Pistoleer Archive

Thread: Idea Factory: Some Concept Weapon ideas I had...

Iraea
Wed Apr 14, 2004 11:21 pm
#1


So I had a few ideas about weapons that might be useful and interesting to the Pistoleer profession. I thought I'd share them for comments and additions - feel free to post your own ideas for new weapons.


A little background: each weapon is its own suggestion - they aren't all meant to be balanced against each other, but each weapon is meant to fill a specific niche and be balanced against itself. Ie, no weapon suggested hereinby me will be "the perfect gun"for every circumstance. Having access to everything I suggest may well make this (or any other) profession overpowered. That's not my concern - I have little to no expectation of this post even being noticed by a developer, let alone any of the ideas therein actually being taken up. Though of course, I wouldn't mind either


Really I'm posting to spark conversation about whatpistoleers with more recent experience than me find interesting in weapons concepts...

SR Assault Auto-Pistol

Developed on the SR Combat Pistol chassis and sharing many parts with its forebear, this weapon designhas been modified to produce a much greater volume of fire with its heavy blaster bolts. Recoil dampening mechanisms needed to be removed to make way for an auto-loading device, resulting in a gun that fires very swiftly but is inaccurate at range and difficult to control.
Damage: Same variations as existing SR Combat Pistol weapon. AP 1. Energy Damage. Same Wound %s as SR Combat Pistols.
Speed: 1.7to 2.3 depending on experimentation and material.

Accuracy: +10 (0m) / +18 (14m) / -95 (64m)

HAM Cost: Medium Health. High Action.Medium Mind.


--Side notes: This weapon is meant to provide a reasonably accurate and fast firing AP 1 weapon that's accurate at short ranges but drops off sharply at longer ones. Raw damage per hit isn't meant to be that impressive, but it should be pretty dangerous up close since it can accurately fire AP 1 shots at higher speeds than other AP 1 pistols. Relatively high HAM costs for a pistol represent the user having to struggle to control it and balance against its being overpowered.


DL-92 Flechette Pistol

A feared and fearsome weapon, the flechette pistol fires a swarm of sub-calibre darts at hyper velocity instead of an energy beam or a single projectile. These darts are very adept at penetrating armor, and do not lose power or accuracy at long ranges. Fortunately for the targets of this weapon, its damage-causing potentialis very unreliable and generally low.

Damage: Min damage 25 to 45 (depending on material/experimentation). Max damage 120 to 160 (depending on material/experimentation). AP 2. Kinetic. High Wound %
Speed: 2.6 (low) to 3.4 (high) depending on material/experimentation.
Accuracy: +8 (0m) / +9 (18m) /+6 (64m)

HAM Cost:Low Health. Medium Action.High Mind.


--Side notes: This weapon is meant to be an example of an AP 2 option for the pistoleer. It's not intended to be particularly fast for a pistol, nor is the damage meant to be very powerful, but it does have above-average accuracy at all ranges. In keeping with many other AP 2 weapons, the damage spread islarge (ie, lasers).


E-9 "Slugger"

This heavy-duty pistol is designed to provide serious "stopping power" against soft targets by firing a large caliber projectile at low velocity. The weapon's rugged design and high reliability, combined with its effectiveness in bringing down an unarmored target with few shots, have made it popular for self-defense.

Damage: Min damage130 to 150. Max damage 170 to 200. Kinetic. AP 0. High Wound %
Speed:2.8to4.0.
Accuracy: +16 (0m) / +18 (16m) / -45 (64m)

HAM Cost: Medium Health. High Action.Low Mind.


-- Side notes: This weapon is intended to have a very high minimum damage andtight damage spread, with trade-offs inspeed values, AP, and longrange accuracy. Damage per hit is thus very reliable and it can potentially be quite useful against targets with ranged damage mitigation. It's not meant to address a profession need - pistoleer has plenty of AP 0 weapons and kinetic is hardly an exotic damage type. It's just meant to be a potentially interesting if perhaps seldom-used option.


Sprayblaster

A curious type of laser pistol, this weapon uses a complicated system of mirrors and prisms to spread a laser blast-beam to a small arc when fired. This weapon is very easy to hit something with at any range, but the diffusion of the laser's energy makes it less able to penetrate armor or cause damage compared to more concentrated beam weapons.
Damage: 40 to 60 min, 160 to 180 max. AP 0. Acid. Low Wound %. Radius damage 2m on hit.
Speed: 2.2to 2.9
Accuracy: +12 (0m) / +16 (14m) /+20 (64m)

HAM Cost: Low Health. Low Action.Medium Mind.


-- Side notes: Just to be different. This weapon doesn't really address any issues, butthe small radius damage could make it interesting for fighting groups if they are bunched up.


Hand Crossbow

A hand-held crossbow, firing steel darts with powerful recurve bow arms. It has a fast-reload lever on it, allowing the user to more quickly ready another shot.

Damage: 75 to 105 min, 180 to 210 max. AP 1. Kinetic. High Wound %.
Speed: 3.6to4.6
Accuracy:-6 (0m) / +10 (12 m) /-75 (64m)

HAM Cost: Low Health.High Action.Medium Mind.


-- Side notes: Another weapon that's meant to be a little different. It's not a particularly great pistol (especially given the speed) but it would have a unique look and sound and its damage/AP statistics could make it pretty useable at higher levels with skill tapes.


Improved Striker 2 Auto-Pistol

An auto-firing projectile pistol based on the Striker design, capable of effectively generating a large volume of fire out to medium range.

Damage: As per existing Striker Pistol.
Speed:1.6to 2.1
Accuracy: +14 (0m) / +20 (26m) /-60 (64m)

HAM Cost: Low Health. Medium Action.Low Mind.


--Side notes: Another version of a very fast pistol, this time without AP 1. It has much-improved accuracy and lower HAM costs to compensate for its lack of power.


DX2-A HBB

An upgrade of the DX2 pistol, the DX2-A Heavy Barreled Blaster replaces original weapon'sbarrel with aheavy-duty oneso that it can handle the increased energy generated by an added power handler designed to boost damage. The extra weight and more involved power system result in a slower firing weapon, but its bolts make quite an impact.

Damage: 100 to 130 min. 240 to 260 max. AP 1. Acid. High Wound %.
Speed: 4.2 to 5.0
Accuracy: +4 (0m) / +10 (8m) /-96 (64m)

HAM Cost:Medium Health. Medium Action.Medium Mind.


-- Side notes: Trades off speed for damage. Accuracy is mediocre at close range and terrible at long range. Probably would be an excellent gun if you have speed and accuracy skill tapes, actually.


So, that's that from me, at least for now. Again... post isn't meant to be definitive or awe-inspiring. Just some ideas for concepts I had that seemed either useful, cool, or both. Enjoy



Evelyn
Bloodfin
Raptor2k1
Wed Apr 14, 2004 11:38 pm
#2



Here's some additions of my own:


The Bryar Pistol


Using the firing mechanism of what would normally be a rifle, this pistolis accurate, and packs quite a punch. The primary drawback with this weapon is its extensive delay between shots, as it overheats whenfiring in rapid succesions (and to make it balanced -think of it as beinga magnum-style pistol.) Since the original design is modeled off of a rifle, it is most effective at medium range, and reasonable at short range and long range (suffering just a bit at long range though.) Due to the sheer amount of power that goes into the blast, this pistol can pierce medium armor targets. It also requires a bit more strength to handle as well, due to its sheer size.


Damage: 100-150 minimum -- 180-280 maximum


HAM Cost: High Health, High Action, Medium Mind


Range Modifiers: +5 (0m) / +25 (48m) / -10 (64m)


Speed: 4.0-6.0


Armor Piercing: Medium - Energy Damage



Westar - 34 Blaster


These handguns are of very fine making, used for precision and speed in attacks. Though the power that goes into each shot is rather low, this weapon compensates with its fast firing rate (which it can achieve due to less heat builing up.) This weapon is primarily used in close-range combat engagements, being most accurate when closest to the enemy, and accuracy slowly dropping as the range between pistoleer and target increases. Beyond 32m accuracy takes a noticeable dive. Though the blasts themselves carry relatively little energy, on par with that of the Imperial standard issue Scout Blaster, this finely crafted weapon's enhanced design permits the blast to pierce lightly armored targets.



Damage: 50-60 minimum -- 90-150 maximum


HAM Cost:Light Health,Medium Action,Light Mind


Range Modifiers: +30 (0m) / +15 (32m) / -70 (64m)


Speed: 0.5-2.0


Armor Piercing: Light - Energy Damage

Message Edited by Raptor2k1 on 04-14-2004 11:49 PM



Kyeran Halkyon

Master Gunfighter and Demolitionist of the Old Republic Navy
SWG Commando Forum


Secksay
Thu Apr 15, 2004 1:52 am
#3


ACCMAG-22


Developed using magnetic accelerators along the barrel to speed up a small slug to near-lightspeeds. Designed for maximum penetration in as small a size as possible. It has a high recycle rate for optimum use for a pistoleer to actually provide effective suppresion fire and take down larger targets. Was designed for use by Republic SpecOps units for undercover operations inside Sepratistterritory. Only Prototype weapon survived the transition of power over to the Imperial Government as it was stolen by Rebel troops for use by their SpecOps units.


Damage: 35-65 (roughly);AP2; Kenetic (High DPS, need to give people a chance to survive it, lol); Wound % very high.


Speed: 1.0 or faster. Is the absloute fastest gun in the game. Damage is low because of high speed. Need to keep DPS in line with the other top-of-the-line weaponry.


Accuracy: +20 (0m) / +0 (20m) / -30 (64m) (These are variable depending on what attachments you use)


HAM: low health, medium action, medium mind


Message Edited by Secksay on 04-16-2004 11:38 AM



Seck'say Muth'ahh
Tatooine, City of Mos Tyrenia
Master Combat Medic / 0001 Swordsman
Warrent Officer II in the Rebel SpecForce
Mastered: Medic, Entertainer, Combat Medic, Pistoleer
"I bring ROCK AND ROLL back to warfare."
BigLands
Thu Apr 15, 2004 12:45 pm
#4


Here's my input


DL44 'Solo'


A weapon made famous by the smuggler turned diplomat Han Solo, the BlastTech DL-44 heavy blaster pistol packs the formidable punch of a high-powered rifle into a small sidearm not much bigger than a standard pistol. A weapon favoring brute force over finesse, the DL-44 delivers tremendous damage, yet is small enough to be fired one-handed; its range is twenty-five meters with any accuracy and a absolute maximum range of fifty meters, however The DL-44's XCiter consumes energy at four times the rate of a blaster pistol, giving it a punch to be feared.





Damage: 100 to 130 min. 240 to 260 max. AP 1. Energy. High Wound %.
Speed: 4.0 to 5.0

Accuracy: +5 (0m) / +10 (25m) / -50 (50m)
HAM Cost: Medium Health. Medium Action. Low Mind.

-- Side notes: This is what I've always wanted the DL44 to be.








Shaw Lands
Formerly Pistoleer & Entirely Legitimate Businessman
One Time Avatar of the Old Republic
Cancelled after waiting for the Smuggler Revamp for a year and a half.
TheWok
Thu Apr 15, 2004 2:22 pm
#5

Why would a flechette gun be AP2? Flechettes are generally used to take out soft (i.e. unarmored) targets. They don't cut through armor. If we get an AP2 gun, it needs to be more like a desert eagle. Huge power, low speed. You know...like the Republic Blaster.



---------------------------------------------
Trini Rio
Owner/Operator of Rio Freelance Cargo - Tal Kyrte, Lok

we smuggler. we want smuggle. no smuggle. bad. no smuggle. no good.
- The Vampiric Hoshi
The History of SWG Smuggling (looking for a happy ending soon?)
How I would make the GCW more meaningful and fun
Iraea
Thu Apr 15, 2004 3:44 pm
#6

My "real life" experience of weaponry is very slim However in a series of science fiction novels I read, flechette weapons were described as armor piercing



Evelyn
Bloodfin
Secksay
Fri Apr 16, 2004 3:37 am
#7

I thought Flechette weapons were on the order of High speed Shotguns. Except instead of buckshot it used very small, sharp, darts designed for high penetration value and nasty wounding capacity.



Seck'say Muth'ahh
Tatooine, City of Mos Tyrenia
Master Combat Medic / 0001 Swordsman
Warrent Officer II in the Rebel SpecForce
Mastered: Medic, Entertainer, Combat Medic, Pistoleer
"I bring ROCK AND ROLL back to warfare."
tunnelpat
Fri Apr 16, 2004 7:33 pm
#8

actually the FWG5 is supposed to be a flachette weapon


Take a look at this web site..Its very cool


http://www.galacticholonet.com/Weapons/Flechette_Launcher.html







Corleian Vendor located -19 -5795 800 meters outside of coronet ask for Sgt. Zale
Lokian Vendor located Vice City Cantina Ask for Moe
Dantooine Vendor Located Groom Lake Cantina Ask for Bubba
BZebub
Fri Apr 16, 2004 7:40 pm
#9






tunnelpat wrote:

actually the FWG5 is supposed to be a flachette weapon


Take a look at this web site..Its very cool


http://www.galacticholonet.com/Weapons/Flechette_Launcher.html








an interesting find. i suppose if the FWG5 spews out hot flechette particles, then it is justified as heat damage.


Vurtorax
Fri Apr 16, 2004 7:46 pm
#10

I don't wanna be a thread buster, but pistols shouldn't have Medium AP. Pistols aren't nearly as powerful as rifles. Rifles fire bullets with a higher maximum velocity than pistols, this is where they derive their armor piercing abilities and range from. Some of the suggestions on this page seem more like carbines/rifles instead of pistols (this is also why I think spraysticks should be done away with).


Also, I know a lot of commandos that would be angry if Pistoleers got a Flechette Launcher instead of them. This seems more like something in their genre.





VURTORAX

BOUNTY HUNTER

BANE OF JEDI - PVP GOD
BZebub
Fri Apr 16, 2004 7:53 pm
#11



the problem with not having higher AP than 1 is that the other professions get exponentially more powerful than us.


they have AP3and weapons dealing over1500 damage.


we have AP1 and weaponsdealing a uber-rare maximum of around600 damage.


especially since these two weapon types easily fire at the same speed with some skill tapes or master marksman, pistoleer is gimped exponentially.


the proposed 1/2/3 speed cap would still leave us in the dust as it currently stands. thats why we want medium AP to alleviate problems.

Message Edited by BZebub on 04-16-2004 07:58 PM

Spike7913
Sat Apr 17, 2004 7:08 am
#12






Raptor2k1 wrote:



Here's some additions of my own:


The Bryar Pistol






i love the bryar pistol : ^)



Skippy

yup, back to oasis



Cidem_Relaeh
Sat Apr 17, 2004 7:37 am
#13

I would be very happy if they took the FWG5 and put the cert somewhere in the pistoleer tree, then make it AP1. The reasoning would be that the ammo became an armor piercing incindiary round. Keep the damage, speed and heat damage type and we'd have a nice, useful weapon I think.



Cidem Relaeh <ODD>
First comes smiles, then lies. Last is gunfire.

Imperial Colonel
Pistols Expert - DGM Curator

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