Guns and Armor made simple.

Jiang Winters

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Lately I've had a few requests for help with weapons and armor, so I decided to sum up a few of my thoughts in one spot to make it really easy for you guys to choose armor and weaponry that works for your character.

I've broken it down into two spoilers below - one for guns, one for armor. This'll also be a Q&A thread, so if you have any questions don't hesitate to ask.

When designing your character's firearms, the first thing to do is decide what flavor of weapon best fits your character. Is he a smuggler? A soldier? A demolitions expert? A pilot?

What your character does for a living, what his build is, and what his funding is should determine what weapon he gets. For now, let's just assume that you're running a fairly generic human smuggler, average in build with moderate funding.

First, look at his job. He's a smuggler. He needs to be reasonably discrete. Assault rifles and heavy sniping weapons are out. You should look at close range stuff. Sawed-off shotguns, blaster carbines, submachineguns, and pistols rule the day here.

You've narrowed the field, so let's cut it down again. Anything he packs should be light enough and small enough to be used in very close quarters, such as aboard a starship or in a club. It should have enough power to defeat at least light body armor, and enough range, accuracy, and ammo to hold out in a extended firefight. Don't worry about grenades or heavy weapons - if you need them, you're boned anyways.

Now you've decided against shotguns and submachineguns, so let's focus on carbines and pistols. You have another choice to make - ballistic or energy? Do you want a slugthrower, or a blaster, or a railgun, or a gauss gun?

Let's just say you went with blasters, since they're simple enough to work with.

You want three weapons. A carbine he can keep aboard his ship that's tiny enough to be used in CQC, but packs some vicious firepower for its size. A blaster pistol as an exposed carry pistol, something to intimidate but also to pack enough zap to knock most beings flat on their asses. Last, a compact pistol you can tuck into a boot, just in case.

Let's talk designs. Here's a very simple template.

NAME/REFERENCE PICTURE LINK HERE
Information - contains info on stopping power, range, ammunition, and accuracy.

Here's another, easier one.
NAME/LINK
OPTICS [Scope, iron sights, etc]
RANGE
AMMO CAPACITY
DAMAGE
RATE OF FIRE [set this to N/A if your weapon isn't fully automatic.]
BOLT COLOR

Let's use the second and whip up a pretty basic blaster carbine.

M49 Compact Blaster Rifle
OPTICS: Holographic Sight
RANGE: Accurate out to 150M
AMMO: 40 round power pack.
DAMAGE: Equal to most heavy blaster pistols. [Low]
RATE OF FIRE: 700 Rounds per Minute
BOLT COLOR: PINK!

There, now you've got a weapon. Just find a ref pic and BAM, you're good. Alternatively, use the other format and you get...

M49 Compact Blaster Rifle
Manufactured by SumoKitty Enterprises, the M49 packs the firepower of a heavy blaster pistol into a handy little carbine. The M49 is accurate out to around 150 meters, and is capable of defeating most light body armor or shredding thin cover at that range. Its rate of fire of 700 rounds per minute allows it to put out a wall of energy in a hurry without becoming uncontrollable, while its 40 round power pack gives it plenty of ammo to chew through between reloads. Finally, it's been fitted with a military-grade holographic sight to facilitate rapid target acquisition in close quarters.

There we go. You now know roughly how to build a gun for your character! If you need more help, or want a few basic designs, feel free to PM me. I almost always have some gun designs floating around.

But before you run off, let me point a few things I've noticed on SWRP.

1) Sniper Rifles are Useless.
I've literally never seen a PC killed or even wounded by one. Ditch it. Take a battle rifle with a 4x scope or an assault rifle with a scope instead. You want a good multirole weapon, you never want a weapon purpose-built for a task. Modularity and adaptability are key.

2) Smart Weapons are Dead
Star Wars is, essentially, WWII in space. Throw away that fancy homing rocket launcher and that lightsaber chainsaw. You don't need them. Don't create weapons that are hilariously advanced or that are extremely intelligent. It just won't end well.

3) Ammo, ammo, ammo.
Sometimes, having staying power in a fight matters more than having the firepower to end a duel in a single hit. Find a balance between overwhelming firepower, mobility, and endurance. A good suggestion would be to carry one or two really good weapons and lots of ammunition for it. I'd suggest either a carbine or a rifle and a pistol. Even if you don't have a plate carrier or armored vest, you can still stuff enough ammo into your pockets to have a good 120 rounds for your rifle and at least 50 to 60 for your pistol. With a plate carrier or vest with pouches, that skyrockets to 300-400 rounds for your rifle and a good 120 rounds for your pistol - about 10 mags for each weapon.

[NOTE: As a rule of thumb, the more powerful the gun the less ammo it has.]

4) Don't take a Knife to a Tankfight
Arm yourself appropriately. You can't anticipate every situation out there, but you can prepare yourself so that you won't be helpless if you're stuck in a fight with, say, a super battle droid. This is pretty easy - carry a weapon good against armor. Carry a weapon good against everything else. A good combo is a heavy blaster pistol and a carbine.

The carbine is light, compact, and has lots of ammo, and can chew through most people pretty fast. A heavy blaster pistol has shitloads of stopping power, but isn't much for range or accuracy. Use the heavy blaster against well-armored foes, droids, even power armor or very thin-skinned vehicles; use the carbine against everything else.

Point is, don't grab just a carbine and a stock blaster pistol and expect it to be effective against everything. You will come across chars in power armor, you will come across wookiees, you'll come across.... Well, shit, if it'll ruin your day, you'll probably meet it at some point.

5) Explosives are Counterproductive

Contrary to popular belief, grenades don't win gunfights. Guns win gunfights.

A grenade is a defensive weapon and should be used as such. A grenade's wounding radius should be assumed to always be bigger than your throwing radius - ie, once you throw it you need to duck because you're in its blast range.

Furthermore, most fights on SWRP are CQC, so you're within spitting distance of Baddy McEvil. If you chuck a grenade at him and he spots him, chances are he remembers that funny little button in Modern Warfare that let him throw grenades back at the enemy, and you'll wind up meeting your own frag 'nade face-to-face. Worse still, the grenade will go off and do something unexpected to the environment, giving him an easy out or wrecking your face when a gas main asplodes or some such madness.

Point being, if you want a grenade, stick to the safe[r] ones. Flashbangs, concussion grenades [still kill, just don't have shrapnel to worry about], and smoke grenades. Incendiaries, fragmentation, thermal detonators, anti-tank, and other sorts of grenades may be tempting, but they're usually just not worth the effort. If you want them, though, then by all means carry them! Just keep them in an armored pouch where they can't be easily shot, and tape down the pins or something so some smuck Jedi doesn't just walk past and go 'YOINK', leaving you with a bandoleer of armed frags on your chest. That ends badly.

6) K.I.S.S.
Keep it Simple, Stupid. If your gun could be accurately described as an 'urban survival kit', then it's too complex. Your rifle is not a barbie doll; you do not have to accessorize every last nub and knob on the bloody thing. Here's an easy way to check and see if you're suffering from an overdose of accessories: This is the Annihilator 2000. This is a hilariously bad weapon in every way imaginable, which takes all the good features of the M16 rifle platform and buries it in so many useless accessories that when the protagonist attempts to fire the weapon later in the movie, it takes him a dangerously long period of time just to arm and fire the bloody thing! Axel Foley said it best - "Now who the hell is gonna buy that shit?"

Picking your armor is a little trickier than picking your gun. Your armor will define your character's appearance, and could well be the thing that saves his life in the future. If you're going to put any effort into any of your gear, make all your effort go into your armor. It's the most important thing of all.

First, assess your character's needs. Let's use the smuggler once more.

He needs something modest in price, slim, yet offers good protection. You decide to go with a simple vest, so that he can wear his jacket/coat/flight vest of awesome/whatever over it, so that it doesn't impact his appearance all that much.

Now you need to either find a reference, or leave it undescribed. For full-on suits, you really need to find a reference. It's not -required-, but I strongly suggest you find a picture or art or something. Anything.

With that done, it's time to figure out what you need the vest to do. In the Smuggler's case, it must be inexpensive, lightweight, slim, and must offer protection against knives, pistols, stun weapons, and shrapnel - the biggest threats in his line of work.

Now it's time to design it. You've really only got a literary template to work with, but I've include both a [completed] simple version and a literary version for convenience's sake.

M4929 SuperKitty Vest
RATING: Proof vs Kinetic/Energy Pistols, Knives, Shrapnel
CONSTRUCTION: Armorweave plates inside fire-resistant fabric shell.
WEIGHT: Light
COVERAGE: Torso
COST: 400 Credits

Now, for the literary version!

M-something SuperKitty Vest
The SuperKitty is a low-cost vest utilizing simple armorweave panels contained within a fire-resistant fabric shell. Slim enough to be worn under most clothing and light enough for wearers to continue their day-to-day work while using it, the SuperKitty offers excellent mobility at the cost of armor protection. The vest only defends against pistols, shrapnel, and knives, and is thus left vulnerable to rifles and heavy blaster pistols. Each vest only covers the torso, and has nothing to guard the neck, arms, or groin. Its unit cost is 400 credits.

And there you have it!

Now, a few quick notes...

1) If you want your armor to be good at something, WRITE IT IN. If it's not written down, then your armor CANNOT do it. This goes for anything else in your inventory, be it a gun, starship, or toothpick. [The same does not apply for Force Powers, mind you.]

2) Your character should never have super mega ultra awesome Space Marine armor without a good reason. How s/he acquired expensive armor should always be covered in detail in the bio, or it should be acquired through a RP.

3) Armor isn't invincible...
...And you should never try to make it invincible.
No, seriously.
Don't try to make armor that protects against everything. It needs its weaknesses. If your armor is super good at protecting against blasters, then it's probably weak against ballistics. If it's fantastic at stopping ballistic weapons, then it's probably weak against energy weapons. If it's good against stopping both, then it's just well-balanced. Also, don't try to make armor that is resistant to EMP, lightsabers, -and- ranged weapons. I will eat you if you try.

4) Armor Degrades.
Remember this! As you take hits, your armor gradually weakens and eventually buckles, usually right in the middle of a hostile attack. RP it realistically - if you get stitched across the chest by a submachine gun, then your armor probably won't take another burst in that area unless it's ridiculously beefy, and only power armor is ridiculously beefy.

5) Power Armor isn't cool.
Well, okay, power armor is actually pretty ****ing awesome. Just remember that it HAS to be balanced. It has to have weaknesses. Don't make it resistant to EMP. Set it up so that it might be able to move and see after being hit by an EMP, but it shouldn't be able to fight at full strength. Also, don't make power armor into a walking tank. It's a bad idea - the bigger you are, the more immobile you are, and the more immobile you are, the easier it'll be for Joe Flannigan the Jedi Shmuck to drop a giant brick on you and squish you out of your tin suit.

6) DON'T YOU DARE TOUCH SHIELDS.
Seriously, don't. I'll roll a D20 and give you cancer if you do.
That said, if you insist on having a shield, remember these things: It can only take a few hits before failing. It can only defend against either an energy weapon or a physical weapon, never both. It cannot reactivate instantly after it is disabled.

The only exception to this is magseals, but those are finicky in that you can really only broadcast a 'wall' of energy with them, sorta like the Jackal's shield in the Halo series, or a Tower shield of some sort. You can get pretty damn creative with them, but you can't make a shield that completely encompasses the body, and the bigger a magseal shield the weaker it is and the fewer hits it'll take. A tiny shield, say one that only covers the forearm, will stop a saber - one the size of a tower shield will probably be lucky to stop a few blaster bolts.... Aw, frack it. Just PM an admin if you want to do anything with a Magseal-based shield. Or PM me and get lots of ideas on how to properly use them.
 
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Deloi

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You should do something on the capabilities of a lightsaber.
 

Jiang Winters

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You should do something on the capabilities of a lightsaber.

It's a sword, not a fighter jet. What's there to understand about "Swish Swish Death?"

I'll do one. Eventually. Maybe. If there's demand.
 

Deloi

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Well mostly there are somethings typically not stated about lightsabers. Like how they are supposedly made over a period of months, or whether or not they are susceptible to emp, or full limits of their cutting capability. Like would a lone Jedi have a chance at disarming a tank's cannon's with their cut-through-anything lightsaber? Because tanks are for fighting large groups, not a lone agile penetration. These are questions that need answers!
 

Green Ranger

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Well mostly there are somethings typically not stated about lightsabers. Like how they are supposedly made over a period of months, or whether or not they are susceptible to emp, or full limits of their cutting capability. Like would a lone Jedi have a chance at disarming a tank's cannon's with their cut-through-anything lightsaber? Because tanks are for fighting large groups, not a lone agile penetration. These are questions that need answers!

They haven't been answered because they're silly questions. Whether or not a lightsaber is susceptible to EMP is dependant on how the individual Jedi built it.

As canonically EMPs were never huge in the Star Wars universe (especially after the advent of the ion blaster), most likely not. But again it's a case by case dealio.

As for the tank barrel...well, yes, a lightsaber could cut through it - a gun barrel is NOT a blast door, and even they are penetrable with time and effort.

kthnx
 

Deloi

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I'd like to point out that I can do lone agile penetration without a lightsaber quite well.

You know when you isolated that part of it, I thought it said long agonizing penetration.

Anyway, refer to the rule of cool. Everythings better with lightsabers and Jedi.
 
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Jiang Winters

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They haven't been answered because they're silly questions. Whether or not a lightsaber is susceptible to EMP is dependant on how the individual Jedi built it.

As canonically EMPs were never huge in the Star Wars universe (especially after the advent of the ion blaster), most likely not. But again it's a case by case dealio.

As for the tank barrel...well, yes, a lightsaber could cut through it - a gun barrel is NOT a blast door, and even they are penetrable with time and effort.

kthnx

BOLI used COMMON SENSE.

It's kinda effective.
 

Dread

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I'm half expecting Matt to come in here and brag about his knob bashing skills now.
 

Orphen

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I need to say a word about sniper rifles here about them not being effective, we wounded a darth with one! ^^ so hell yes they're effective. Though yes, it is very hard to kill a PC with 'anything' without admin ruling.
 

Oraicia

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....oh yes...I foresee myself using this guide in the future. Canadian don't know her guns too well. :D
 

Lupe

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I need to say a word about sniper rifles here about them not being effective, we wounded a darth with one! ^^ so hell yes they're effective. Though yes, it is very hard to kill a PC with 'anything' without admin ruling.

Ehem yes that was me:CHappy
 

Jiang Winters

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I need to say a word about sniper rifles here about them not being effective, we wounded a darth with one! ^^ so hell yes they're effective. Though yes, it is very hard to kill a PC with 'anything' without admin ruling.

I have to disagree. What you're pointing out is a single isolated incident - what I commented on is the overall effectiveness of weapons. Yes, a sniper rifle can be effective - but so can a spork, if the time and place is right. On a whole, sniper rifles are simply not effective. Fighting on this site is ordinarily too closed-ranged for them to be used to their full potential.

Though they have good stopping power, their ammunition capacity, rate of fire, and effective range combine to make them effectively useless in any situation where you're engaging targets at short to medium range. A similar situation exists in real life, where 'battle rifles', also known as DMR's, are issued to infantry units so that they have effective mid-ranged weaponry that isn't useless in CQC. [Because unlike in CoD or Battlefield, a high-power scope on a weapon is actually an extreme liability in close-quarters, and the weight and bulk of sniper rifles makes them difficult to bring to bear.]

So as a rule of thumb, sniper rifles are not effective weapons for any practical purpose. Even in real life, sniper rifles are precision tools implemented by soldiers with years of training. They are very unwieldly, difficult-to-use weapons, which trade raw firepower for pinpoint accuracy. Effective in the right hands, in terrain with long sight lines? Yes. Effective in the tight urban environments of Star Wars? Not in the slightest. Again, too big, too accurate, too overpowered for 'normal' infantry combat. Battle Rifles/Assault Rifles > Sniper Rifles
 

Deloi

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I have to disagree. What you're pointing out is a single isolated incident - what I commented on is the overall effectiveness of weapons. Yes, a sniper rifle can be effective - but so can a spork, if the time and place is right. On a whole, sniper rifles are simply not effective. Fighting on this site is ordinarily too closed-ranged for them to be used to their full potential.

Though they have good stopping power, their ammunition capacity, rate of fire, and effective range combine to make them effectively useless in any situation where you're engaging targets at short to medium range. A similar situation exists in real life, where 'battle rifles', also known as DMR's, are issued to infantry units so that they have effective mid-ranged weaponry that isn't useless in CQC. [Because unlike in CoD or Battlefield, a high-power scope on a weapon is actually an extreme liability in close-quarters, and the weight and bulk of sniper rifles makes them difficult to bring to bear.]

So as a rule of thumb, sniper rifles are not effective weapons for any practical purpose. Even in real life, sniper rifles are precision tools implemented by soldiers with years of training. They are very unwieldly, difficult-to-use weapons, which trade raw firepower for pinpoint accuracy. Effective in the right hands, in terrain with long sight lines? Yes. Effective in the tight urban environments of Star Wars? Not in the slightest. Again, too big, too accurate, too overpowered for 'normal' infantry combat. Battle Rifles/Assault Rifles > Sniper Rifles

TL;DR I call bollocks on anyone that suddenly just appears on a tower drawing a bead on my character. Nuts to that. Any other situation besides that and it wouldn't be effective in the slightest.
 
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Orphen

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i'm definatly inclined to agree with you, lugging around a 8 pound three- four foot rifle would be a pain in the ass. And yes, a battle rifle is more effective in general scenarios and circumstances. I just disagree with the ideal that the sniper rifle is generally ineffective. A basic blaster rifle will not penitrate 80% of armour characters use, as well as most of the light weapon examples. A sniper rifle, at least has the stopping power to put the lightsaber that blocks it back into the jedis' skull and the penetrating power to hew most armour, some light shields and even weak force powers.

Yeah, it's a specialised weapon, but when you're roleplaying with other people having one person take the melee path and the other paces back with a sniper rifle where accuracy and timed attacks matter. It would be increadibly effective in medium range. Though on the flipside, i think all blaster based weapons are impractical and virtually useless until you get to blaster cannons... but they're not good for entirely different reasons...

Yeah that sniper rifle thing was an isolated incident, but it was also a pretty good example of it being used right. A melee oriented fighter can't fight and win if your fighter has sniper cover. and a sniper rifle in a coridoor scenario where there's no sideways... is scary. in the end, if youre that concerned on your rifle being completely ineffective...

http://download.minitokyo.net/Samurai.Warriors.435586.jpg

battle bayonet
 

Number-75

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Well Nitro, the easiest way to fix the problem of Blasters being incapable of penetrating armor, would be a high caliber battle rifle loaded with armor piercing/defeating ammunition. I am 75% certain that nobody on this site (With the exception of a few people in power armor) is wearing armor capable of surviving one or two magazines of 7.76 AP/D rounds.

Also, call it a hunch or experience, but I'm sure a lightsaber can't actually stop a large rifle round completely anyways, especially if the rifle is firing them at full auto. I'm sure that the lightsaber is incapable of melting the bullet enough so that it would be completely harmless to the person with the lightsaber.
 
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