Sniper Rifles:
Sniper rifles are high powered rifles meant for very long range to develop a very lethal impact. Favored by Assassins, Scouts and Marksmen, sniper rifles are rare to find being sold.
Widow's Bite:
Based off the Bulor Venom Lasher weapon, the Widow's Bite is a long-range, powerful, and barely legal weapon within the Alliance. Its long barrel is adorned with spider web designs. More than one high-value target has been killed by the Widow's deadly embrace.
Credits: 6,000
Damage: 1d20
Note: Bolt Action
Magazine Size: 1 Bullet
Bullet Cost: 5 Credit Per Bullet
Critical Range: 17-20 at long and extreme range, 20 at medium range or lower
Weight: 45 lbs
Note: Extremely Long Range weapon
Pale Horse:
The Pale Horse was developed secretly by Grey Assassins to make the Widow's Bite even more deadly, the Pale Horse is a particle Sniper Rifle. Even the strongest armor might not save one against the Pale Horse.
Credits: 10000 (Can only be purchased on the Black market.
Damage: 1d20
Magazine Size: 5 Before Recharging
Magazine Cost: 1500 Credits (Can be recharged)
Critical Range: 17-20 at extreme and long-range, 20 at medium range or lower.
Weigh: 50 lbs
Note: Extremely Long Range, Damages both combat suits and armor.
Venom Lasher:
The primary weapon used by most Bulor agents, the Venom lasher's technology seems to be based around their stealth systems, and has yet to reproduced. Made of an extremely lightweight material, a compartment for automatic poison delivery, and built-in noise suppression, the Venom lasher is one of the more feared weapons.
The Venom Lasher consists of a singular barrel, with a large firing chamber and stock. Unlike most sniper rifles, the Venom Lasher is built to not be forcibly reloaded after every shot and comes with a built-in destructible unit for placement of anti-matter drive, as well as a venom delivery system.
Weight: 50 Lbs
Type: Sniper Rifle, Two-Handed
Credits: Must Be Salvaged, 3,000 credits if Bulor, 8,000 Credits if Anti-Matter Venom Lasher
Damage: 1d20
Magazine Size: 5 Shots
Magazine Cost: 50 Credits
Critical Range: 17-20 at Extreme and Long Range, 20 for Medium and lower
Note: If poison is available, it can be equipped to this weapon, and poisons the ammo storage for the entire combat duration as opposed to just one bullet.