Sniper Rifles

Bows, guns, bowguns, and everything in between.
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Sniper Rifles

Quote

Post by Tony »

Sniper Rifles

The sniper rifle is a long- to extremely long-range weapon that is deployed when distance and surprise are crucial. These rifles are large, slow-firing weapons with small magazines that generally require specialized training to use before the operator is comfortable with them, due to the high recoil and the burden of controlling the weapon.

Sniper rifles are favorites of assassins and reconnaissance operators who favor remaining out of the reach of the enemy. Their ilk have been part of nearly every single modern society/civilization's establishment since the advent of firearms, whether in the form of assassinations of public figures/officers or in horrific scandals with the civilian populace. Civilian hunting rifles are derivatives of these powerful weapons, and the two are often sold on the open market as one another, for convenience or for profit depending on which way the product is being peddled.

The sniper rifle packs a punch compared to more conventional weapons, and is weighted for precision rather than repeated shooting; each shot beyond a weapon's controlled shot incurs a -15 penalty.

Sniper rifles are a 16-slot weapon can be used with the following skill: Weapon Proficiency: Sniper Rifles.
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Carbon Fiber & Ceramic

Name: Haliat Armory Equalizer Sniper Rifle(Denzium-Durallium)
Price: 30,000 gil
DC to Make: 44/77/110
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +12
Damage Modifier: 940
Skill Level Required: 1

Name: Knights Armament M110 Sniper Rifle(Andrium-Diamondium Alloy)
Price: 60,000 gil
DC to Make: 48/81/116
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +13
Damage Modifier: 1020
Skill Level Required: 1

Name: Walther WA-2000 Sniper Rifle(Phazite-Solinium)
Price: 97,500 gil
DC to Make: 55/87/125
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +14
Damage Modifier: 1450
Skill Level Required: 2

Name: Steyer SSG69 Sniper Rifle(Starmetal-Orichalcum)
Price: 142,500 gil
DC to Make: 70/114/162
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +15
Damage Modifier: 1540
Skill Level Required: 2

Name: RAI Model 500 Sniper Rifle(Aetherium-Duralloy)
Price: 195,000 gil
DC to Make: 74/118/167
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +16
Damage Modifier: 1650
Skill Level Required: 2

Generation 2 Polymer

Name: Carrington Institute CR-45 Sniper Rifle(Amber-Garnet)
Price: 300,000 gil
DC to Make: 102/172/252
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +17
Damage Modifier: 2175
Skill Level Required: 3

Name: Elkoss Combine Reaper Sniper Rifle(Jasper-Pyrite)
Price: 375,000 gil
DC to Make: 106/176/256
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +18
Damage Modifier: 2325
Skill Level Required: 3

Name: Hahne-Kedar Avenger Sniper Rifle(Kunzite-Ruby)
Price: 450,000 gil
DC to Make: 110/180/260
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +19
Damage Modifier: 2850
Skill Level Required: 4

Name: Cerberus Skunkworks Titan Sniper Rifle(Jadeite-Celestial Phazon)
Price: 540,000 gil
DC to Make: 116/186/266
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +20
Damage Modifier: 3075
Skill Level Required: 4

Name: Kassa Fabrications Harpoon Sniper Rifle(Alabaster-Opal)
Price: 630,000 gil
DC to Make: 120/190/270
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +21
Damage Modifier: 3300
Skill Level Required: 5

Name: Devlon Industries Striker Sniper Rifle(Bloodstone-Lapis Lazuli)
Price: 735,000 gil
DC to Make: 124/194/274
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +22
Damage Modifier: 3900
Skill Level Required: 5

Name: Prairie Gun Works C14 Timberwolf Sniper Rifle(Zoisite-Malachite)
Price: 855,000 gil
DC to Make: 128/198/278
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +23
Damage Modifier: 4875
Skill Level Required: 5

Hyperalloy

Name: Rosenkov Materials Volkov Sniper Rifle(Beryl-Red Beryl)
Price: 1,080,000 gil
DC to Make: 175/275/375
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +24
Damage Modifier: 5175
Skill Level Required: 6

Name: Ariake Technologies Naginata Sniper Rifle(Netherite-Moonstone)
Price: 1,230,000 gil
DC to Make: 190/290/390
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +25
Damage Modifier: 5475
Skill Level Required: 6

Name: H&K PSG-1 Sniper Rifle(Celestine-Celestial Diamond)
Price: 1,395,000 gil
DC to Make: 200/300/400
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +26
Damage Modifier: 6450
Skill Level Required: 7

Exotic Particle Hyperalloy

Name: (Dragonsteel-Meteorillium)
Price: 3,500,000 gil
DC to Make: 210/320/430
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +27
Damage Modifier: 7275
Skill Level Required: 8

Name: (Duranium-Sunstone)
Price: 4,500,000 gil
DC to Make: 220/330/440
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +28
Damage Modifier: 8475
Skill Level Required: 8

Name: (Vibranium-Carbonadium)
Price: 7,000,000 gil
DC to Make: 230/340/450
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +29
Damage Modifier: 9450
Skill Level Required: 8

Name: (Mythril-Adamantium)
Price: 10,000,000 gil
DC to Make: 240/350/460
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +30
Damage Modifier: 10875
Skill Level Required: 8

Fourth Matter State Alloy

Name: (Fantasteel-Corrodium)
Price: 13,000,000 gil
DC to Make: 250/360/470
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +31
Damage Modifier: 11850
Skill Level Required: 9

Name: (Technobsidian-Kryptonite)
Price: 17,000,000 gil
DC to Make: 260/370/480
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +32
Damage Modifier: 13200
Skill Level Required: 9

Name: (Plasmarble-Hephaestium)
Price: 22,000,000 gil
DC to Make: 270/380/490
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +33
Damage Modifier: 14625
Skill Level Required: 9

Name: (Rainbow Shell-Antimatter)
Price: 28,500,000 gil
DC to Make: 280/390/500
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +34
Damage Modifier: 15825
Skill Level Required: 9

God Particle Polymer

Name: (Spectral Black-Spectral Red)
Price: 37,000,000 gil
DC to Make: 290/400/510
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +35
Damage Modifier: 17400
Skill Level Required: 10

Name: (Spectral Orange-Spectral Yellow)
Price: 46,000,000 gil
DC to Make: 300/410/520
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +36
Damage Modifier: 18600
Skill Level Required: 10

Name: (Spectral Green-Spectral Indigo)
Price: 56,000,000 gil
DC to Make: 340/450/560
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +38
Damage Modifier: 20625
Skill Level Required: 10

Name: (Spectral Violet-Spectral White)
Price: 70,000,000 gil
DC to Make: 370/480/590
Augmentation Slots: 3
Controlled Shots: 1 (+1)
Roll Bonus: +40
Damage Modifier: 22500
Skill Level Required: 10
Last edited by Strato on April 25th, 2024, 6:43 pm, edited 4 times in total.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

Tuning & Augmentations

Quote

Post by Tony »

Sniper Rifle Tuning

While pretty much anyone can pick up a gun or crossbow, point it, and squeeze the trigger, these weapons are only that easy to use because they're so complicated of machines. They do all the work for you. Whereas a melee weapon's user will train the body and mind to use a weapon more effectively, it takes a skilled machinist and gunsmith to make an already good weapon, better.

To that end, a gunsmith can alter, tune, and refine the inner workings and body of a weapon to be easier to use, more powerful, and more adaptable. A Gunsmith may use his/her skill to adjust the pieces of a specific weapon and tailor it to the needs or wants of the user.

Notably, these tuning options do not cost Augmentation Slots. However, Tuning a weapon raises the Skill Level required to use it. For every 5 Tunings applied, the Skill Level requirement goes up by 1.

For instance, Tuning a weapon's Damage 6 times and its Roll Bonus 4 times will raise the Skill Level required to use the weapon by 2.
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Augmentation Slots - One more slot can be added to a sniper rifle.
• +1 slot - Cost/DC to Make: 50% of base weapon

Roll Bonus - Can add up to +20 more to a Roll Bonus.
  • +2 - Cost/DC to Make: 5% of base weapon
  • +4 - Cost/DC to Make: 10% of base weapon
  • +6 - Cost/DC to Make: 15% of base weapon
  • +8 - Cost/DC to Make: 20% of base weapon
  • +10 - Cost/DC to Make: 25% of base weapon
  • +12 - Cost/DC to Make: 30% of base weapon
  • +14 - Cost/DC to Make: 35% of base weapon
  • +16 - Cost/DC to Make: 40% of base weapon
  • +18 - Cost/DC to Make: 45% of base weapon
  • +20 - Cost/DC to Make: 50% of base weapon
Damage - Can add up to 75 more damage to a weapon.
  • +15- Cost/DC to Make: 10% of base weapon
  • +30 - Cost/DC to Make: 20% of base weapon
  • +45 - Cost/DC to Make: 30% of base weapon
  • +60 - Cost/DC to Make: 40% of base weapon
  • +75 - Cost/DC to Make: 50% of base weapon
Controlled Shots - Controlled Shots cannot be added to a Sniper Rifle.

Critical Mod - A sniper rifle's critical modifiers cannot be adjusted.
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Sniper Rifle Augmentations

One of the main advantages of a ranged weapon and its augmentations is that most of them can be interchanged. Exchanging a weapon augmentation requires that:
1) the augmentation is carried in an Inventory Slot;
2) the user spends 1 round's action exchanging the augmentations.

Unless otherwise specified, all weapon augmentations are considered 1-slot items.

Name: Laser Sight
Cost: 480 gil
Restrictions: Weak to EMP
Description: A pinpoint, projected laser sight that projects a small red or green dot on an enemy that assists in aiming, however, can be seen by an alert enemy. +1 to roll bonus.

Name: Infrared Sight System
Cost: 1440 gil
Restrictions: Weak to EMP
Description: A high tech sight that shows heat sources as glowing in it's screen. Useless in extreme heat areas, but can see through smoke grenades' cover. +5 to roll bonus, negates vision obstructions.

Name: Thermal Sight System
Cost: 2400 gil
Restrictions: Weak to EMP
Description: A bleeding edge high-tech sight that can be used even with extreme heat sources, as it's system can pick out mobile enemies from superheated terrain. +5 to roll bonus, negates vision obstructions, see through thin walls.

Name: Digital Scope System
Cost: 3360 gil
Restrictions: Weak to EMP
Description: A high-powered camera is attached directly under the barrel of a weapon, which is fed into a camera-based scope at the top of the weapon for the shooter's use. Magnifies up to 30x with crystal-clear accuracy, but doesn't offer the utility of other scope systems. +10 to roll bonus.

Name: Target-Leading Ballistics CPU
Cost: 3360 gil
Restrictions: Weak to EMP
Description: This advanced computer chip is implanted into modern scope systems (including glass-and-metal scopes) and activates a tracking system that identifies organic targets and helps provide better leading prediction for the shooter. Negates half of the distance/environmental bonus to a target's dodge roll.

Name: Targetting VI
Price: 1440 gil
Restrictions:
Description: A smart targeting module calculates and compensates for minute barrel movements, weather, and the environment. Firing on a target in a howling gale feels the same as it does on a calm day on a practice range. Smart targeting does not mean the bullet will automatically find the mark every time the trigger is pulled; it only makes it easier for the marksman to aim. Improves a weapon's accuracy by +5. Can be stacked with other accuracy augmentations, but is a permanent modification.

Name: Suppressor
Cost: 480 gil
Restrictions:
Description: A muzzle brake which hides the flash, as well as silencing the weapon, however, muzzle velocity is decreased. Reduces weapon damage by 50, but the weapon is rendered inaudible.

Name: Bipod
Cost: 480 gil
Restrictions:
Description: A sturdy, pronged stand fits under the barrel of this large weapon to balance against a surface. Requires an action to deploy before it can be used. When deployed, grants +10 to hit, but becomes immobile. User can fire from behind cover, but dodge rolls cannot use Advanced Skills (Dodge Roll). Requires another action to fold up.

Name: Tranquilizer Rifle Modification
Cost: 1440 gil
Restrictions: Requires 2 Augmentation Slots; cannot use standard ammunition; permanent.
Description: As a staple of big-game hunters and wildlife experts, the tranquilizer rifle is a standby for less-deadly force operators in special forces units and stealth operators as well. By replacing the chamber, magazine, and barrel of the rifle to fit special, high-durability syringes, the sniper rifle can be transformed into a T-rifle, to be used to safely knock out targets at a great, safe distance. Due to the dosage of the rifle's standard rounds, effect varies per target size; for Giant-class targets, Acute "Sleep" effect. For normal-class targets, Chronic "Sleep" Effect. For small-class targets, Terminal "Sleep" effect.

Name: Kinetic Pulsar
Price: 3360 gil
Restrictions: Requires "Mass Effect Generators" augmentation.
Description: A high-powered microgenerator is added to the weapon's interior workings, even changing traditional firiearms into hyper-modern kinetic slugthrowers. Increases a weapon's damage by 50. Can be stacked with other damage upgrades, but is a permanent modification.

Name: Sabot Jacket
Price: 3360 gil
Restrictions: Requires "Mass Effect Generators" augmentation.
Description: Increasing the tungsten content of slugs and recalibrating the weapon's interior operations improves penetration of heavily armored targets. This weapon ignores 50% of a target's physical soak, including natural armor soak. This modification is permanent, and only standard ammunition can be equipped.

Name: Smart Rounds
Price: 5670 gil
Restrictions: Requires "Mass Effect Generators" augmentation.
Description: Scientists have prototyped a modification to the traditional smart-targeting module commonly incorporated into high-end weaponry. While this technology is commonly used to compensate for wind and recoil, it was adapted to slightly deflect rounds to strike a more vital part of an enemy. Increases a weapon's critical hit bonus by 1, after the modifier roll. This modification is permanent.

Name: Microphasic Pulse
Price: 5,670 gil
Restrictions: Requires "Mass Effect Generators" augmentation.
Description: A phasic discharge is created by a microgenerator built into this weapon, wrapping rounds in a small envelope that decimates energy barriers and mana fields. This weapon ignores shields and magical barriers (Protect, Wall, Shield, etc.). This modification is permanent. This weapon cannot use special ammunition.

Name: High-Velocity Reinforced Barrel
Price: 5,670 gil
Restrictions: Requires "Mass Effect Generators" augmentation.
Descriptions: A powerful microgenerator is added to a weapon, and using heavier slugs with a higher muzzle velocity, this weapon is able to penetrate objects up to a meter thick. This modification negates "Concealment" bonuses, but Mild to Terminal "Concealment" reduces this weapon's damage by 100 per level, up to 50% at Terminal.

Name: Ultralight Materials
Price: 80% of weapon's total value
Restrictions:
Descriptions: By researching similar materials and finding ways to incorporate lighter but equal fabrication methods, the burden of some weapons can be reduced by simply rebuilding them with these new synthetic materials. Reduces the Inventory Slots of a weapon by 6. This modification is permanent.
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Sniper Rifle Ammunition

A ranged weapon's biggest variable attribute is ammunition. Ammo loads come in a variety of shapes, sizes, and uses, and can be swapped out using a Standard Action in battle.

Ammunition items take up 1 Augmentation Slot on a weapon when loaded, and only one Ammo can be used at any given time in a single weapon. Ammo packs are purchased in bulk and must be carried in an Inventory Slot to be used on the fly.

Name: Ammunition - Match Rounds
Cost: 3200 gil
Restrictions:
Description: A set of precise and high-quality ammunition, Match Rounds are painstakingly molded to a weapon's internal workings and created solely for use with that particular weapon's rifling, weight, muzzle velocity, etc. in mind. Match Ammunition raises a critical hit's damage by +500.
Tony
Aide-de-Camp
Posts: 831
Joined: October 10th, 2008, 9:41 pm
Location: Lubbock, Texas

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