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HCR
OUT OF CHARACTER INFORMATION
Intent: To create a new heavy weapon for future submissions and role-playing.
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PRODUCTION INFORMATION
Manufacturer: VisTech Diversified Industries, LLC
Affiliation: Closed-Market
Model: HCR-25 Heavy Combat Rifle System
Modularity: None
Production: Semi-Unique
Material(s):
TECHNICAL SPECIFICATIONS
Classification: Heavy Repeating Blaster Rifle/Flechette Launcher
Size: Heavy
Weight: Average
Ammunition Type:
- (Primary): Gas Canister
- (Secondary): Flechette Canisters
Ammunition Capacity:
- (Primary): Average; 400 Blaster Rds. -or- 50 Concussion Rds.
- (Secondary): Small; 4 Flechette Canisters
Effective Range:
- (Primary): Long-Range (Optimal: 250m; Max. Effective: 450m)
- (Secondary): Average (Optimal: 100m; Max. Effective: 250m)
Rate of Fire:
- (Primary): High; Repeating, Power Cell-Fed
- (Secondary): Low; Single-Shot, Magazine-Fed
Stopping Power:
- (Primary): Extreme
- (Secondary): Extreme
Recoil:
- (Primary): High
- (Secondary): None
SPECIAL FEATURES:
- Selector-fire Thumb Switch allows operator to change between heavy repeating blaster, concussion rounds, and flechette launcher effortlessly.
- Composite stock includes shock-absorbing gel core to mitigate recoil and improve platform performance.
- Changes to the barrel design allow multiple munitions types to be used without significant change to the rifle’s configuration or weight and size.
- Enhanced multi-optical scope and extended main barrel allows for greater accuracy and precision during sustained fire. https://starwars.fandom.com/wiki/Multi-optic_sight
- Side-mounted power cell enables improved cooling power to prevent overheating.
- Rugged design features and ease of maintenance and cleaning make the system ideally-suited for rugged and hostile environments, granting operators the durability, resilience, and versatility needed for most any situation.
- Flechette launcher provides both anti-personnel and anti-vehicle options, even able to neutralize multiple targets at closer ranges.
- Concussion ‘overcharge’ system – while depleting magazine capacity – provides operators with powerful anti-personnel/vehicle options at greater ranges, including ‘stun’ options to issue both concussion damage and localized EMP/Ion damage to neutralize enemy equipment and vehicles and to provide non-lethal crowd control measures on demand.
STRENGTHS:
- The heavy repeating blaster, when selected, can lay down a large volume of fire in a brief time and with surprising accuracy, raining blaster bolts down for suppression fire, intensified damage, or just plain letting loose an onslaught attack.
- The concussion fire, when selected, has two modes: The first launches powerful concussion rounds, which can deal significantly higher damage than regular blaster fire, while the second releases powerful EMP/Ion shockwaves which can both incapacitate but not kill one’s enemies and disable enemy equipment. Two or three such rounds can disable a small vehicle or starfighter if they can strike directly. Each concussion round uses the power of five standard rounds, and only one mode can be used per round.
- The flechette canisters, when fired, can neutralize a squad’s worth of soldiers or wreak havoc on vehicles. Able to penetrate durasteel up to centimeters, and sending out hundreds of six-sided flechettes, concentrated in a five-meter target area, making them ideally-suited for taking out armored troops and lightly-armored vehicles.
- An integrated multi-optical scope, extended main barrel, and recoil mitigation system enable greater accuracy and precision-targeting.
WEAKNESSES:
- Designed to be used as a two-handed weapon, attempting to fire the weapon single-handedly by most anyone besides large humanoids will greatly reduce the weapon’s accuracy, regardless of fire-type selected.
- Can only be used by humanoids with opposable thumbs and fingers, making it unusable by certain species with more claw or pincer-like appendages.
- Flechettes will not affect more than a five-meter area, and firing them too closely or without setting the canister’s detonation point properly, can significantly reduce effectiveness.
- Use of concussion fire, either mode, depletes the power cell/gas canister five times more quickly and can only be used in single-fire mode, to prevent overheating.
- The heavy repeating blaster mode is fully-automatic, meaning the weapon will continuously fire while the trigger is depressed. If the operator becomes too ‘caught up’ in the frenzy of battle, the operator can quickly exhaust their munitions inadvertently. Practice with this weapon is needed to effectively fire blaster rounds in single-shots or small bursts of 2-3 rounds each to prevent this scenario from becoming a reality.
- Flechette canisters cannot be easily reloaded, meaning once expended they can’t be reloaded until the operator can take shelter long enough to fully reload them.
DESCRIPTION:
Rugged and dependable, able to take terrific wear and tear, and to stand up in even the most hostile environments or conditions and still work like it just came out of the box, the HCR was designed to give operators the reliability and confidence they need to fight anywhere. With multiple fire-types, the HCR provides an awesome and lethal platform suited to even the heaviest fighting.
First, it’s a heavy repeating blaster, able to lay down a formidable and daunting flurry of blaster bolts when called upon – perfect for suppression fire or those times when one’s outnumbered and their back’s against the wall. With a little practice, one can learn to use the weapon as a single-fire or burst-fire weapon, extending the lifespan of the power cell. Regardless of how one uses the blaster option, the accuracy and precision of this weapon will surprise them, provided they use both hands that is.
Next, one can select the concussion-fire option, available in two modes. The first fires an intensely powerful blast, combining heavy energy weapon with concussive force for the perfect ‘one-two punch’ effect. Meant to strike hard against powered armor or light-to-medium-armored vehicles, the sheer stopping power of this option is nothing short of impressive. For those times when power but not lethality is called for, the second mode comes into play. Able to fire a non-lethal stun blast, with an effective radius of 5-10m, sufficient for incapacitating several enemies at once, leaving them unconscious and incapable of movement for several minutes. When fired at enemy equipment or even vehicles, the EMP/Ion burst can damage, disable, or overwhelm them, and two or three direct hits can disable a vehicle or even a starfighter within effective range.
Lastly, the HCR holds a secondary weapon altogether, capable of firing up to four flechette canisters to deliver hundreds of six-sided flechettes over a 5-meter radius, striking with enough power to penetrate through ten centimeters of durasteel. Of course, one needs to mind the range and make sure to set the detonation point of the canister properly or else risk losing some or even all of the rounds’ effectiveness.
From neutralizing enemy equipment and vehicles to crowd control to heavy fire in the midst of battle, the HCR is the perfect weapon platform. Durable and reliable, accurate and versatile, the HCR is likely the weapon of choice for many.
Each weapon comes with an adjustable synthweave bandolier, capable of holding up to eight power cells or flechette canisters, or any combination thereof up to that combined number.

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