<em>Notice: This item originally appeared in a <strong>Signs & Portents </strong>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 <strong>Star Frontiers</strong>universe. Please let me know if this inappropriate I shall remove it from this forum.</em><br /><strong>Newar Laboratories NL4 Net Gun</strong> <br /> 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. <br /> 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. <br /> 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. <br /> 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. <br /><br /><strong>Cost: 450 creds. Wt: 5.75. Mag: 1. Rof: ½. Range: -/4-14/15-24/25-34/35-40</strong> <br /><br /> <em><strong>Det-Net:</strong></em>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.<br /><br /> <strong><em>Mag-Net:</em></strong>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. <br /><br /> <strong><em>Tase-Net:</em></strong>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.
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