shots I wouldnt make an issue of that..

However, I am working on some rules to limit the amount of shots you can parry, so then Ill take it into consideration..
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PostPosted: Sat Aug 21, 2010 1:04 pm    Post subject: Reply with quote

You may be able to parry blaster shots, but as a shotgun (and therefore decksweepers as well) scatter the shot around you you cannot deflect that!
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PostPosted: Sat Aug 21, 2010 1:50 pm    Post subject: Reply with quote

garhkal wrote:
You may be able to parry blaster shots, but as a shotgun (and therefore decksweepers as well) scatter the shot around you you cannot deflect that!


Still, if one assumes that parrying 1000 blaster shots fired simultaneously is within the realm of the possible, any arguments that a shotgun blast is impossible to parry falls rather flat.
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