This is something I came up with for a concerned GM on the Fantasy Flight Games site who wanted a dedicated sniper, it was Gregorious. And yes I know the W2000 bit is taken from one of the Hitman games. This also helps find another purpose for the Trade (Armourer) skill, which is explained later on.
Name Class Range RoF Dam Pen Clip Rld Special Wt Cost Availability
W2000 “Silent Death” Sniper Rifle Basic 250m s/-/- 1d10+3 I 2 1 Full Accurate, Telescopic Sight, Silencer, Custom Ammo*, Customizable**
Wt Cost Availability
14kg
600
Rare
*
Custom Ammo
– all rounds for this rifle have to be ordered specially from the maker. Therefore they cost 15 thrones each,
rises to 20 thrones each when damage reaches 2d10+3.
Purifier Round – 3d10 fire damage 75% chance that target catches on fire.
Annihilator Round – +6 Pen 3d10 I
(these round can only be used when rifle becomes a Heavy weapon, and the rifle must be braced using the bi-pod to fire these rounds)
**
Customizable
– PC can pay to have this weapon upgraded in various ways, for a price of course. These ways and what is need are listed below (note: the parts required are not fixed, feel free to change them as you wish) (the parts are abundant in any area you can find the gunsmith who makes the W2000)(T=thrones)
each weight addition happens each time an upgrade is taken
Upgrade Parts Req. Cost Time Req.
Clip +1*** (Max 15)
(+0.2kg)
2 Steel (10T each) 100 1D3 days
Range +
50
m*** (Max
750
m)
(+0.5kg)
4 Steel (10T each) 150 1D5 days
(after 4 of this upgrade, rifle becomes a Heavy weapon, and must be braced)****
Pen +1***(Max +6)
(+0.5kg)
2 Steel (10T each), 4 Propellant (20T each) 200 1d10 days
(reinforces barrel and puts extra powder into round)
Scope (thermal vision)*****
(+1kg)
1 Glass (?)(30T each), 3 Circuitry (50T each), 2 Steel (10T each) 500 1 week
Scope (Bio Scanner)*****
(+1kg)
2 Glass (?)(30T each), 8 Circuitry (50T each), 5 Steel (10T each) 1500 2 month
Bi-pod******
(+0.5kg)
1Steel (10T each) 50 1 hour
Damage+1*** 1 Steel (10T each), 4 Propellant (20T each) 100 1D3 days
(Max 2d10+2)*******(+0.1kg)
***Can be taken multiple times, but cost goes up by 20Thrones, and part required go up by 1 each type.
****with every second range upgrade the barrel is lengthened by 6 inches. (Starting barrel length 2’ or 3’ ?) Every other one reinforces the barrel.
*****
Scope
– this puts extra systems into the telescopic sight system. Must be switched over to system with Half-Action. Can have all on one scope.
Thermal
–makes it easy to pick out anything that generates massive amounts of heat (bodies, full-auto weapons, etc.) in the dark. Useless in the day. Effect – dark does not affect shot when firing against heat source (GM decides what counts), Concealment and Stealth at -20 when player is looking through scope.
Bio Scanner
– this upgrade allows the gunner to find any and all bio signals within a set distance (3d10m) in any kind of terrain (GM can apply penalties as he/she wishes). Effect – can see any and all living beings within the rolled distance. Even through walls, though this applies another penalty depending on width of obstacle. Cannot see any mechanical parts (gun drones, auto turrets, most servitors, necrons, and some techpriests).
******
Needed when this rifle becomes Heavy class. (Rifle Must Be Braced to Fire when it becomes a Heavy Weapon.) Allows rifle to be braced on any flat surface.
(If the PC has the Trade(Armourer) skill they can assist the gunsmith thereby decreasing the amount of time required to complete by the amount of degrees of success, relevant to the time period, to a minimum of 1 hour. Or the PC can attempt to build the upgrades him/herself, then it takes a – 10 Trade(Armourer) followed by a standard Tech-Use roll(this is for the scopes). Any other acolytes may assist him as needed.)
this is no longer used in for my rifle, but can be used if u want
and i'm thinking of putting this on the darkreign40k.com website after some of your comments on this.
Edited: July 7th 2009 Australian time
Edited: July 8th 2009 Australian time