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RFC:APW-11 "Falcon" Combat Rifle and Cartel


esampson

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Based on some of the feedback from my earlier posting as well as finishing reading the Champions Universe book I've gone through and made a few modification to the backstory of Cartel. I've also got another gun to present, one which is designed around Blasts rather than Killing Attacks as it feels that most Champions weapon design for agents is based around Blasts.

 

As always comments about the OCV bonuses, damage, costs, Cartel's history, and even if this seems to be the wrong genre are greatly appreciated.

 

Cartel:

 

A more recent addition to the world of supercrime Cartel is a conglomeration of research laboratories, scientists, manufacturing facilities, and business men motivated by a simple goal; profit. To be more specific Cartel is interested in the profits that can be made from the current situation created by supercriminals and the heroes who try to stop them. Founded by an ARGENT executive who became disgrunled after ARGENT's attempt to seize Guamanga in 1994 Cartel initially concerning itself with the manufacture of arms and armaments for various villains. Over time they slowly branched out into additional profit producing fields such as pharmaceutical and genetic enhancement, laundering of money, acting as a clearing house, broker, and arbitrator for super-villains interested in contacting and working with other villains, and later functioning very much like a bank for super-criminals to store their loot.

 

In the most recent years Cartel has further expanded their operations to providing assistance in the form of armed and armored agents, training of henchmen, logistical planning, and super-human support in the form of Cartel's own super-human 'associates'.

 

Cartel maintains an uneasy relationship with the various criminal organizations in the world. Their primary opposition comes in the form of ARGENT who views Cartel as a renegade splinter and competitor comprised largely of 'bean counters'. Cartel on the other hand views ARGENT as largely a bunch of inept egghead competitors with delusions of grandeur who have forgotten how to pay attention to the bottom line.

 

Cartel's relationship with VIPER on the other hand is largely non-existent. With Cartel's primary focus on making money rather than the acquisition of power VIPER does not view Cartel as any form of real competitor or threat. On the other hand VIPER's reliance largely on their own technology and unwillingness to sell that technology to others places them in the position of being viewed neither as a client nor competitor by Cartel. There is some occasional jostling between the two organizations over issues such as Cartel's assistance of people in possession of stolen VIPER technologies but by and large the two organizations tend to take a 'live and let live' approach with one another.

 

Likewise Cartel has almost no contact whatsoever with DEMON or much of the rest of the mystical world. Small scale experimentation is occasionally conducted but Cartel tends to find the results unpredictable and difficult to turn into a revenue stream. As a result almost all of Cartel's operations with the mystic world consist of the rental of agents to certain supernatural villains who need to commit some form of mundane crime and who lack the resources to raise servitors of their own.

 

APW-11 "Falcon" Combat Rifle:

 

In many ways the gold standard for firearms in the post-superhuman world. Created in 2011 and based off the design of the more conventional ACW-10 "Talon" Combat Rifle by one of Cartel's various arms manufacturing companies as something of a showpiece weapon the Falcon is too expensive for wide scale military deployment but sees a great deal of use in smaller scale. It is the standard firearm of most Cartel combat agents as well as enjoying a high degree of popularity among the various support personnel of quite a few criminal enterprises. Of course all weapons that are used illegally arrive on the street after being 'stolen' from the manufacturer in order to keep the company's hands clean. As a result the Falcon is also deployed by the MARS units in many major cities, often being sold at a discount as escalating the power available to superhuman response units increases the demand from criminal organizations for Cartel's services.

 

Composed of high tech polymers and alloys the Falcon is a light weight particle weapon capable of firing three round bursts of charged plasma. The clip of the Falcon holds 30 rounds in the form of a high-discharge chemical electro-pulse generators and includes built in sensors capable of monitoring the amount of ammunition remaining in the magazine and passing the data along to the optional Advanced Combat Electronic Sight (ACES). Typical load out for most consist of 4 magazines.

 

Beneath the barrel of the gun is a specialized launcher. The launcher utilizes a cylinder capable of holding 6 specialized 40mm shells. Controls on the side of the launcher enable the user to quickly fire whichever of the shells they so desire.

 

[TABLE=class: grid, width: 100%]

[TR]

[TD]Cost[/TD]

[TD]POWERS[/TD]

[TD]END[/TD]

[/TR]

[TR]

[TD=align: right]35[/TD]

[TD]APW-11 "Falcon" Combat Rifle: Multipower, 71-point reserve, (71 Active Points); all slots OAF (Rifle; -1)[/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]3f[/TD]

[TD]1) Autofire: Blast 8d6, Autofire (3 shots; +1/4) (70 Active Points); OAF (Rifle; -1), 4 clips of 30 Charges (+1/2)[/TD]

[TD=align: right][30][/TD]

[/TR]

[TR]

[TD=align: right]1f[/TD]

[TD]2) Rifle-butt Club: HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (Rifle; -1), Hand-To-Hand Attack (-1/4)[/TD]

[TD=align: right]0[/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]Inherent Accuracy: +1 OCV with autofire attacks (3 Active Points); OAF (Rifle; -1) +2 range with autofire attacks (4 Active Points); OAF (Rifle; -1)[/TD]

[TD=align: right]0[/TD]

[/TR]

[/TABLE]

 

Like the Talon the Falcon has a variety of grenades which it can fire. While several of the grenades can be fired by either launcher slight differences between the two mean that not all grenades are fully compatible between them.

 

[TABLE=class: grid, width: 100%]

[TR]

[TD]Cost[/TD]

[TD]POWERS[/TD]

[TD]END[/TD]

[/TR]

[TR]

[TD=align: right]2f[/TD]

[TD]Concussion Grenade: Blast 9d6, Area Of Effect (20m Radius Explosion; +1/2) (67 Active Points); OAF (Rifle; -1), 1-6 Charges (-3/4)[/TD]

[TD=align: right][1-6][/TD]

[/TR]

[TR]

[TD=align: right]1f[/TD]

[TD]Flashbang Grenade: Sight and Hearing Groups Flash 6d6, Area Of Effect (14m Radius Explosion; +1/4) (44 Active Points); 1-4 Charges (-1), OAF (Rifle; -1)[/TD]

[TD=align: right][1-4][/TD]

[/TR]

[TR]

[TD=align: right]2f[/TD]

[TD]Flashbang Grenade: Sight and Hearing Groups Flash 6d6, Area Of Effect (14m Radius Explosion; +1/4) (44 Active Points); OAF (Rifle; -1), 5-6 Charges (-3/4)[/TD]

[TD=align: right][5-6][/TD]

[/TR]

[TR]

[TD=align: right]2f[/TD]

[TD]Smoke Grenade: Darkness to Sight Group 14m radius (70 Active Points); OAF (Rifle; -1), 1-3 Continuing Charges lasting 1 Turn each (-3/4), Limited Power (Doesn't block IR perception; -0)[/TD]

[TD=align: right][1-3 cc][/TD]

[/TR]

[TR]

[TD=align: right]3f[/TD]

[TD]Smoke Grenade: Darkness to Sight Group 14m radius (70 Active Points); OAF (Rifle; -1), 4-6 Continuing Charges lasting 1 Turn each (-1/4), Limited Power (Doesn't block IR perception; -0)[/TD]

[TD=align: right][4-6 cc][/TD]

[/TR]

[TR]

[TD=align: right]2f[/TD]

[TD]Shaped Concussion Charge: Blast 7d6, Armor Piercing (+1/4) (44 Active Points); OAF (Rifle; -1), 1-6 Charges (-3/4)Blast 3d6, Area Of Effect (8m Radius Explosion; +1/4), Armor Piercing (+1/4) (22 Active Points); OAF (Rifle; -1), 1-6 Charges (-3/4), Limited Power Armor piercing only works on target directly hit by the attack and not against targets simply caught within the explosion. (-0)[/TD]

[TD=align: right][1-6][/TD]

[/TR]

[TR]

[TD=align: right]1f[/TD]

[TD]Shockwave Blast: Blast 14d6 (70 Active Points); 1 Charge (-2), OAF (Rifle; -1), Reduced By Range (-1/4), Reduced Penetration (-1/4)[/TD]

[TD=align: right][1][/TD]

[/TR]

[TR]

[TD=align: right]2f[/TD]

[TD]Shockwave Blast: Blast 14d6 (70 Active Points); OAF (Rifle; -1), 2-6 Charges (-3/4), Reduced By Range (-1/4), Reduced Penetration (-1/4)[/TD]

[TD=align: right][2-6][/TD]

[/TR]

[/TABLE]

 

The Falcon is also capable of using the same sights as the ACW-10 "Talon".

 

[TABLE=class: grid, width: 100%]

[TR]

[TD]Cost[/TD]

[TD]POWERS[/TD]

[TD]END[/TD]

[/TR]

[TR]

[TD=align: right]2[/TD]

[TD]Laser Sight: +1 OCV with all rifle attacks (3 Active Points); OAF (Rifle; -1), Limited Power Only out to 125m (-0) +1 range with rifle attacks (2 Active Points); OAF (Rifle; -1), Limited Power Only out to 125m (-0)[/TD]

[TD=align: right]0[/TD]

[/TR]

[TR]

[TD=align: right]2[/TD]

[TD]ACES (Advanced Combat Electronic Sight): +1 OCV with all rifle attacks (3 Active Points); OAF (Rifle; -1), Limited Power: Only when shooter braces and/or sets (-1) +2 range with rifle attacks (4 Active Points); OAF (Rifle; -1), Limited Power: Only when shooter braces and/or sets (-1)[/TD]

[TD=align: right]0[/TD]

[/TR]

[/TABLE]

 

Because the slots represent things that might possibly be carried rather than what is absolutely carried the final cost of the gun can vary depending upon its configuration. As an example:

 

[TABLE=class: grid, width: 100%]

[TR]

[TD]Cost[/TD]

[TD]POWERS[/TD]

[TD]END[/TD]

[/TR]

[TR]

[TD=align: right]35[/TD]

[TD]APW-11 "Falcon" Combat Rifle - Standard Loadout: Multipower, 71-point reserve, (71 Active Points); all slots OAF (Rifle; -1)[/TD]

[TD=align: right][/TD]

[/TR]

[TR]

[TD=align: right]3f[/TD]

[TD]1) Autofire: Blast 8d6, Autofire (3 shots; +1/4) (70 Active Points); OAF (Rifle; -1), 4 clips of 30 Charges (+1/2)[/TD]

[TD=align: right][30][/TD]

[/TR]

[TR]

[TD=align: right]1f[/TD]

[TD]2) Rifle-butt Club: HA +3d6, Reduced Endurance (0 END; +1/2) (22 Active Points); OAF (Rifle; -1), Hand-To-Hand Attack (-1/4)[/TD]

[TD=align: right]0[/TD]

[/TR]

[TR]

[TD=align: right]2f[/TD]

[TD]3) Concussion Grenade: Blast 9d6, Area Of Effect (20m Radius Explosion; +1/2) (67 Active Points); 2 Charges (-1 1/2), OAF (Rifle; -1)[/TD]

[TD=align: right][2][/TD]

[/TR]

[TR]

[TD=align: right]1f[/TD]

[TD]4) Flashbang Grenade: Sight and Hearing Groups Flash 6d6, Area Of Effect (14m Radius Explosion; +1/4) (44 Active Points); 1 Charge (-2), OAF (Rifle; -1)[/TD]

[TD=align: right][1][/TD]

[/TR]

[TR]

[TD=align: right]2f[/TD]

[TD]5) Smoke Grenade: Darkness to Sight Group 14m radius (70 Active Points); 1 Continuing Charge lasting 1 Turn (-1 1/4), OAF (Rifle; -1), Limited Power (Doesn't block IR perception; -0)[/TD]

[TD=align: right][1 cc][/TD]

[/TR]

[TR]

[TD=align: right]2f[/TD]

[TD]6) Shaped Concussion Charge: Blast 7d6, Armor Piercing (+1/4) (44 Active Points); 2 Charges (-1 1/2), OAF (Rifle; -1)Blast 3d6, Area Of Effect (8m Radius Explosion; +1/4), Armor Piercing (+1/4) (22 Active Points); 2 Charges (-1 1/2), OAF (Rifle; -1), Limited Power Armor piercing only works on target directly hit by the attack and not against targets simply caught within the explosion. (-0)[/TD]

[TD=align: right][2][/TD]

[/TR]

[TR]

[TD=align: right]3[/TD]

[TD]Inherent Accuracy: +1 OCV with autofire attacks (3 Active Points); OAF (Rifle; -1) +2 range with autofire attacks (4 Active Points); OAF (Rifle; -1)[/TD]

[TD=align: right]0[/TD]

[/TR]

[TR]

[TD=align: right]2[/TD]

[TD]Laser Sight: +1 OCV with all rifle attacks (3 Active Points); OAF (Rifle; -1), Limited Power Only out to 125m (-0) +1 range with rifle attacks (2 Active Points); OAF (Rifle; -1), Limited Power Only out to 125m (-0)[/TD]

[TD=align: right]0[/TD]

[/TR]

[/TABLE]

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