Star Wars Roleplay: Chaos

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Work In Progress Mage's Laboratory - Factory Workshop XI


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  • Classification: Blaster Rifle - Hybrid Weapon
  • Muzzle Velocity: 1.7 km/s
  • Size: Average
  • Weight: Average
  • Ammunition Type: FAE/AM-01-S3 Energy Weapon Cartridge - Ethaerium Gas and CryoBan Coolant
  • Ammunition Capacity: Average - 100 Shots
  • Effective Range: Average - 1 km
  • Rate of Fire: Semi-Automatic
  • Damage Output: Very High
  • Recoil: Average
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  • Data and Information Security
  • Combat Electronics
  • Control Systems
  • Energy Modes
    • Hyper-Ionized Particle Bolt
      • Considered to be the standard energy module, this module manifests a hyper-ionized particle bolt that deals damage via a veritable hammer blow of concussive shock (kinetic energy), the searing release of thermal energy as the plasma particles destabilize matter to produce coronal-discharge temperature heat (~ten thousand degrees centigrade), and finally ionization energy which can disrupt electronics and overload energy shields in the manner of an electromagnetic pulse. Of particular significance, each bolt in the spread has an explosive effect upon connecting with a shield or solid object, including the blade of a lightsaber.
    • Incendiary Plasma Bolt
      • This module manifests an incendiary plasma bolt encased within a magnetic field. The bolt is designed to “splash” in a 1.5-meter radius on impact with any solid object (including energy fields) as the searing plasma adheres itself to objects within its radius. Stuck to the target, the semi-solid plasma “gel” can potentially inflict significant and continuous superheating damage on shields, armor, and flesh, typically burning at temperatures in excess of seven thousand five hundred degrees centigrade for several seconds. This module also has secondary kinetic effects, though not nearly to the degree of the default hyper-ionized particle beam module.
    • Stun Bolt
      • Projects a stun bolt that is designed to leave a target unconscious by overloading their nervous system via charged electrical impulses.
  • Power Systems
  • Utility and Safety Systems
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  • Thermal Endurance: The dallorian alloy-reinforced quadranium-rhenium barrel, overlaid heat sink webbing, and CryoBan coolant flushes from the energy cartridge, allow the KCR-8 to sustain an effective rate of fire far longer than standard blaster rifles. Where conventional energy rifles overheat and require cooldown cycles after multiple shots, the KCR-8 can fire up to fifty shots in rapid succession (at or near the maximum rate of fire) with only negligible performance degradation.
  • Tri-Energy Lethality: The KCR-8’s three energy modes cover virtually any combat scenario. The hyper-ionized bolt delivers concussive, thermal, and ionic damage simultaneously, with a very high potential to overwhelm shields and pulse electronics. The incendiary plasma bolt mode discharges gel that can stick to targets for sustained superheating, ideal against armored opponents or area denial. And the stun bolt provides a non-lethal option. Few other rifles in the KCR-8’s class offer this breadth of terminal effects from a single frame.
  • Surgical: While the KCR-8 is incredibly accurate and precise within its effective firing range, making it quite capable as an auxiliary sniper weapon if pressed in this capacity.
  • Witch Blood: Integrated terentatek hide gives the KCR-8 a stunning resistance to direct applications of the Force, particularly mechu-deru and similar technology manipulating powers. This allows non-Force-sensitive users to engage Force-wielders with confidence and security in the integrity of their weapon.
  • Prismatic Overkill: The KCR-8 compresses anti-materiel rifle power into a blaster rifle-sized frame. Its prismatic crystal array and extended barrel allow the overcharged galven circuitry to drive hyper-ionized bolts at ~10,000°C. Each bolt delivers concussive shock equivalent to a .50 caliber slugthrower, thermal energy that can vaporize durasteel plating at the impact point, and an ionization burst that has a very high chance of overloading heavy personal shields in one hit. Against unprepared opponents, the first shot from the KCR-8 may be all that is needed to decisively end the threat.
  • Symbiotic Fire-by-Thought: The FAE/S-07 enables fire-by-thought actuation, reducing reaction time to the speed of neural transmission rather than mechanical trigger pull. When linked to compatible armor or HUD, the user can acquire targets, switch energy modes, operate the weapon’s functions, and fire with zero perceptible delay. This allows for split-second responses against multiple threats, giving the user a decisive advantage in close-quarters duels.
  • Shapeshifter: The grip, ergonomics, and control layout are not fixed. Programmable matter within the rifle’s frame reshapes itself to the user’s hand upon biometric verification, creating a perfect anatomical fit for any species, cybernetic configuration, or armored glove. Controls can be repositioned or re-mapped via neural, blink, and voice command. A Twi’lek, a Besalisk, and a human wearing thick gauntlets will each experience the KCR-8 as if it were custom-built for them alone.
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  • Fortune Teller: While the KCR-8 is drop-safe so that the prismatic crystal does not become misaligned with a simple fall or drop, if the weapon is fired with a misaligned prismatic crystal (which can occur if the weapon sustains damage), the risk of an explosive outcome is somewhat high. This can likely end with the weapon going off in the wielder’s hand to potentially catastrophic effect in the event that they attempt to fire it in spite of the damage.
  • Ion Susceptibility: While the hyper-ionized particle bolt is excellent at disrupting enemy electronics and shields, the KCR-8 itself still remains vulnerable to ion weapons and EMP effects. The reinforced duraplast electronic hardening mitigates this weakness but does not eliminate it. A well-placed ion grenade could disable the Ghost Link, the targeting matrix, or the programmable matter ergonomics mid-fight, transforming a sophisticated weapon into a brick in the user’s grasp.
  • Crystal Calibration Delay: The KCR-8's prismatic crystal array requires roughly a half-second to fully stabilize after switching energy modes—swapping from hyper-ionized to incendiary to stun. This calibration period leaves the weapon incapable of firing while the crystal reconfigures its lattice structure. A skilled opponent could feasibly exploit this window of vulnerability in any number of ways.
  • CryoBan Vent Plume: Each coolant flush vents superchilled CryoBan gas from the weapon's heat radiator shroud. The vent plume is visible as a pale blue-white mist that lingers for roughly a second and can obscure the user's peripheral vision on the ejection side. More critically, the vented gas's location can reveal the shooter's exact position at close ranges. A stealth-oriented KCR-8 user may find it difficult to hide while firing repeatedly.
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Like the Kainate Combat Pistol Model Four, the Kainate Combat Rifle Model Eight is a refinement on blaster rifle-style weapons designed by First United Astral Engineering and manufactured by the Vorrik Armatech subsidiary of Malsheem Hypernautics and Manufacturing. Incorporating First United Astral Engineering’s standard suite of utility features, the weapon is one of the most advanced rifle-style armaments fielded within the Sith Order. Notably, these features include programmable matter ergonomics that make the KCR-8 a custom fit for any wielder, the FAE/S-07 Ghost Link for neural command and fire-by-thought capability, security features to prevent theft, a collapsible frame via molecular disruptor mirror cells, and yet more items that make it one of the most convenient rifle-class weapons to wield in the Sith arsenal.

While the KCR-8 is manufactured exclusively by the Kainate, the weapon was also made available to other, non-Kainate groups in the Sith Order. These groups however are often made to pay a tithe to Malsheem in exchange for access to the weapon.

The KCR-8 is anticipated to be a capable, robust, and ultra-high power primary armament for Kainate soldiers, operatives, and other combatants. The weapon offers convenience and comfort in a singular frame that is capable of inflicting a wide breadth of terminal effects.


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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Medical Ensemble
  • Weight: Very Light
  • Resistances:
    • Energy: Very High
    • Kinetic: High
    • Lightsabers: Low
    • Bacteria / Viruses / Microfungi / Pathogens: Extreme
    • Sonic: Very Low
    • Tensor: Average
    • EMP / Ion / Electronic Disruption: Average
    • Weaponized Cold: Low
    • Weaponized Heat / Fire: Average
    • Acids / Corrosives: Average
SPECIAL FEATURES
STRENGTHS
  • Septic Slayer - The Catholicon Reviver has a high-powered, wide radius healing field generator which can kill pathogens in a 20 meter radius around the user when activated. To say the least, it is invaluable for maintaining a sterile environment, even in otherwise filthy conditions.
WEAKNESSES
  • (Provide, in list format, a minimum of 1 weaknesses of this submission.)(If your armour is vulnerable to specific types of attack (e.g. Ion/EMP/Lightsabers) please list these here)
DESCRIPTION
(Describe some of the histories behind the submission. Give us some idea of how it might perform its function, what it excels against and what some limitations of it are. This is where you talk about your idea, flesh it out over at least a good-sized paragraph, and address some of the ways it might be used or abused. For especially powerful or ambitious submissions, a very thorough description is recommended.)
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: Sword Herald Special Purpose Industries
  • Affiliation:
  • Market Status: Closed-Market
  • Model: N/A
  • Modularity: Yes
    • May be Implanted in Bio-Organic Nuetralizers, Biots, and HRDs
    • Compatible with Organic and Cybernetic Modifications
  • Production: Unique
  • Material: Vong Biot Tissue
TECHNICAL SPECIFICATIONS
  • Classification: Drug Synthesis Organ
  • Size: Average
  • Weight: Average
SPECIAL FEATURES
  • Vaccine Synthesis Cells - Capable of producing a vaccine to a given disease upon exposure, including some types of cancers.
  • Healing Agent Synthesis Cells - Capable of producing Aspha Serum, Bacta-H, and Bacta,.
  • Antidote Synthesis Cells - Capable of producing an antidote to a given poison, toxin, or venom upon exposure. Can also produce anti-radiation inoculants.
  • Medication Synthesis Cells - Capable of producing medications which can treat afflictions ranging from parasites, autoimmune disorders, and various chronic conditions. Can also produce painkillers, stimulants, depressants, disinfectants, synthetic hormones, and general anesthetics.
  • Memory Cells - Records diseases, poisons, toxins, or venoms that a Nuetralizer or biot has already been exposed to and generated antidotes for, allowing these to be produced faster with later exposure. In addition, medications and drugs can also be placed ‘on tap’ to allow them to be synthesized faster.
STRENGTHS
  • Synthetic Healer - The organ is capable of producing antidotes, vaccines, and treatments for any number of afflictions. It is also capable of producing utility drugs ranging from disinfectants to anesthetics.
  • Hyper Heal - In many ways, the organ is capable of producing medical miracles. And yet, none so clearly as the powerful healing agents it is capable of synthesizing, especially the likes of Aspha Serum and Bacta-H, which are capable of healing wounds within moments, making for a kind of technological Force healing.
  • Varied Delivery - The organ can produce drugs in gas or liquid form.
  • Drug Shortage - A Nuetralizer or biot equipped with the organ can be walking drug factory. It can help to relieve drug shortages in hard-pressed clinics which are far from established production lines.
WEAKNESSES
  • Alpha Red - Alpha Red toxin can kill the organ, likely causing extreme bleeding, liquefaction, and a host of other deleterious effects.
  • Vong Tissue - The organ is allergic to and unable to produce antidotes for Baffor tree pollen, due to it being constructed out of Vong Biot tissue, much like the crab armor worn by the Yuuzhan Vong. Naturally, exposure to this substance can be fatal or deadly to various degrees, for both the organ itself and the Nuetralizer, as well.
  • Dependent Power - The organ does not include its own source of power. Should it be severed from the host's power plant, it will no longer function.
DESCRIPTION
Derived from the capabilities of the Crisis Nuetralizer, the Bio-Organic Drug Synthesis Organ is a medication, drug, and healing agent synthesis organ. It is capable of synthesizing any number of drugs, vaccines, healing agents, antidotes, and other medications from the host’s body fluids. In this regard, it is ideal for ‘outback’ and battlefield clinics, where drug shortages are common. All in all, the organ is hoped to expand and broaden Calligenia's treatment capabilities, allowing her to treat patients under even the most demanding conditions.
SUBMISSION MODIFICATION RECORD
September 13, 2023:

  • Added Aspha Serum, Bacta-H, and Bacta Synthesis Capability
  • Edited Description
  • Added Hyper Heal Strength
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Protective Sith Robes
  • Weight: Very Light
  • Resistances:
    • Energy: Very High
    • Kinetic: Very High
    • Lightsabers: Very High
    • Weaponized Cold: Average
    • Weaponized Heat / Fire: Average
    • Tensor: Very Low
    • Sonic: Average
    • Acids / Corrosives: Very Low
    • EMP / Ion / Electronic Disruption: Low
    • Weaponized Radiation: Average
SPECIAL FEATURES
STRENGTHS
  • (Provide, in list format, a minimum of 1 strength of this submission. Any resistance ratings of High, Very High, and Extreme will need to be added as strengths with elaboration.)
  • Utility - The robes are not lacking in utility and offer
WEAKNESSES
  • (Provide, in list format, a minimum of 1 weaknesses of this submission.)(If your armour is vulnerable to specific types of attack (e.g. Ion/EMP/Lightsabers) please list these here)
  • Acerbic Affliction - Unfortunately, acid weapons are very effective at eating through the protective material to harm the wearer directly, potentially inflicting a host of dangerous effects.
  • Neck Piece - The neck piece houses sensitive electronics, defensive projectors, targeting assistance, sensors, and other support systems. While resilient, damage to this part could compromise these functions, leaving the wearer deprived of head protection, sensors, and other utility functions.
  • Mechanical Mutation - While lacking some of the more demanding systems present in many armors produced by First United Astral Engineering, the Kor'ethyr Academy Uniform Ensembles still has a degree of advanced technology and automation. A skilled practitioner of Mechu-deru could feasibly disable these systems and put the wearer at a disadvantage, provided that they have a clear line of sight to their target
DESCRIPTION
(Describe some of the histories behind the submission. Give us some idea of how it might perform its function, what it excels against and what some limitations of it are. This is where you talk about your idea, flesh it out over at least a good-sized paragraph, and address some of the ways it might be used or abused. For especially powerful or ambitious submissions, a very thorough description is recommended.)

Kor'ethyr Academy Uniform Ensemble
 
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  • Classification: Blaster Rifle - Hybrid Weapon
  • Muzzle Velocity: 3.2 km/s
  • Size: Large
  • Weight: Heavy
  • Ammunition Type: FAE/AM-01-S4 Energy Weapon Cartridge - Ethaerium Gas and CryoBan Coolant
  • Ammunition Capacity: Very Small - 20 Shots
  • Effective Range: Battlefield - 12 km
  • Rate of Fire: Semi-Automatic
  • Damage Output: Very High
  • Recoil: Average
jMIf66P.png

  • Data and Information Security
  • Combat Electronics
  • Control Systems
  • Energy Modes
    • Hyper-Ionized Particle Bolt
      • Considered to be the standard energy module, this module manifests a hyper-ionized particle bolt that deals damage via a veritable hammer blow of concussive shock (kinetic energy), the searing release of thermal energy as the plasma particles destabilize matter to produce stellar core temperature heat (~fifteen thousand degrees centigrade), and finally ionization energy which can disrupt electronics and overload energy shields in the manner of an electromagnetic pulse. Of particular significance, each bolt in the spread has an explosive effect upon connecting with a shield or solid object, including the blade of a lightsaber.
    • Incendiary Plasma Bolt
      • This module manifests an incendiary plasma bolt encased within a magnetic field. The bolt is designed to “splash” in a 1.5-meter radius on impact with any solid object (including energy fields) as the searing plasma adheres itself to objects within its radius. Stuck to the target, the semi-solid plasma “gel” can potentially inflict significant and continuous superheating damage on shields, armor, and flesh, typically burning at temperatures in excess of eight thousand five hundred degrees centigrade for several seconds, in a precision sustained conflagration. This module also has secondary kinetic effects, though not nearly to the degree of the default hyper-ionized particle beam module.
    • Stun Bolt
      • Projects a stun bolt that is designed to leave a target unconscious by overloading their nervous system via charged electrical impulses.
  • Power Systems
  • Utility and Safety Systems
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  • Thermal Endurance: The dallorian alloy-reinforced quadranium-rhenium barrel, overlaid heat sink webbing, and CryoBan coolant flushes from the energy cartridge, allow the KSR-10 to sustain an effective rate of fire far longer than equivalent platforms. Where conventional energy rifles overheat and require cooldown cycles after multiple shots, the KSR-10 can fire up to ten shots in rapid succession (at or near the maximum rate of fire) with only negligible performance degradation.
  • Cross Map Surgery: With a maximum effective range of ~12 km, the KSR-10 is a fully capable and dedicated sniper platform, allowing the shooter to dominate over typical engagement distances. In addition, the weapon is incredibly accurate and precise within this effective range band.
  • Witch Blood: Integrated terentatek hide gives the KSR-10 a stunning resistance to direct applications of the Force, particularly mechu-deru and similar technology manipulating powers. This allows non-Force-sensitive users to engage Force-wielders with confidence and security in the integrity of their weapon.
  • Tri-Energy Lethality: The KSR-10’s three energy modes cover virtually any combat scenario. The hyper-ionized bolt delivers concussive, thermal, and ionic damage simultaneously, with a very high potential to overwhelm shields and pulse electronics. The incendiary plasma bolt mode discharges gel that can stick to targets for sustained superheating, ideal against armored opponents or area denial. And the stun bolt provides a non-lethal option. Few other sniper rifles in the KSR-10’s class offer this breadth of terminal effects from a single frame.
  • Prismatic Overkill: The KSR-10 delivers a hyper-ionized bolt at ~15,000°C, hotter than the surface of a blue giant star. The overcharged galven circuitry drives an extended prismatic crystal array to near-critical state, while the heavy quadranium-rhenium barrel absorbs the thermal spike via its heat sinks. Each bolt delivers concussive shock equivalent to a 20mm anti-materiel round, thermal energy that can vaporize light vehicle armor at the point of impact, and an ionization burst has a high chance of permanently bricking military-grade electronics and light vehicle-grade shields. Against virtually any target smaller than a light walker, the first shot from the KSR-10 is generally the only shot required.
  • Symbiotic Fire-by-Thought: The FAE/S-07 enables fire-by-thought actuation, reducing reaction time to the speed of neural transmission rather than mechanical trigger pull. When linked to compatible armor or HUD, the user can acquire targets, switch energy modes, operate the weapon’s functions, and fire with zero perceptible delay. This allows for split-second responses against multiple threats, giving the user a decisive advantage in close-quarters duels.
  • Shapeshifter: The grip, ergonomics, and control layout are not fixed. Programmable matter within the rifle’s frame reshapes itself to the user’s hand upon biometric verification, creating a perfect anatomical fit for any species, cybernetic configuration, or armored glove. Controls can be repositioned or re-mapped via neural, blink, and voice command. A Twi’lek, a Besalisk, and a human wearing thick gauntlets will each experience the KSR-10 as if it were custom-built for them alone.
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  • Fortune Teller: While the KSR-10 is drop-safe so that the prismatic crystal does not become misaligned with a simple fall or drop, if the weapon is fired with a misaligned prismatic crystal (which can occur if the weapon sustains damage), the risk of an explosive outcome is somewhat high. This can likely end with the weapon going off in the wielder’s hand to potentially catastrophic effect in the event that they attempt to fire it in spite of the damage.
  • Ion Susceptibility: While the hyper-ionized particle bolt is excellent at disrupting enemy electronics and shields, the KSR-10 itself still remains vulnerable to ion weapons and EMP effects. The reinforced duraplast electronic hardening mitigates this weakness but does not eliminate it. A well-placed ion grenade could disable the Ghost Link, the targeting matrix, or the programmable matter ergonomics mid-fight, transforming a sophisticated weapon into a brick in the user’s grasp.
  • CryoBan Vent Plume: Each coolant flush vents superchilled CryoBan gas from the weapon's heat radiator shroud. The vent plume is visible as a pale blue-white mist that lingers for roughly a second and can obscure the user's peripheral vision on the ejection side. More critically, the vented gas's location can reveal the shooter's exact position at close ranges. A stealth-oriented KSR-10 user may find it difficult to hide while firing repeatedly.
  • Crystal Calibration Delay: The KSR-10's prismatic crystal array requires roughly a half-second to fully stabilize after switching energy modes—swapping from hyper-ionized to incendiary to stun. This calibration period leaves the weapon incapable of firing while the crystal reconfigures its lattice structure. A skilled opponent could feasibly exploit this window of vulnerability in any number of ways.
G6hsfzt.png

Like the Kainate Combat Pistol Model Four and the Kainate Combat Rifle Model Eight, the Kainate Sniper Rifle Model Ten is a refinement on blaster sniper rifle-style weapons designed by First United Astral Engineering and manufactured by the Vorrik Armatech subsidiary of Malsheem Hypernautics and Manufacturing. Incorporating First United Astral Engineering’s standard suite of utility features, the weapon is one of the most advanced sniper rifle armaments fielded within the Sith Order. Notably, these features include programmable matter ergonomics that make the KSR-10 a custom fit for any wielder, the FAE/S-07 Ghost Link for neural command and fire-by-thought capability, security features to prevent theft, a collapsible frame via molecular disruptor mirror cells, and yet more items that make it one of the most convenient rifle-class weapons to wield in the Sith arsenal.

While the KSR-10 is manufactured exclusively by the Kainate, the weapon was also made available to other, non-Kainate groups in the Sith Order. These groups however are often made to pay a tithe to Malsheem in exchange for access to the weapon.

The KSR-10 is anticipated to be a capable, robust, and ultra-high power primary sniper armament for Kainate soldiers, operatives, and other combatants. The weapon offers convenience, precision, and comfort in a singular frame that is capable of inflicting a wide breadth of terminal effects.


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