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Kraken
Federated Suns
Marshal
Marshal


Joined: 04-Feb-2002 00:00
Posts: 2754
Location: United States
PostPosted: 16-Nov-2013 09:53    Post subject: Personal weapon ideas Reply to topic Reply with quote

M-505 "Sky Rifle"

This odd sub-machine gun is just over a standard foot long, its short length achieved in large part via a bullpup feed system that has the magazine and butt of the weapon underneath the wielder's firing arm. In essence, the weapon is a Rorynex Sub-Machine Gun that has been made lighter and more compact for use by vehicle crews, commandos, and airborne infantry. The trade-off, however, is that even with a second hand grip just short of the muzzle, the weapon is somewhat unsteady at full auto.

Game Rules:
Treat the M-505 as a Rorynex that is half the normal weight.

If the character fires a burst, then they must make a BOD save equivalent to the to-hit of the target that they are firing at. Failure means that the character loses their grip on the weapon due to the vibrations; it is a move-equivalent action to bring the weapon back under control.

M-603 "Nail Gun" machine gun

The M-603 can be compared to a mech's Light Machine Gun that has been stripped down for use by a lone infantry soldier. If fired single-shot, the M-603 can reliably hit targets up to a kilometer away, allowing it to serve as an impromptu sniper rifle. However, the effective range is reduced by 25% if the weapon is fired in semi-automatic, and the range is further reduced down to 50% if the weapon is fired in wide bursts.

Game Rules:
The M-603 does a full point of Battletech damage.

If used as a sniping weapon, the character uses the higher of their support weapons and rifles skill bonuses.

If used to fire bursts, the one point is delivered to all targets in the arc in front of the shooter.

M-709 "Krokodil"
The M-709, whose name is derived from its odd, animal-like shape, was created for one purpose: tactical supremacy in urban fighting. Although it sports two barrels, this unorthodox shotgun is actually a pump-action combat-style design, allowing for rapid reloading under battlefield conditions even with the size of each individual slug or shot container. Early field testing indicates that when slugs are used, even battle armor can be threatened by an M-709 wielder.


Game Rules:

When using slug munitions, the M-709 does 1 point of Battletech damage.

When using shot munitions, the M-709 does 10 d10 points of damage to any target in the arc in front of the wielder.

Due to the excessive recoil of the weapon, the wielder must make a BOD save equivalent to the to-hit of the target that they are firing at. Failure means that the character loses their grip on the weapon; it is a move-equivalent action to bring the weapon back under control.
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