Slugthrower Firearms

Conventional Rounds

Description:

Very Lt Pistol 1d (6mm) 1 cr/round
Light Pistol 2d (8mm) 2 cr/round
Med Pistol 3d (10mm) 3 cr/round
Hvy Pistol 4d (12mm) 4 cr/round
Very Hvy Pistol 5d (14mm) 5 cr/round

Very Light Rifle 3d (5mm) 3 cr/round
Light Rifle 4d (7mm) 4 cr/round
Med Rifle 5d (9mm) 5 cr/round
Hvy Rifle 6d (11mm) 6 cr/round
Very Hvy Rifle 7d (13mm) 7 cr/round

Standard Rounds: x1 cost

Explosive Rounds: x3 cost (1D extra damage, armor counts double)

Flechette Rounds: x2 cost (1D extra damge, short range only, armor counts as double)

Shot Rounds: x2 cost (1D extra to hit, short range only, armor counts double)

Armor Piercing: x3 cost (armor counts as 1D less)

Armor Piercing Explosive: x5 cost (1D extra damge, armor has normal effect)

Incendiary: x3 (Normal on impact, 1D damage per round for 3 rounds)

Armor Piercing Incendiary: x5 cost (Armor protects 1D less, 1D damage per round 3 rounds)

AP Explosive Incindiary: x10 cost (1D extra damage and 1D damage per round for 2 rounds)

Bio:

Slugthrowers are generally less expensive than blasters, but shorter range, have less capacity, and often do less damage than a blaster the same size.

Holdout Pistols;
Very Lt Pistol 1d (6mm) Ammo 6, Range 1-2/4/6, 100 credits
Light Pistol 2d (8mm) Ammo 4, Range 1-2/4/6, 150 credits
Med Pistol 3d (10mm) Ammo 4, Range 1-2/4/6, 200 credits
Hvy Pistol 4d (12mm) Ammo 2, Range 1-2/4/6, 250 credits
Very Hvy Pistol 5d (14mm) Ammo 2, Range 1-2/4/6, 300 credits

Standard Pistols;
Very Lt Pistol 1d (6mm) Ammo 25, Range 2-20/40/60, 150 credits
Light Pistol 2d (8mm) Ammo 18, Range 2-20/40/60, 200 credits
Med Pistol 3d (10mm) Ammo 12, Range 2-20/40/60, 250 credits
Hvy Pistol 4d (12mm) Ammo 8, Range 2-20/40/60, 300 credits
Very Hvy Pistol 5d (14mm) Ammo 6, Range 2-20/40/60, 350 credits

Carbines/Buntlines;
Very Lt Pistol 1d (6mm) Ammo 25, Range 2-30/60/90, 200 credits
Light Pistol 2d (8mm) Ammo 18, Range 2-30/60/90, 250 credits
Med Pistol 3d (10mm) Ammo 12, Range 2-30/60/90, 300 credits
Hvy Pistol 4d (12mm) Ammo 8, Range 2-30/60/90, 350 credits
Very Hvy Pistol 5d (14mm) Ammo 6, Range 2-30/60/90, 400 credits
Very Light Rifle 3d (5mm) Ammo 30, Range 2-30/60/90, 350 credits
Light Rifle 4d (7mm) Ammo 20, Range 2-30/60/90, 400 credits
Med Rifle 5d (9mm) Ammo 15, Range 2-30/60/90, 450 credits
Hvy Rifle 6d (11mm) Ammo 10, Range 2-30/60/90, 500 credits
Very Hvy Rifle 7d (13mm) Ammo 5, Range 2-30/60/90, 550 credits

Rifles;
Very Light Rifle 3d (5mm) Ammo 30, Range 2-50/100/150, 450 credits
Light Rifle 4d (7mm) Ammo 20, Range 2-50/100/150, 500 credits
Med Rifle 5d (9mm) Ammo 15, Range 2-50/100/150, 550 credits
Hvy Rifle 6d (11mm) Ammo 10, Range 2-50/100/150, 600 credits
Very Hvy Rifle 7d (13mm) Ammo 5, Range 2-50/100/150, 650 credits

Recoil;
The big disadvantage of using conventional slugthrowers is recoil (armor is also an issue, but not as severe for most).

Holding a gun in one hand take a penalty equal to any amount the damage exceeds Strength attribute by.

Holding a gun with two hands to brace gives 1D less penalty

Bracing with two hands and a shoulder stock lowers recoil penalties by 2D

Prone bracing with hands and stock lowers penalty by 3D

Prone with hands, stock, and bipod lowers penalty by 4D

A heavy tripod or vehicle ring mount lowers penalty by 5D

Gas Vents lower penalty by 1D for standard and 2D for extreme but can’t be used with silencers.

Accessories:

Holster or Sling – 20 credits
Concealment Holster – 100 credits
Laser sight (1D bonus to hit to 30 meters) – 500 credits
Smartgun Link (requires smartgun cybernetic or smart-goggles) -600 credits
Wireless smartgun link (can be jammed, but no plug) – 700 credits
Extra Magazine – Same cost as buying the ammo to fill it (very light-6mm holdout is 6 credits, very heavy-14mm buntline is 30 credits, Medium-9mm rifle is 75 credits)
Gas Vent (1D) – 150 credits
Extreme Gas Vent (2D) – 250 credits
Silencer – 200 credits
Bipod (1D) – 50 credits
Folding Stock (1D) – 100 credits
Standard Stock (1D – included on rifles) – 50 credits
Tripod (5D) – 500 credits

Smart-Goggles (2D to hit with smartgun) – 300 credits
Wireless smart-goggles – 400 credits
Smart-Goggle sunglasses – 350 credits
Wireless smart goggle sunglasses – 450 credits

(add basic nightvision to smart goggles to cancel 1D of darkness for 100 credits, advanced nightvision to cancel 2D of darkness penalties for 200 credits, thermographic to cancel 3D of darkness penalties for 400 credits, and flash compensation to stop flash blindness for 50 credits).

Repeating Slugthrowers;
For double the cost a slugthrower can be made as a repeater but recoil of the double shots is added together before comparing to character’s strength.

Extended Range Sniper Rifles;
A long range sniper rifle can have up to double the listed long range just for quality build at double the listed price

A long range sniper rifle using enhanced components such as electromagnetic acceleration and thermal gel accelerants can get triple the range which quadruples the cost of the gun and doubles the cost of the ammo (must use electro-thermal ammo).

Slugthrower Firearms

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