Star Wars Roleplay: Chaos

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Approved Tech Dawn Hammer

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  • Intent: To sub a weapon for production and sale by Locke and Key Mechanics
  • Image Source: Ironman 2
  • Canon Link: N/a
  • Permissions: N/a
  • Primary Source:
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  • Manufacturer: Locke and Key Mechanics
  • Affiliation: Closed-Market (Any character can use this if they have explicit permission through, for example, a marketplace purchase)
  • Model: Dawn Hammer
  • Modularity: No
  • Production: Limited (Only one small group of characters. IE: A Single Minor Faction, Company, or Group within a faction.)
  • Material: Capacitors, Electronics, Alusteel
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  • Classification: Maser
  • Size: Small
  • Weight: Average
  • Ammunition Type: Power cell
  • Ammunition Capacity: Average
  • Effective Range: Personal
  • Rate of Fire: Low
  • Stopping Power: Extreme
  • Recoil: Average
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  • Versatile: Can be attached to weapon rails, be used as part of a suit of armour or a cybernetic implant.
  • Hydra: The Dawn Hammer’s shots have multiple forms of damage, each shot providing both thermal and kinetic damage. Upon impact with metallic armours, the Dawn Hammer also generates an electric charge that could damage unshielded electronics or organics.
  • Stun mode: The Dawn Hammer can switch to an alternate form of radiation, using an alternate form of EM radiation to incapacitate a target.
  • Burn mode: By ramping up the power of the Microwave radiation contained in the beam the Dawn Hammer can burn its targets increasing the heat damage at the cost of the kinetic impact.
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  • Modular use: The Dawn Hammer is a small weapon that can be connected to the rail attachment that can be found on most rifles, built into a suit of armour or a set of cybernetics.
  • Variable modes: The Dawn Hammer has multiple different attack profiles, the standard maser profile, using a tight beam of microwaves to provide kinetic, thermal and even electrical damage. The Dawn Hammer can also use a stun mode which uses the radiation to affect a target’s neurological patterns and knock them out. The final mode of the Dawn Hammer transfers more energy into the microwaves, focusing on the thermal damage into a burn type attack.
  • Damage: Although short-ranged the Dawn Hammer packs a punch, the technology behind the weapon considerably more powerful than the standard blaster technology commonly used throughout the galaxy.
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  • Short Range: Although powerful the maser technology has a short-range, unable to even match a basic blaster.
  • Not Often: Due to the small size of the Dawn Hammer the capacitors in the weapon are smaller and unable to hold as much charge. This means the weapon takes longer to charge up resulting in a lower rate of fire.
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Blaster technology was a staple throughout the galaxy, Locke and Key mechanics themselves had used the same technology in many of the products in their catalogue. With the Dawn Hammer though, they wanted something different, a technology that would give an advantage to the user.​
The engineers knew they wanted something that would be unusual as they scoured the databases available to Locke and Key Mechanics, and in the Chiss Charric they found what they were looking for.​
Ostensibly a close-range weapon the charric was everything they could want, multiple forms of damage in a single energy beam, combining thermal damage, with kinetic and even electrical energy. A truly terrifying weapon to add to the Locke and Key arsenal.​
However, the engineers, being who they were, couldn’t just leave the weapon as it was in the history books, they had to adjust it, improve the existing technology. Adding variable modes to the beam, from a stun mode targetting neural patterns to a beam with more focus given to the heat element of the beam.​
 
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