Wilks Laser Technologies CFT Advancements – Part 2

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13eowulf
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Wilks Laser Technologies CFT Advancements – Part 2

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Way too many years ago I posted a thread expanding the Wilks CFT line (found here: viewtopic.php?f=8&p=2566699#p2566699 ).
While I haven't posted about it in a while, I never forgot about it.
Here is the continuation.
Much of it is still a work in progress (in particular the ranges of E-8 cartridge weapons).

The Spoiler below is the original lineup, but some of it is slightly tweaked from the linked post above.
Spoiler:
Wilks Laser Technologies CFT Advancements

With the success of their CFT line of weapons Wilks has decided to expand that division. They have released several new weapons and 2 new cartridges known as the E-8 and the E-12. Most of the new weapons are shotguns, with break-action (both single & double barrel), lever action, and pump action, available in both long arm and sawed-off variants (because of the way the weapons are made, and the materials they are made from, regular “sawed off” versions are difficult if not impossible, but one bright young marketing executive came up with the idea of selling pre-sawed versions, and the idea has worked better than projected). As well there are a couple lever action rifles, available in long arm and sawed-off variants and a bolt action rifle. All are based on ancient Winchester Repeating Arms designs and are keeping in line with the old west theme. These weapons have been an enormous hit due to both the higher damage, and authentic feel that is the signature of the CFT line.
The new cartridges function in the same way as the E-6, only the technology is more refined, allowing for slightly larger and more damaging cartridges. The E-8 is slightly larger, about the size of a .308 Winchester or a 7.62 NATO round, and has a slightly increased punch, but a greatly increased range, almost double the E-6. The E-8 is for use with the new rifles. The E-12 is the size of a 12-gauge shotgun shell, which is appropriate because that is what it is modeled after. The E-12 has a greatly increased damage, but the range is on par with actual shotguns. Two unique aspects of the E-12, the first being that there are 2 firing settings, one being a regular shot, and the other being a wide beam shot that fires an expanding cone of energy that covers a 3-foot area, but reduced damage, the selector is on the round itself and must be set before it is loaded. The second unique property is that the rounds are rechargeable, able to be recharged about a dozen times before it is rendered useless, which is good in that it helps offset the initial cost of the rounds, even though at the moment recharges are only available at licensed Wilks retailers. The E-8 is currently selling for $500 per round, and the E-12 for $900, with recharges costing $50-$100 a round depending on the retailer and relative location of another recharge station.
One fact of note about the CFT shotguns is that while they are made of MD material, and normally fire the E-12 rounds, they are fully functional shotguns and can fire all 12-gauge ammunition types, unlike all the other CFT weapons.

    E-12 Cartridge Weapons

CFT Coach Gun
A break-action shotgun using the E-12 cartridge available in 3 configurations: Single barrel, side-by-side double barrel, and over-under double barrel. All are available in a "sawed-off" version.
Weight: 6.5 lbs.
Mega-Damage: 5D6 MD for the regular shot, 3D6 MD to a 3 foot area for the spread shot.
Rate of Fire: Single Shot, for the double-barrelled model can fire both barrels simultaneously at the same target, multiplying the damage accordingly.
Effective Range: 250 feet for the normal version, 100 feet for the sawed-off version. Note: Use of the spread shot reduces range by 20%.
Payload: One shell per barrel, must reload after each shot, takes an action to reload.
Cost: 9,000 credits. 7,000 credits for the sawed off version.

CFT Perfect Repeater
A pump-action shotgun using the E-12 cartridge available in regular and "sawed-off" versions.
Weight: 7.25 lbs.
Mega-Damage: 5D6 MD for the regular shot, 3D6 MD to a 3 foot area for the spread shot.
Rate of Fire: Single Shot, each pump and shot takes 1 melee action combined.
Effective Range: 300 feet for the normal version, 150 feet for the sawed-off version. Note: Use of the spread shot reduces range by 20%.
Payload: Normal: 8 round internal tube magazine, plus one in the chamber. It takes 1 melee round to reload untrained and 2 melee actions if trained. Sawed-Off: 4 rounds, plus one in the chamber.
Cost: 20,000 credits. 16,000 credits for the sawed off version.

CFT Advantage
A lever-action shotgun using the E-12 cartridge available in regular and "sawed-off" versions.
Weight:: 8 lbs.
Mega-Damage:: 5D6 MD for the regular shot, 3D6 MD to a 3 foot area for the spread shot.
Rate of Fire:: Single Shot, each shot counts as 1 melee action.
Effective Range: 280 feet for the normal version, 120 feet for the sawed-off version. Note: Use of the spread shot reduces range by 20%.
Payload: 5 round internal tube magazine, plus one in the chamber. It takes 1 melee round to reload untrained and 2 melee actions if trained. Sawed-Off: 3 rounds, plus one in the chamber.
Cost: 12,000 credits. 10,000 credits for the sawed off version.

CFT Ace in the Hole
A bolt-action shotgun using the E-12 cartridge, not available in "sawed-off" versions.
Weight: 8 lbs.
Mega-Damage: 5D6 MD for the regular shot, 3D6 MD to a 3 foot area for the spread shot.
Rate of Fire: Single shot; each shot takes 2 melee actions.
Effective Range: 1200 feet for a regular shot, 400 feet for the spread shot.
Payload: 5 round internal box magazine, plus one in the chamber. It takes 1 melee round to reload untrained and 2 melee actions if trained.
Bonuses: +2 to strike.
Cost: 22,000 credits.
Note: Uses a rudimentary version of the enhanced barrel that was refined for the Eagle Eye, range is reduced by 75% if this is damaged (such as by use of normal shotgun shells). This also does not work as efficiently with the spread shot option, resulting in the greatly reduced range for such, as listed above.

    E-8 Cartridge Weapons

CFT Badlands
A lever-action rifle using the E-8 cartridge available in regular and "sawed-off" versions.
Weight:: 6.8 lbs.
Mega-Damage: 4D6 MD.
Rate of Fire: Single Shot, each shot counts as 1 melee action.
Effective Range: 1800 feet for the normal version, 1200 feet for the sawed-off version.
Payload: 8 round internal tube magazine, plus one in the chamber. It takes 1 melee round to reload untrained and 2 melee actions if trained. Sawed-Off: 4 rounds, plus one in the chamber.
Cost: 18,000 credits. 15,000 credits for the sawed off version.

CFT Eagle Eye
A bolt-action hunting and sniper rifle using the E-8 cartridge. The specially manufactured barrel reflects and focuses the discharge resulting in a much greater effective range. This special barrel does drive up the cost of the weapon, but many a New West marksman gladly pay the cost. The special barrel is only viable for the bolt-action style of rifle, as it needs a brief cool down period between each shot, the nature of the Bolt Action provides this naturally. To cater to the marksman market even further each of the other weapon components has been crafted with long range shooting in mind, it is perfectly balanced, and a natural fit for any discerning shooter. Available in 3 models, a single-shot model, mainly designed for competition shooting (the Eagle Eye Mk I), a model with a five-round internal box magazine (the Eagle Eye Mk II) used mainly by those hunting Mega-Damage game, and a model with a ten-round internal box magazine (the Eagle Eye Mk III), preferred by those targeting prey that likes to shoot back.
Weight: 10 lbs
Mega-Damage: 4D6 MD.
Rate of Fire: Single Shot, each shot counts as 2 melee actions.
Effective Range: 4000 feet.
Payload: Eagle Eye Mk1; Single Shot only, takes 2 actions to load untrained or a single (1) action to load trained. Eagle Eye Mk2; 5-round internal box magazine, takes 1 melee round to reload untrained or 2 melee actions if trained. The Mk2 can also make use of Stripper Clips to fully reload in one melee action if trained or a half a melee round untrained (uses up half of one’s melee actions, rounded up). Eagle Eye Mk3; 10-round integral box magazine, takes 2 melee rounds to reload untrained, 3 melee actions if trained. The Mk3 can also make use of En Bloc Clips to fully reload in one melee action if trained or one melee round untrained.
Special Bonus:: Due to the care make in the manufacture of these rifles a trained shooter (those with an appropriate WP) receives a +2 to strike with this weapon. Skilled marksmen however (those with appropriate Sharpshooting or Sniper skills on top of the WP) receive a natural +2 bonus to strike on targets within 1000 ft., and a natural +3 to strike on targets beyond 1000 ft. This is a Natural Bonus to strike, added before other strike bonuses, and can result in a critical strike given the proper roll.
Cost: the Mk I goes for 30,000 credits, the Mk II for 40,000 credits, and the Mk III for 50,000 credits. Additionally empty Stripper Clips may be purchased for 2 credits each, individually, or a box of ten (10) for 15 credits, or a box of fifty (50) for 50 credits, or a box of two hundred (200) for 100 credits. Empty En Bloc Clips are 5 credits apiece, a box of twelve (12) for 45 credits, or a box of sixty (60) for 150 credits.

CFT Richard G.
This is the heaviest CFT weapon conceived of to date. Modelled after the 1881 Gatling Gun this is a 6-barrelled rotary ‘machine gun’ that uses the E-8 cartridge. In keeping with the design element, the weapon is hand cranked and has was used to be called the ‘Bruce’-style of feed system that accepted two rows of cartridges, each fed from a separate top-mounted clip. This allows for continuous fire even while reloading. This is a rather expensive and rare item, but that is not due to availability, but more to do with the fact that there are not many willing to use such a weapon. However, there are some collectors and enthusiasts who enjoy the weapon, and it has found a niche among New West ‘Borgs (and others of great strength, particularly those with more than 2 arms), and it has also enamoured several New West Techno-Wizards. While normally requiring a crew of 3 or 4 to properly use some individuals use it as a personal weapon, and with great effect. A lesser version of the technology used in the Eagle-Eye barrel is used here to help enhance the effective range, and the Gatling-style spinning multi-barrel system helps keep the weapon from overheating but must either have the barrels replaced after 2 minutes of continuous use or be given a rest for 60 seconds (in order to cool down) before resuming.
Weight: 100 lbs
[u]Mega-Damage:
4D6 MD for a single round. A burst of 6 shots (a full cycle of the multi-barrel) will inflict 4 rounds worth of damage 4D6x4), each additional cycle of the multi-barrel inflicts an additional 4D6x4 damage.
When firing at an area as opposed to a specific target a single-action cycle of the multi-barrel will cover a 10 foot area striking 4 targets with single-round damage (4D6). A half-round long burst covers a 50 foot area max (but may be reduced by the gunner to an area as small at 15 ft.) and inflicts single shot damage to up to 40 targets (half that for un-augmented solo-firing). A full round of sustained fire can cover a 100 foot area (or can be reduced by the gunner to an area a small as 20 ft.) inflicting single-shot damage to up to 80 targets (half for un-augmented solo-firing).
Rate of Fire: Being a hand-crank weapon a single shot isn’t usually used (or possible for inexperienced users), but the type and number of bursts is highly variable, particularly with a skilled gunner. The optimal rate of fire is 120 rounds per melee round (480 rounds per minute), any faster and one risks overheating early, or a misfire. Slower rates of fire can be sustained for longer before a rest or barrel replacement is needed. Firing 120 shots in a single melee round uses up all the actions of the shooter, relying on the rest of the crew to reload and help steady/aim the weapon. Firing the weapon solo, and without augmented means of reloading or sustaining fire (like having 4 arms) the maximum rate of fire is 60 shots per melee round. Firing a controlled long-burst uses half of one’s melee actions and shoots half the number of rounds as a full round of sustained fire.
For controlled single action bursts the maximum one can do is a single cycle of the multi-barrel (6 shots, for damage see above).
Effective Range: 2500 ft.
Payload: ‘Stick’-style magazines are available in 30, 50, 75, and 100 round capacities. A larger type of ‘Mushroom’ or ‘drum’ magazine is available containing 250 rounds. (Keep in mind 2 magazines can be fitted at any given time, and they need not be identical to each other).
Cost: 90,000 credits. The 30 & 50 round magazines cost 200 credits each. The 75 & 100 round magazines cost 350 credits each. The Mushroom-style magazines cost 500 credits each. Cartridges are sold separately. Replacement barrels are 300 credits each, or sold in packs of six (6) for 1,200 credits, and packs of 60 for 10,00 credits.
Note: A brand-new unit purchased directly from a Wilks/CFT licensed retailer will come with two fully loaded 50-round magazines. This offer may not exist from other retailers.

    E-6 Cartridge Weapons

CFT Pocketbook
The first of a line of Derringer handguns that use the original E-6 cartridge the Pocketbook is a single shot break-action weapon measuring less than 3 inches in length. It is excellent for self defense and is mainly marketed as such. The construction of the weapon is mainly mega-damage plastics and ceramics, which don’t transmit heat very well allowing use of the weapon bare-handed, and also reduce the weapon’s profile when scanners are being used.
Weight: 0.6 lbs.
Mega-Damage: 3D6 MD
Rate of Fire: Single shot, takes 2 melee actions to reload.
Effective Range: 50 ft. maximum, although mostly used at point-blank range.
Payload: Single round/shot (1).
Bonuses: +30% on concealment rolls, and -40% on search, sensor, or other skill rolls to find the weapon.
Cost: 200 credits.

CFT Casino
The second of a line of Derringer handguns that use the original E-6 cartridge the Casino is a double barrel break-action weapon (in an over-under configuration) measuring less than 3 inches in length. It is excellent for self defense and is mainly marketed as such. The construction of the weapon is mainly mega-damage plastics and ceramics, which don’t transmit heat very well allowing use of the weapon bare-handed, and also reduce the weapon’s profile when scanners are being used.
Weight: 1.2 lbs.
Mega-Damage: 3D6 MD for a single shot, 6D6 MD for a double blast.
Rate of Fire: Single shot or double blast, takes 3 melee actions to reload (only 2 if one is trained or has a speed loader).
Effective Range: 50 ft. maximum, although mostly used at point-blank range.
Payload: 2
Bonuses: +25% on concealment rolls, and -35% on search, sensor, or other skill rolls to find the weapon.
Cost: 400 credits. (Speed loaders are not manufactured or sold, but many third party or custom items exist).

CFT Spicebox
The third of a line of Derringer handguns that use the original E-6 cartridge the Spicebox is a 4-barrel break-action weapon (in a ‘pepper-box’ configuration) measuring approximately 3 inches in length. It is excellent for self defense and is mainly marketed as such. The construction of the weapon is mainly mega-damage plastics and ceramics, which don’t transmit heat very well allowing use of the weapon bare-handed, and also reduce the weapon’s profile when scanners are being used.
Weight: 2.4 lbs.
Mega-Damage: 3D6 MD for a single shot, 6D6 MD for a double blast, 9D6 MD for a triple blast, 12D6 MD for a quad blast.
Rate of Fire: Single shot, double blast, triple blast, or quad blast, takes 5 melee actions to reload (only 2 if one is trained or has a speed loader).
Effective Range: 60 ft. maximum, although mostly used at point-blank range.
Payload: 4
Bonuses: +20% on concealment rolls, and -30% on search, sensor, or other skill rolls to find the weapon.
Cost: 600 credits. (Speed loaders are not manufactured or sold, but many third party or custom items exist).

CFT Faithful
This lever-action rifle (available in regular and "sawed-off" versions) uses the standard E-6 cartridge.
Weight: 6.6 lbs.
Mega-Damage: 3D6 MD.
Rate of Fire: Single Shot, each shot counts as 1 melee action.
Effective Range: 600 feet.
Payload: 12 round internal tube magazine, plus one in the chamber. It takes 1 melee round to reload untrained and 2 melee actions if trained. Sawed-Off: 6 rounds, plus one in the chamber.
Cost: 19,500 credits. 17,000 credits for the sawed off version.

    Concealed Weapons

CFT Ambush
The first of a line of concealed firearms. The Ambush appears to be a normal S.D.C. survival knife but concealed inside the handle three-shot pistol that use the original E-6 cartridge. The shot fires out of an opening that runs parallel to the back of the knife blade and is triggered by a lockable lever on the knife handle. The handle of the knife opens for reloading and cleaning/maintenance. The 3 rounds are held internally, and must be reloaded by hand, a process that can take 30 seconds under ideal conditions and up to a minute in a combat situation.
Weight: 1.5 lbs.
Mega-Damage: 3D6 MD for the E-6 round.
Knife Damage: 1D6 SDC
Rate of Fire: Single shot.
Effective Range: 50 ft. maximum, although mostly used at point-blank range.
Payload: Three Rounds.
Cost: 1200 credits. Triple for a silver blade.

CFT Deuce
The second of the concealed firearms line. The Deuce is much like the Ambush, only it is a Mega-Damage Vibro-Knife. Internally, due to mechanisms needed to power the Vibro-Blade there is only a single shot pistol, using the E-6 cartridge. The shot fires out of an opening that runs parallel to the back of the knife blade and is triggered by a lockable lever on the knife handle. The handle of the knife opens for reloading and cleaning/maintenance. The single round is held internally, and must be reloaded by hand, a process that can take 8-15 seconds under ideal conditions and up to 30 seconds in a combat situation.
Weight: 1.5 lbs.
Mega-Damage: 3D6 MD for the E-6 round, and 1D6 MD for the Vibro-Blade
Rate of Fire: Single shot.
Effective Range: 50 ft. maximum, although mostly used at point-blank range.
Payload: Single round/shot (1).
Cost: 8400 credits.

CFT Woodcutter
The third in the line of concealed firearms. The Woodcutter differs from the prior two, in that it appears to be an SDC axe, and not a knife. Internally there is a mechanism for a single shot rifle, using the E-8 cartridge. The shot fires out of an opening in the bottom of the handle, requiring the axe to be held by the head to be fired. The triggering mechanism is concealed completely and is revealed by extending where the head of the axe meets the handle, through a specialized release mechanism that prevents accidental release when in use as an axe. When revealed the concealed trigger mechanism functions like a bolt-action rifle.
Weight: 7.5 lbs.
Mega-Damage: 4D6 MD for the E-8 round, and 2D6 SDC for the Axe
Rate of Fire: Single shot.
Effective Range: 800 ft. maximum, but there is a -2 to strike at ranges above 200 ft.
Payload: Single round/shot (1). Ejecting, loading, and firing an additional shot takes a full melee round for those untrained, 3 actions for those trained (those with the proper WPs), and only two actions for specialists (those with sharpshooting abilities).
Cost: 16,000 credits, 20,000 for a silver-bladed axe.
Note: While a Vibro-Axe version is in development (code-named “The Lincoln Project”) so far there has been no break-through in being able to merge both the vibro and rifle mechanisms, nor a way to safely handle the head of the axe while the vibro-field is engaged, preventing a quick change, and defeating the ‘surprise’ aspect of the weapon).


And now, without further ado...

Wilks Laser Technologies CFT Advancements – Part 2

Wilks has found their CFT line of armaments succeeding beyond expectations. Whether it is due to the idioms of those in the New West, time or dimensionally displaced peoples finding the weapons more familiar in their hands, or those simply enamoured with the (available) history and being able to embrace it, it isn’t clear. Most likely it is a combination of all the above, and more, combined with the relative cost effectiveness of the offerings compared to more modern (albeit mundane) offerings.
Regardless of why, CFT has decided to expand once more, this time branching into another period of Earth history, the early 1900s, with an indirect appeal to some in the black market, or who otherwise romanticise ‘gangsters’.

    E-6 Cartridge Weapons

CFT Chi-Town Piano
A visually distinct (some might say “famous”) submachine-gun utilizing the E-6 cartridge. Doubling down on the theme, and to cater to target audiences, the design team as eschewed using normal magazines, and only produces the circular drums shown in various media they have unearthed in their research.
Weight: 7.2 lbs.
Mega-Damage: 3D6 MD for a single shot, 1D6x10 for a 5-round burst (single action), or spraying an area with a 5-round bursts will strike 1D3 targets in a 10 foot area with single-round damage (3D6 MD) each. A 15-round burst takes 2 melee actions, and inflicts 2D6x10 damage, or spraying an area strikes 1D10 targets within a 20 foot area, or 2D6 targets within a 10 foot area, with single-round (3D6 MD) damage each (size of area must be declared before rolling).
Rate of Fire: Single shot, bursts, or full auto.
Effective Range: 400 feet.
Payload: 50-round and 100-round detachable drum magazines are available. Both are circular in shape, with the 100-round simply being larger than the 50-round, while maintaining a similar visual style so as to be recognizable no matter which drum is in use.
Cost: 18,500 credits, comes with one (1) 50-round drum. 65 credits each for additional (empty) 50-round drums, and 100 credits for each additional (empty) 100-round drums.

CFT Parabellum
A semi-automatic pistol using the E-6 cartridge. More accurately a new shell for the original CFT pistol the “Auto-Shooter”, this is designed to resemble the old Parabellum-Pistole (aka Luger P08). Functionally identical and using the same magazine, but slightly cheaper as it is a single-shot only pistol, having removed the burst feature to decrease the cost of manufacture.
Weight: 2.8 lbs.
Mega-Damage: 3D6 MD.
Rate of Fire: Single Shot, each shot counts as 1 melee action.
Effective Range: 300 feet.
Payload: 10-round magazine, when empty pop out the magazine, and slap a new one in (one melee action). It takes a full melee round to reload an empty magazine.
Cost: 5,250 credits. 20 credits for an additional (empty) 10-round magazine.

CFT Solo
An odd semi-automatic pistol using the E-6 cartridge. Unlike the CFT Parabellum, this pistol is new within and without. Differing from other semi-automatic pistols, the magazine is actually in front of the trigger guard, instead of housed within the handle. Additionally the grip of this pistol can be outfitted with a detachable stock, which can be used to better steady the weapon, improving aim.
Weight: 3.1 lbs.
Mega-Damage: 2D6+3 MD.
Rate of Fire: Single Shot, each shot counts as 1 melee action. Or automatic (can fire bursts: standard: aimed, burst, wild).
Effective Range: 300 feet.
Payload: 10-round or 20-round magazine, when empty pop out the magazine, and slap a new one in (one melee action). It takes a full melee round to reload an empty magazine.
Bonuses: When using the stock, add a +2 to strike (reduce by half if using bursts or full auto). Cannot be concealed or worn in a normal holster when stock is attached.
Cost: 8,000 credits. 20 credits for an additional (empty) 10-round magazine, 35 credits for an empty 20-round magazine (while the 10-round magazine is the same as those used in the Parabellum and the Auto-Shooter, the 20-round magazine is incompatible with either of those other pistols. A replacement stock costs 270 credits.

CFT Bean Shooter
Another submachine-gun utilizing the E-6 cartridge. Realizing that there may be a need for a counterpart to the Chi-Town Piano that wasn’t so bulky, or distinct, designers came up with this Maschinenpistole based on the Steyr-Solothurn S1-100. While not as instantly recognizable as the other offering, it retains its own uncommon feature of the magazine port being on the left side of the weapon, holding the magazine out horizontally, instead of vertically underneath.
Weight: 8.7 lbs.
Mega-Damage: 3D6 MD for a single shot, 1D6x10 for a 5-round burst (single action), or spraying an area with a 5-round bursts will strike 1D3 targets in a 10 foot area with single-round damage (3D6 MD) each. A 15-round burst takes 2 melee actions, and inflicts 2D6x10 damage, or spraying an area strikes 1D10 targets within a 20 foot area, or 2D6 targets within a 10 foot area, with single-round (3D6 MD) damage each (size of area must be declared before rolling).
Rate of Fire: Single shot, bursts, or full auto.
Effective Range: 400 feet.
Payload: 20-round and 32-round magazines are available.
Cost: 17,000 credits, comes with one (1) 32-round magazine. 35 credits each for additional (empty) 20-round magazine, and 45 credits for each additional (empty) 32-round magazine. The 20-round magazines are the same as those used in the Solo, but the 32-round magazine is too heavy to be used with the Solo.

CFT Inspector
A six shot revolver using the E-6 cartridge. Playing up to the new trope, CFT designers returned to their roots with a new revolver. Available in two versions, the CFT Inspector I is a ‘normal’ sized revolver while the CFT Inspector II is a much shorter (and smaller) version, sometimes called the Inspector Special.
Weight: 2 lbs.
Mega-Damage: 2D6+3 MD.
Rate of Fire: Single Shot, each shot counts as 1 melee action.
Effective Range: 400 feet.
Payload: 6-shot revolver, it takes one melee round (15 seconds) to reload, unless a Gunslinger, Lawman, Gunfighter, or Bounty Hunter O.C.C., in which case it takes half a melee round and uses up half the character's attacks that (or the next) melee round. Speed loaders are available and allow reloading to take only a single melee action if trained, or half a melee round if untrained.
Cost: 4,500 credits. 2 credits for a speed loader.

    E-8 Cartridge Weapons

CFT Straight Shooter
This is a variation of the Eagle Eye sniper rifle, made without the specialized barrel. Still a bolt-action rifle using the E-8 cartridge, and similarly available in three models (the Straight Shooter Mk I, Straight Shooter Mk II, and Straight Shooter Mk III). The lack of the Eagle Eye’s specialty barrel does greatly reduce the range of this weapon, however it does allow one to have a greatly increased rate of fire over its sharpshooter focused predecessor. Further a more standardized manufacturing process also removes the special bonuses that Eagle Eye users benefitted from.
Weight: 8 lbs
Mega-Damage: 4D6 MD.
Rate of Fire: Single Shot, each shot counts as 1 melee action.
Effective Range: 2100 feet.
Payload: Straight Shooter Mk1; Single Shot only, takes 2 actions to load untrained or a single (1) action to load trained. Straight Shooter Mk2; 5-round internal box magazine, takes 1 melee round to reload untrained or 2 melee actions if trained. The Mk2 can also make use of Stripper Clips to fully reload in one melee action if trained or a half a melee round untrained (uses up half of one’s melee actions, rounded up). Straight Shooter Mk3; 10-round integral box magazine, takes 2 melee rounds to reload untrained, 3 melee actions if trained. The Mk3 can also make use of En Bloc Clips to fully reload in one melee action if trained or one melee round untrained.
Cost: the Mk I goes for 23,000 credits, the Mk II for 31,000 credits, and the Mk III for 39,000 credits. Additionally empty Stripper Clips may be purchased for 2 credits each, individually, or a box of ten (10) for 15 credits, or a box of fifty (50) for 50 credits, or a box of two hundred (200) for 100 credits. Empty En Bloc Clips are 5 credits apiece, a box of twelve (12) for 45 credits, or a box of sixty (60) for 150 credits.

CFT Equalizer
Straying furthest from the original design concepts, we have this ‘machine gun’ that uses the E-8 cartridge. While far from the original idea of “old west” style designers pushing this new “prohibition era” line opted again to adapt a weapon with an uncommon aspect making it visually distinct. In this case it is the top-mounted circular pan magazine, reminiscent of the Lewis Gun (with similarities to the Bren Gun if the cooling sleeve is removed, and the stick magazine is used). As before with a weapon of this type, a lesser version of the technology used in the Eagle-Eye barrel is used here to help enhance the effective range. This time though, design inspiration included function, not just form, and cooling sleeve for the barrel was developed to allow sustained high rates of fire.
Weight: 25 lbs
Mega-Damage: 4D6 MD for a single round. A burst of 7 shots (a full cycle of the multi-barrel) will inflict 5 rounds worth of damage 4D6x5 or 2D6x10).
When firing at an area as opposed to a specific target a single-action cycle of the multi-barrel will cover a 10 foot area striking 5 targets with single-round damage (4D6).
A short burst (using two melee rounds) uses 15 shots and inflicts 4D6x10 damage, or can cover up to a 20 foot area, striking up to 10 targets with single-round damage (4D6).
Rate of Fire: Single shot, bursts, and full auto.
Effective Range: 2500 ft.
Payload: Circular Pan Magazines available in 56-round, 112-round, and 168-round sizes. There is also a 35-round stick style magazine that was made available, it attached to the top of the weapon vertically and fed downwards, causing some sightline issues (but precision shooting was not a consideration when this was developed). This 35-round magazine is also compatible with the Richard G, while the 30-round and 50-round stick magazines of the Richard G are compatible with the Equalizer here. The other Richard G magazines and Drums are not compatible due to size and weight distribution.
Cost: 75,000 credits. An empty 56-round Pan Magazine costs 225 credits, a 112-round magazine (empty) costs 350 credits, and a 168-round magazines comes it at 475 credits for an empty additional magazine. The 35-round (empty) stick magazines are 200 credits each. Replacement barrels are 375 credits each. A replacement cooling sleeve is 500 credits.
Note: If the cooling sleeve is removed the weapon will overheat after one (1) minute of continuous use and must either be replaced or allowed to rest for 2 melee rounds (30 seconds).
Bonus: The Equalizer comes with an attached bipod, that can be mounted on the cooling sleeve, or on the weapon itself if the sleeve is removed. Using the bipod removes any penalties from firing wild if trained with the weapon (or reduces them by half if untrained).

    Miscellaneous

CFT Flashpoint
A recent development has seen the Wilks CFT team appropriate an idea from the secondary market (more about that later), and start producing a line of cheap arrowheads that they have named Flashpoints. These are cheap casings that an E-6 cartridge can be inserted, and then will discharge on impact (also resulting in the destruction of the arrow or bolt).
Weight: Negligible
Damage: 2D6+3 Mega Damage
Rate of Fire: Per user’s ability with the bow or crossbow.
Effective Range: Reduce range of the bow or crossbow by 15% when using these arrowheads.
Payload: One E-6 cartridge per arrowhead.
Cost: 5 credits each, a box of six for 24 credits, a box of 48 for 144 credits, or a case of 96 for 240 credits.



    Change Log
EDIT: 23-03-2023 - updated Equalizer description, added bonus section

EDIT: 23-03-2023 - Added CFT Flashpoint

EDIT: 26-03-2023 - Added Wilks Laser Technologies CFT Cartridges & The Secondary Market
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Re: Wilks Laser Technologies CFT Advancements – Part 2

Unread post by taalismn »

Color me impressed; we rarely see fresh Wilks stuff here. :D
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Re: Wilks Laser Technologies CFT Advancements – Part 2

Unread post by Orin J. »

interesting stuff, i always did like the concept of the CTF rounds (if thought them doomed to obscurity) but i gotta ask- why make the shotgun rounds rechargable?

also i'd like to see the availability you envisioned for them- i have a bit of trouble imagining the CS is going to tolerate anything capable of doing 100 MDC in a single burst anywhere in their control, even if it is charmingly named after chi-town.
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Re: Wilks Laser Technologies CFT Advancements – Part 2

Unread post by 13eowulf »

Orin J. wrote:interesting stuff, i always did like the concept of the CTF rounds (if thought them doomed to obscurity) but i gotta ask- why make the shotgun rounds rechargable?

To emulate the idea of reusing shells, I remember reading some books in high school about Vietnam, and an account of shotgun users picking up their shells to repack them due to availability or some such, and in my research into another project (not posted here) it seems reusing shells is a real thing even today. So to me while this is an evolution of sorts of the shotgun, for the budget minded who might need to reuse shells that are partially the target demograph for CFT, it seemed like a way to represent that in this sci fi iteration, as opposed to the idea shells are lost/destroyed on use.
TLDR: Thematic representation of an aspect of real world shotgun usage not often represented in game.

Orin J. wrote:also i'd like to see the availability you envisioned for them- i have a bit of trouble imagining the CS is going to tolerate anything capable of doing 100 MDC in a single burst anywhere in their control, even if it is charmingly named after chi-town.

This new batch of "Prohibition Era" arms is, well, new (in-universe as well as in reality), but the market is far more niche than New West. I hadn't considered more than that to be honest.
It is worth noting though that the normal Wilks line has a laser pulse cannon that does 3d4x10 damage in a single melee attack (Merc Ops, pg 104), so in a way, in for a penny in for a pound?
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Re: Wilks Laser Technologies CFT Advancements – Part 2

Unread post by 13eowulf »

taalismn wrote:Color me impressed; we rarely see fresh Wilks stuff here. :D


Thank you kindly.
Hopefully more to come (in addition to today's... additions).
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Re: Wilks Laser Technologies CFT Advancements – Part 2

Unread post by 13eowulf »

And now another item, more mundane, but different, and more to come on the secondary market later.

CFT Flashpoint
A recent development has seen the Wilks CFT team appropriate an idea from the secondary market (more about that later), and start producing a line of cheap arrowheads that they have named Flashpoints. These are cheap casings that an E-6 cartridge can be inserted, and then will discharge on impact (also resulting in the destruction of the arrow or bolt).
Weight: Negligible
Damage: 2D6+3 Mega Damage
Rate of Fire: Per user’s ability with the bow or crossbow.
Effective Range: Reduce range of the bow or crossbow by 15% when using these arrowheads.
Payload: One E-6 cartridge per arrowhead.
Cost: 5 credits each, a box of six for 24 credits, a box of 48 for 144 credits, or a case of 96 for 240 credits.
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Re: Wilks Laser Technologies CFT Advancements – Part 2

Unread post by Killer Cyborg »

13eowulf wrote:And now another item, more mundane, but different, and more to come on the secondary market later.

CFT Flashpoint
A recent development has seen the Wilks CFT team appropriate an idea from the secondary market (more about that later), and start producing a line of cheap arrowheads that they have named Flashpoints. These are cheap casings that an E-6 cartridge can be inserted, and then will discharge on impact (also resulting in the destruction of the arrow or bolt).
Weight: Negligible
Damage: 2D6+3 Mega Damage
Rate of Fire: Per user’s ability with the bow or crossbow.
Effective Range: Reduce range of the bow or crossbow by 15% when using these arrowheads.
Payload: One E-6 cartridge per arrowhead.
Cost: 5 credits each, a box of six for 24 credits, a box of 48 for 144 credits, or a case of 96 for 240 credits.


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Re: Wilks Laser Technologies CFT Advancements – Part 2

Unread post by 13eowulf »

To keep the momentum going, a much less polished work in progress than the above:

Wilks Laser Technologies CFT Cartridges & The Secondary Market

One of the factors of success of the CFT Experimental Weapons and Cartridges is their budgetary nature. Comparatively inexpensive weapons, low learning curve, and the ability to budget ammunition, both in use and purchase.

Well, those who are, by nature or need, budgetarily minded will find budget solutions to budget problems. Furthermore, that nature can also attract the interest of enthusiasts and tinkerers, for amusement and/or experimentation.

Some of their results may be surprising, others, not so much.

Shockingly (I’m sure) Wilks has done and continues to do everything in their power to discourage, censor, discredit, and/or remove such information when they learn of it, or when individuals try and share it widely.

One such discovery is regarding the E-12 cartridge. It has been found that while it will pretty much destroy conventional shotguns, Mega-Damage shotguns that can make use of Mega-Damage Plasma shells can fire E-12 cartridges with relative ease (dealing 5D6 M.D. with an average range of 200 feet, or 3D6 M.D. and ranging 75 feet for the spread shot). Additionally, the E-12 cartridges function without penalty with the Northern Gun line of Bangstick weapons and Combat Hammers.

Many a shotgun enthusiast has also found that they have been able to modify an empty shell to load in a single E-6 or E-8 cartridge, and fire it from the same Mega-Damage shotguns, without damaging the shotgun. E-6 cartridges fired this way inflict 2D6 M.D. damage and have a range of about 150 feet, E-8 cartridges will inflict 3D6 M.D. damage, and have an average range of about 300 feet. (Note: When customizing a shell, a successful skill roll using the Field Armorer or Weapons Engineer skills will result in a functional shell. A failed skill roll means the shell just does not fire, unless a 100 is rolled, in which case the shell will explode, dealing double damage to the shooter, and destroying the weapon when it is attempted to be fired.).

One secondary market accessory that has become quite popular is an arrowhead made of inexpensive materials that can house and E-6 cartridge and discharge it on impact. Dubbed “Sparks” they are a relatively cheap method of giving an archer the ability to inflict Mega-Damage. Unfortunately the range when using these arrowheads is reduced by 15%-25%, with the quality of the available arrowhead being inconsistent based on source, but at 4-6 credits apiece (not including the E-6 cartridge) there is a small but growing market with professional quality manufacturing, instead of mere homemade options. Manufactured arrowheads are usually plastic, but some light ceramics have been showing up as well, while homemade ones have been made with plastic, ceramics, rubber, wood, or event paper mâché, with a small metal bit to act as a firing pin. (Note: Any skill that allows one to craft arrows can be used to make these arrowheads, albeit with a -15% penalty. This penalty can be negated if one possesses W.P. Pistol, Revolver, or Handgun. Those with the Field Armorer skill or the Weapons Engineer skill can also produce these arrowheads with a successful skill roll, though Field Armorer has a -15% penalty unless an archery related W.P. is known.).

This idea has been so popular that Wilks has appropriated it as their own, and started selling “Flashpoint” arrowheads that are essentially the same.

While this concept may seem like it should have been discovered sooner, most M.D. munitions are too heavy to function as an arrowhead, or have properties that are incompatible with the idea of an impact discharge. While Naruni Plasma Cartridges may be a reliable substitute for the E-6, they were too scarce and expensive to be the source for such tinkering (though now that these arrowheads exist, more than a few have made the connection to the alien munitions).

A most interesting development is a combination of the two discoveries above, lovingly dubbed “BangSpears”. And it is as simple as it sounds, essentially a BangStick, either modified or homemade to be a bit more aerodynamic than a commercial BangStick, loaded with an E-12 cartridge (or even an E-8 in some homemade models), and thrown at a target. Both the NG-B10 and NG-B30 (Rifts: Northern Gun 1, pg. 206-207) are used as basic models (with the latter sometimes being split in half for double production), and inserted into or otherwise bonded with a larger shaft to make a BangSpear, or sometimes just having a shaft molded around them. While it is possible to through a Bang-Stick as-is, they are not designed for such. (Skill Note: Similar to the arrowheads above, any skill that allows one to craft spears can be used to craft a BangSpear, no penalty if crafting around a BangStick, but -15% if wholly making one from scratch. This penalty can be negated if one knows the Shotgun W.P. The Field Armorer skill or Weapons Engineer skill can also be used to produce a BangSpear without penalty.). One advantage BangSpears have over Sparks (or Flashpoints) above is that they are not destroyed on impact, if made from a Bangstick, or other Mega-Damage materials (though many disposable ones are made from SDC materials, or improvised from such, and these do not survive impact). Though once the spears were made, it was not much of a leap to launching mechanisms instead of throwing them, and even launching them in bushels/bundles. Makeshift Ballistas, or even properly made ones, have suddenly made the wilds of Rifts Earth just that much more dangerous, with the potential for these quite bolts possibly lurking unseen.

BangSpear (Makeshift/Homemade/Crafted)
A spear with the tip replaced by a small barrel into which a shotgun shell (M.D. or S.D.C.) can be inserted, and will discharge on impact, dealing its damage to what it hits. A modification (or evolution) of the BangStick, though some versions are not reusable, with S.D.C BangSticks being single use only (destroyed on impact).
Weight: 3-8 lbs on average, depending on material used and size.
Length: 2-12 feet, sometimes even longer for larger sized beings, or when used with a launching mechanism (like a ballista).
Damage: Per Shotgun Shell (In the case of E-12 cartridges 5D6 M.D., the spread shot setting would be ineffective so would not be used, barring user error).
Rate of Fire: Most beings can only throw one spear at a time, but some may have the ability to throw two or more, or some launchers may be able to launcher more than one at a time.
Effective Range: By User Ability (Be that a W.P., inherent strength, or other means), or by launcher (ballista, etc.).
Payload: One Shotgun Shell per spear (barring custom orders).
Cost: Highly variable, a skilled weapon smith may be able to make one with only a few credits worth of material, often obtained for free from the wild, or scrounging. Others can cost several thousand credits to make, particularly if buying a commercial BangStick to modify. Craftsmanship will also play a role in price for those being sold, privately or commercially.
Penalties: Makeshift, most homemade, or rudimentary BangSpears are not that aerodynamic (nor are ones where the crafting skill roll was borderline at best). These Bangspears have their potential range reduced and/or carry a -1 to -3 penalty on the strike roll (per available crafting mechanics; quick penalties for makeshift BangSpears, or just using a BangStick as a spear without modification, is -20% on potential range, and -2 to strike).
Bonuses: On the other hand, well made or professionally crafted BangSpears are at least as aerodynamic as regular spears, and carry no penalty. Master Crafted BangSpears (per available crafting mechanics) may even carry bonuses. Though these will see the cost to purchase multiplied many times (again, per available crafting mechanics).


*Placeholder for potential after-market conversion kits*

*Placeholder for potential Black Market knock-off information*
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