Equipment Conversion: Net Gun

Rum Rogue's picture
Rum Rogue
September 6, 2009 - 6:03pm
Notice: This item originally appeared in a Signs & Portents pdf from Mongoose Publishing.  I cannot recall which issue it was in at this time.  To the best of my knowledge I have changed very little of the original document; making slight changes to the text to fit into the Star Frontiersuniverse.  Please let me know if this inappropriate I shall remove it from this forum.
Newar Laboratories NL4 Net Gun
  Newar Laboratories (a WarTech subsidiary) has created a strange niche business and reputation for itself as a manufacturer of unusual but dependable weaponry. The Net Gun certainly lives up to that. It is a long weapon, slightly more than a meter and a half in length, and is shaped roughly like a rifle, though it features a much wider barrel. Its basic design is similar enough to most rifles that it can be operated by anyone with a Projectile or Gyrojet Weapons Proficiency without penalty.
  The Net Gun uses compressed gas to fire a single web capsule at an enemy. Currently, Newar Laboratories manufactures three separate munitions for the gun; though there are rumors the corporation is developing newer, more exotic ordnance for it. The range of the Net Gun remains constant, but all other aspects of the weapon’s use in combat differ depending upon which kind of ammunition is used.
  The gun can accept any of the three munitions with no modifications from the owner. A web capsule is an egg-shaped projectile about 10 cm long and 7 cm wide. Upon exiting the barrel, it breaks open, releasing the net within, which expands quickly to its full dimensions. A net is fully expanded once it travels a distance of four meters from the end of the barrel – which renders the Net Gun effectively useless against foes closer than that. All nets produced for the Net Gun are square, measuring two meters on a side. Traveling at a speed of approximately 200 kph, they wrap around a target on contact, inflicting 1d10 impact damage and immediately deliver the net’s specialized damage (if any). It is important to remember that the 1d10 impact damage of the net striking the target at 200 kph should be kept separate from the specialized damage of the net itself – they are not combined for purposes of bypassing armor and shields.
  The size of the net means the Net Gun is only reliably effective against creatures and bots of size Large or smaller. Most nets are not specifically designed for capturing an enemy, but are still difficult to get free of. Upon being struck with a successful attack roll by the wielder of the Net Gun, the target must make a RS saving throw. Success indicates the target is only partially enmeshed in the net, and may free himself as a move-equivalent action. Failure indicates the target is fully wrapped in the net, and will require 1d5 rounds to free himself (this can be reduced by one round if the target has help). Either way, the target suffers the damage from the net.

Cost: 450 creds. Wt: 5.75. Mag: 1. Rof: ½. Range: -/4-14/15-24/25-34/35-40 

  Det-Net:The Det-Net is designed to provide effective stopping power against bots shielded against the electrical effects of the Tase-Net (see below), but is just as effective at stopping almost anything else. The net is composed of a high-yield explosive over a composite frame. Half a second after impacting its target (just enough time for the net to wrap around it), the net explodes, inflicting 4d10 impact damage and 2d10 fire damage on the target. However, if the target was able to make his initial RS save to avoid being fully entangled in the net, he will take only half damage. Obviously, the explosion destroys the net, meaning that the target (whether or not he survives) is no longer trapped within it. Cost: 500 creds per capsule.

 Mag-Net:Just before the Mag-Net capsule reaches the target (about two meters away – a distance the weapon calculates through a laser rangefinder linked to the firing process) the canister breaks open and the net is deployed and energized. Generating a powerful magnetic field, the net wraps around its target, holding him effectively immobile. The strength of the magnetic field generated by the net is extremely difficult to overcome, requiring a Strength check (at -25). Because of the nature of the net, which grips tightly to itself and any metallic objects the target is carrying, it is impossible to use the Escape Artist skill to worm free. The Mag-Net remains energized for one full minute. Cost: 100 creds per capsule.

  Tase-Net:This net, composed of copper mono-filament wrapped around a composite structure, delivers a powerful electrical charge upon contact with the target. The target suffers 3d10 points of electrical damage and must make a STA check or be stunned for 2d5 rounds. This net is particularly effective against bots. Cost: 200 creds per capsule.
Time flies when your having rum.

Im a government employee, I dont goof-off. I constructively abuse my time.
Comments:

Rum Rogue's picture
Rum Rogue
September 9, 2009 - 4:52am
So I found a few more conversions on my old hard drive.  Can I continue to post them or will I be violating copywrights and tradmark type thingies?
Time flies when your having rum.

Im a government employee, I dont goof-off. I constructively abuse my time.

Anonymous's picture
w00t (not verified)
September 9, 2009 - 7:45am
Yes, please continue. I didn't see anything in S&P that wouldn't allow conversions.



Rum Rogue's picture
Rum Rogue
September 9, 2009 - 7:58am
Would you rather see them in the forum or as SFMan contributions?
Time flies when your having rum.

Im a government employee, I dont goof-off. I constructively abuse my time.

Anonymous's picture
w00t (not verified)
September 9, 2009 - 8:58am
Rum Rogue wrote:
Would you rather see them in the forum or as SFMan contributions?

Depends on the purpose of your post.
Discuss it on the forum, submit it to SFman or both. :-)

My suggestions would be to submit it for Issue 13.
After it's out, add your gear to the Ultimate Equipment Guide project.


Rum Rogue's picture
Rum Rogue
September 9, 2009 - 10:03am
w00t wrote:
Depends on the purpose of your post.
Discuss it on the forum, submit it to SFman or both. :-)


I was hoping to use the forum to refine and round-out the equipment a bit better befor turning it over to the SFMan.
My primary concern was to make certain that the SFMan would not get into any trouble with these conversions.
So what would be the appropriate way for people to submit conversion to the SFMan? What kind of disclamer is needed? Or is this something that should be avoided?
Obviously Star Wars conversions and anything from Palladium Books will most likely be out just becuase of they way those copywright holders are; but what others should be avoided?
Time flies when your having rum.

Im a government employee, I dont goof-off. I constructively abuse my time.

Anonymous's picture
w00t (not verified)
September 9, 2009 - 10:35am
Rum Rogue wrote:
w00t wrote:
Depends on the purpose of your post.
Discuss it on the forum, submit it to SFman or both. :-)


I was hoping to use the forum to refine and round-out the equipment a bit better befor turning it over to the SFMan.
My primary concern was to make certain that the SFMan would not get into any trouble with these conversions.
So what would be the appropriate way for people to submit conversion to the SFMan? What kind of disclamer is needed? Or is this something that should be avoided?
Obviously Star Wars conversions and anything from Palladium Books will most likely be out just becuase of they way those copywright holders are; but what others should be avoided?


We simply note the original source of the material.
No worries.

I'll review your gun in another post.

Anonymous's picture
w00t (not verified)
September 9, 2009 - 11:19am
Quote:

Newar Laboratories NL4 Net Gun
  Newar Laboratories (a WarTech subsidiary) has created a strange niche business and reputation for itself as a manufacturer of unusual but dependable weaponry. The Net Gun certainly lives up to that. It is a long weapon, slightly more than a meter and a half in length, and is shaped roughly like a rifle, though it features a much wider barrel. Its basic design is similar enough to most rifles that it can be operated by anyone with a Projectile or Gyrojet Weapons Proficiency without penalty.


What is the penatly without these skills?
Can the gun be wielded one-haded?
Is it considered a Heavy Weapon? (-10 To hit)

Quote:

  The Net Gun uses compressed gas to fire a single web capsule at an enemy. Currently, Newar Laboratories manufactures three separate munitions for the gun; though there are rumors the corporation is developing newer, more exotic ordnance for it. The range of the Net Gun remains constant, but all other aspects of the weapon’s use in combat differ depending upon which kind of ammunition is used.
  The gun can accept any of the three munitions with no modifications from the owner. A web capsule is an egg-shaped projectile about 10 cm long and 7 cm wide. Upon exiting the barrel, it breaks open, releasing the net within, which expands quickly to its full dimensions. A net is fully expanded once it travels a distance of four meters from the end of the barrel – which renders the Net Gun effectively useless against foes closer than that. All nets produced for the Net Gun are square, measuring two meters on a side. Traveling at a speed of approximately 200 kph, they wrap around a target on contact, inflicting 1d10 impact damage and immediately deliver the net’s specialized damage (if any). It is important to remember that the 1d10 impact damage of the net striking the target at 200 kph should be kept separate from the specialized damage of the net itself – they are not combined for purposes of bypassing armor and shields.


It is important to remember that the 1d10 Interia damage is caused by the impact of the net and should be kept separate from the specialized damage of the net itself – they are not combined for purposes of bypassing armor and shields.

Quote:

  The size of the net means the Net Gun is only reliably effective against creatures and bots of size Large or smaller. Most nets are not specifically designed for capturing an enemy, but are still difficult to get free of. Upon being struck with a successful attack roll by the wielder of the Net Gun, the target must make a RS saving throw. Success indicates the target is only partially enmeshed in the net, and may free himself as a move-equivalent action. Failure indicates the target is fully wrapped in the net, and will require 1d5 rounds to free himself (this can be reduced by one round if the target has help). Either way, the target suffers the damage from the net.


free himself in 1 turn. (move-equivalent action)
Quote:
Cost: 450 creds. Wt: 5.75. Mag: 1. Rof: ½. Range: -/4-14/15-24/25-34/35-40 

  Det-Net:The Det-Net is designed to provide effective stopping power against bots shielded against the electrical effects of the Tase-Net (see below), but is just as effective at stopping almost anything else. The net is composed of a high-yield explosive over a composite frame. Half a second after impacting its target (just enough time for the net to wrap around it), the net explodes, inflicting 4d10 impact damage and 2d10 fire damage on the target. However, if the target was able to make his initial RS save to avoid being fully entangled in the net, he will take only half damage. Obviously, the explosion destroys the net, meaning that the target (whether or not he survives) is no longer trapped within it. Cost: 500 creds per capsule.

 Mag-Net:Just before the Mag-Net capsule reaches the target (about two meters away – a distance the weapon calculates through a laser rangefinder linked to the firing process) the canister breaks open and the net is deployed and energized. Generating a powerful magnetic field, the net wraps around its target, holding him effectively immobile. The strength of the magnetic field generated by the net is extremely difficult to overcome, requiring a Strength check (at -25). Because of the nature of the net, which grips tightly to itself and any metallic objects the target is carrying, it is impossible to use the Escape Artist skill to worm free. The Mag-Net remains energized for one full minute. Cost: 100 creds per capsule.


...it is impossible to use the Escape Artist skill (Zebulon's Guide) to worm free.

Quote:
  Tase-Net:This net, composed of copper mono-filament wrapped around a composite structure, delivers a powerful electrical charge upon contact with the target. The target suffers 3d10 points of electrical damage and must make a STA check or be stunned for 2d5 rounds. This net is particularly effective against bots. Cost: 200 creds per capsule.


Add: A gauss screen will nullify the electrical damage and stun effects while a anti-shock implant will nullify the stun effect only.


Notes:
  1. Change "impact" to Interia.
  2. Change "RS" to Reaction Speed avoidance roll.
  3. Is Newar a name you made up?
  4. What about Det-Net, Mag-Net and Tase-Net?

Rum Rogue's picture
Rum Rogue
September 9, 2009 - 11:40am
w00t wrote:
Notes:
  1. Change "impact" to Interia.
  2. Change "RS" to Reaction Speed avoidance roll.
  3. Is Newar a name you made up?
  4. What about Det-Net, Mag-Net and Tase-Net?

Thank you for the input. This is exactly what I am looking for.  Most of this is going to be answered when i get home and can look at the notes. But this much I can recall now.
Newar Laboratories is listed in Zeb's as a subsidiary in WarTech's information/description.
Det-Net and Mag-Net are original to the article and the Tase-Net was my renaming of "Netaser" from the original.

Time flies when your having rum.

Im a government employee, I dont goof-off. I constructively abuse my time.

Rum Rogue's picture
Rum Rogue
September 10, 2009 - 7:57pm
w00t wrote:
Quote:

Newar Laboratories NL4 Net Gun
   Its basic design is similar enough to most rifles that it can beoperated by anyone with a Projectile or Gyrojet Weapons Proficiencywithout penalty.


What is the penalty without these skills?
Can the gun be wielded one-haded?
Is it considered a Heavy Weapon? (-10 To hit)

Penalty: Standard non-weapon rules apply, which is only half DEX or RS.
This is a heavy, bulky rifle; so it cannot be effectively used one-handed. I would suggest a -50% penalty if attempted unsupported.
Even though it weighs a good amount, it does not fall under the Heavy Weapon skill.
Time flies when your having rum.

Im a government employee, I dont goof-off. I constructively abuse my time.