Star Wars Roleplay: Chaos

Register a free account today to become a member! Once signed in, you'll be able to participate on this site by adding your own topics and posts, as well as connect with other members through your own private inbox!

M-18 "Pit Viper"

Status
Not open for further replies.
felipe-ribeiro-cam1-render-shaded.jpg
OUT OF CHARACTER INFORMATION
  • Intent: To create a heavy pistol based on Mass Driver/Railgun tech
  • Image Source: Gallery
  • Canon Link: None
  • Permissions: None
  • Primary Source: None
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Class-D Disruptor/Verpine Shatter Pistol
  • Size: Large
  • Weight: Heavy
  • Ammunition Type: Power-Cell Gas-Cannister Cylinders/Specialty Verpine Shatter Dart (10mm x 40mm darts) - Power Cell Combos (see list)
    • Armor Piercing Fin Stabilized Discard Sabot Rounds - Your Armor Piercing Ammo meant to go through everything, including tanks
    • White Phosphorus Rounds - When things absolutely must be set on fire
    • Armor Piercing Ballistic Capped High Explosive - A little less armor piercing but with some extra oomph to do more damage to the squishies
    • Tazer Rounds - Because who doesn't love seeing a poor sod get the absolute crap zapped out of them while making sure they don't die
  • Ammunition Capacity: Small - 20 rounds/Very Small - 6 rounds
  • Effective Range: Average/Long Range
  • Rate of Fire: Low
  • Stopping Power: Extreme
  • Penetration: Extreme
  • Recoil: High
Class-D Disruptor
Factory-Balance1.jpg


Verpine Shatter Pistol
Factory-Balance2.jpg

SPECIAL FEATURES
  • Dual barrel system allows for this pistol to utilize either Verpine Shatter Rounds or heavy Class-D Disruptor charge packs. While you can only have a single type of ammunition loaded at any given time, the ability to swap ammunition types on the fly allows for increased versatility.
  • Verpine Shatter Dart construction allows for increased range and accuracy. This is due to the fin stabilized nature of the darts allowing for increased aerodynamic performance and stability as the rounds fly through the air.
  • Class-D Disruptor is an extremely destructive weapon system that destroys targets on the molecular level and most of the time ignore most shielding. These weapons are so complete with their annihilation that most Jedi will even say they are an affront to the force.
  • Phrik A receiver construction makes this weapon highly durable, even able to be used as a melee weapon if you're out of ammunition.
  • Built in computer assisted aiming system allows for this to tie into a soldier's HUD to give them an artificial aiming reticule and ammo count.
  • Combat de-ionizer gives this weapon good protection against EMP/Ion weapons and to be honest, even if someone disables the weapon with said types of attacks, you can just beat the poor guy to death with it. FM-001 gives the weapon's core working components extreme levels of protection against Ion/EMP weapons.
STRENGTHS
  • Versatile Dual Ammunition base: This weapon's construction makes it able to swap between Verpine Shatter rounds and Class-D disruptor packs. Now while this weapon cannot have both ammo types in at the same time, this allows for an extremely versatile hard hitting weapon system in a pistol. The Verpine Shatter rounds allow for this weapon to hit at range with armor piercing rounds that make people suddenly have massive holes in them, or are on fire, or are being tazed. You get the picture. And then there's the Class-D Disruptor. Yeah, I don't even need to say what that's capable of.
  • Extremely durable construction: Synthetic Yorik Coral Coat on the weapon system gives it a good protection against both corrosive and heat based attacks, and the Phrik-A in the receiver makes this weapon exceptionally hard to break. Then to top it off, the Synthetic Yorik Coral gives this weapon an unintended side effect. It for all intents and purposes is force dead. And while that won't mess with someone trying to use their force powers on anything else, good luck manipulating this weapon with that space magic.
WEAKNESSES
  • Not for the faint of heart: This gun, is big. Especially for the starting shooter, you're gonna want to use both hands unless you're much stronger than the average human. Not to mention this gun has some kick behind it, meaning that you're gonna need to be prepared for that. So my recommendation, either use both hands, or hit the gym because your average shooter is going to need some time to get ready for that.
  • Electronic systems can be disabled: So if you hit this thing with Ion/EMP based weapons the first thing that's going to go is its ability to interface with armors and their HUD. The weapon will still work, but you're gonna have to manually aim the thing.
  • Small ammo capacity: This thing has either 20 round Class-D Disruptor cartridges or 6 Verpine Shatter Round cylinders. So make your shots count.
DESCRIPTION
The Hand Cannon is a staple in any bounty hunter, operative, or even field commander's arsenal. A portable heavy weapon capable of telling whomever on the other side of this weapon system "Hey there bucko, frak around and find out,". This thing is not subtle, it's not compromising, and it doesn't care whomever is on the other side of the weapon. It will ruin anyone's day, and if you can hold on tight enough to shoot the thing straight, you can make any two-bit yahoo across from you regret whatever it is they did to get that thing pulled on them. Because lets be honest, the poor guy is either gonna get hit with a Class-D Disruptor, which is so terrifyingly effective that the Jedi call it an affront to the force, or a Verpine Shatter Round, which is like standard kinetic rounds on space-cocaine and space-PCP combined. Just make sure you hit the target, as you don't have a lot of rounds in each magazine or charge pack.
 
Last edited:
Status
Not open for further replies.

Users who are viewing this thread

Top Bottom