Post by Braddoc on Aug 8, 2005 17:54:30 GMT -5
Kaneda's Experimental Laser Rifle
Taken from Weapons of Anime
This over-the-shoulder laser rifle comes with a low-light imaging scope and a sling; it cannot accept accessories. The Rifle (but not the batteries) is completely made of polyresin, making it undetectable to magnetic weapon detectors. The Rifle uses a variable Damage system: it may be set to any Damage Level, up to Deadly. Like all lasers in SR3, it is best used against soft target, but falls short against vehicules.
Type: Laser
Conceal: --
Ammo: 40 (battery pack)
Mode:SA
Damage: 15M
Weight:6.2
Avail:GM
Cost:350000 Nuyen
St. Index:GM
Legal:1-K
Type: Battery
Conceal: 3
Ammo: --
Mode: --
Damage: --
Weight: 15
Avail: GM
Cost: 5000 Nuyen
St. Index: GM
Legal: Legal
Mod: Electronic Imaging scope Mag-3 (Low-Light), sling
Notes: Weapon uses sniper rifle ranges and obey Laser Weapon Rules. Battery pack weights 15kg, its 40 charges are recharged at a rate of 1 per hour. The Default setting is 15M, using 2 charges. By changing amout of power, diffrent results are achived: as Damage Levels rise, Power Levels drop. Laser generates tremendous amounts of heat: for every setting higher than Default, reduce the user's Signature by 1 for that Combat Turn. Changing the Damage Settings is a Simple Action.
1 Charge: 18L
2 Charges: 15M
3 Charges: 12S
4 charges: 9D
HELLBLAZER MKII FLAMETHROWER
Can be fitted with a hip/belt cannister (+1.5 kg, cost: 250¥) good for 10 shots, or a backpack cannister (+3.5 kg, cost: 500¥) good for 20 shots. Standard configuration is a 4 shot cannister that screws and unscrews from the bottom of the unit.
Type: Light
Conceal: —
Ammo: 4 (cy) or special
Mode: SS/FA
Damage: 10M or special
Weight: 9.5
Availability: 18/14 days
Legal: 1-K
Cost: 6,500¥
Street Index: 4
Using the flamethrower imposes a +2 target number modifier due to the indirectness of the fire. Laser sights have no effect with a flamethrower. Smartlink cyberware and goggles both add their bonuses to firing a flame-thrower, and smartlink II hardware negates the indirect fire modifier. Characters firing a flamethrower use their Gunnery skill. There are no recoil modifiers for a flamethrower, and any cover modifiers for the target are re-duced by 1 point.
If the attacker rolls at least 1 success, the target rolls Combat Pool dice against a target number of 4. Suc-cesses from this test are subtracted from the attacker’s successes. This modified number of successes deter-mines the damage. If the net successes are in the favor of the target, no damage is taken. For the damage resistance test, the target rolls body dice against a target number equal to the Power Level (10) minus any Impact armor rating. No Combat Pool dice can be used for this damage resistance test. Damage is resisted during the phase the the target was struck, and at the beginning of every turn for the next 2D6 turns, or until the target is immersed in water.
FA MODE
The stream may be sprayed across a group of targets, in which case each target resists an attack with a Power Level of 10 divided by the number of people within the target area (rounded up).
Taken from Weapons of Anime
This over-the-shoulder laser rifle comes with a low-light imaging scope and a sling; it cannot accept accessories. The Rifle (but not the batteries) is completely made of polyresin, making it undetectable to magnetic weapon detectors. The Rifle uses a variable Damage system: it may be set to any Damage Level, up to Deadly. Like all lasers in SR3, it is best used against soft target, but falls short against vehicules.
Type: Laser
Conceal: --
Ammo: 40 (battery pack)
Mode:SA
Damage: 15M
Weight:6.2
Avail:GM
Cost:350000 Nuyen
St. Index:GM
Legal:1-K
Type: Battery
Conceal: 3
Ammo: --
Mode: --
Damage: --
Weight: 15
Avail: GM
Cost: 5000 Nuyen
St. Index: GM
Legal: Legal
Mod: Electronic Imaging scope Mag-3 (Low-Light), sling
Notes: Weapon uses sniper rifle ranges and obey Laser Weapon Rules. Battery pack weights 15kg, its 40 charges are recharged at a rate of 1 per hour. The Default setting is 15M, using 2 charges. By changing amout of power, diffrent results are achived: as Damage Levels rise, Power Levels drop. Laser generates tremendous amounts of heat: for every setting higher than Default, reduce the user's Signature by 1 for that Combat Turn. Changing the Damage Settings is a Simple Action.
1 Charge: 18L
2 Charges: 15M
3 Charges: 12S
4 charges: 9D
HELLBLAZER MKII FLAMETHROWER
Can be fitted with a hip/belt cannister (+1.5 kg, cost: 250¥) good for 10 shots, or a backpack cannister (+3.5 kg, cost: 500¥) good for 20 shots. Standard configuration is a 4 shot cannister that screws and unscrews from the bottom of the unit.
Type: Light
Conceal: —
Ammo: 4 (cy) or special
Mode: SS/FA
Damage: 10M or special
Weight: 9.5
Availability: 18/14 days
Legal: 1-K
Cost: 6,500¥
Street Index: 4
Using the flamethrower imposes a +2 target number modifier due to the indirectness of the fire. Laser sights have no effect with a flamethrower. Smartlink cyberware and goggles both add their bonuses to firing a flame-thrower, and smartlink II hardware negates the indirect fire modifier. Characters firing a flamethrower use their Gunnery skill. There are no recoil modifiers for a flamethrower, and any cover modifiers for the target are re-duced by 1 point.
If the attacker rolls at least 1 success, the target rolls Combat Pool dice against a target number of 4. Suc-cesses from this test are subtracted from the attacker’s successes. This modified number of successes deter-mines the damage. If the net successes are in the favor of the target, no damage is taken. For the damage resistance test, the target rolls body dice against a target number equal to the Power Level (10) minus any Impact armor rating. No Combat Pool dice can be used for this damage resistance test. Damage is resisted during the phase the the target was struck, and at the beginning of every turn for the next 2D6 turns, or until the target is immersed in water.
FA MODE
The stream may be sprayed across a group of targets, in which case each target resists an attack with a Power Level of 10 divided by the number of people within the target area (rounded up).