Star Wars Roleplay: Chaos

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Work In Progress Mk III Viper Autoblaster


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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Blaster.
  • Size: Small.
  • Weight: Very Light.
  • Ammunition Type: Power Cell.
  • Ammunition Capacity: Very High, 500 shots.
  • Effective Range:
    • Personal (Full Automatic)
    • Average (Semi-Automatic)
  • Rate of Fire: High.
  • Damage Output: Low.
  • Recoil: Low.
SPECIAL FEATURES
  • Able to equip a variety of different scopes, including examples from the N&Z Umbrella Corporation
  • Can be manufactured without the need for specialized manufacturing equipment, even in the most primitive of conditions.
STRENGTHS
  • Lightweight: The Mk III "Viper" Autoblaster is exceptionally lightweight, even more so than its predecessor
  • Inexpensive: Even with the use of Ersteel SLCA, the Mk III "Viper" Autoblaster remains incredibly inexpensive to manufacture
  • Handy: The Mk III "Viper" Autoblaster is quite easy to maneuver in tight or enclosed spaces
  • Accurate: The Mk III "Viper" Autoblaster has rather light recoil, making it easy to use even on fully automatic fire
  • Suppressing fire: The Mk III "Viper" Autoblaster has a relatively high rate of fire, allowing it to suppress enemy targets
  • Reliable: Though it is inexpensively manufactured, the Mk III "Viper" Autoblaster is rather reliable and unlikely to malfunction
WEAKNESSES
  • Weak: The Mk III "Viper" Autoblaster is a rather weak weapon, requiring multiple shots to take out most types of enemy targets
  • Short ranged: Though the Mk III "Viper" Autoblaster is relatively accurate, its accuracy does start to fall off at longer ranges, especially when fired on fully automatic
  • Awkward: The Mk III "Viper" Autoblaster has an odd shape to it, making it somewhat difficult and potentially uncomfortable to hold
  • Heating issues: The Mk III "Viper" Autoblaster may overheat when fired for long periods of time without rest, temporarily rendering it inoperable
  • Clumsy: If dropped or banged on a hard surface, the Mk III "Viper" Autoblaster is liable to accidentally discharge without a pull of the trigger
DESCRIPTION

The Mk III "Viper" Autoblaster, also known as the "Scrapblaster", is one of the strangest weapons in use with the Mahporeem Imperial Remnant. Its design philosophy is simple: to be manufactured as cheaply, easily and quickly as possible. Starting out with a simple Ersteel SLCA frame, the Viper can be assembled by even the most inexperienced armorers in the roughest of planetary environments. For Mahporeem, whose supply lines were lost after the fall of the Galactic Empire, this is an important attribute to have in a weapon.

That being said, the Viper is still an effective weapons platform, able to deliver a high rate of fire in a relatively compact package. It is lightweight and produces light recoil, allowing even the freshest troopers to be effective with the weapon. Though designed primarily for close quarters combat, the Viper is surprisingly accurate out to 300 meters, provided the shooter fires in semi-automatic only.

That being said, the weapon does have a number of unfortunate "quirks", such as a tendency to overheat if fired too much and to accidentally discharge itself if dropped or banged. Caution is advised when handling the weapon, and basic safety protocols should always be followed by anyone attempting to carry and fire the weapon on a regular basis.

Despite its flaws, the Viper is favored across the Remnant due to its light weight, small size, low recoil and substantial rate of fire. Even with its low damage, it remains an effective and handy close quarters weapon, and is actually able to equip a variety of different accessories for a different mission profiles.

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Magrifle.
  • Size: Small.
  • Weight: Average.
  • Ammunition Type: Mag-pellets.
  • Ammunition Capacity: Large, 200 shots.
  • Effective Range:
    • Personal (Stealth Setting)
    • Average (Standard Setting)
  • Rate of Fire:
    • High (Lowest setting)
    • Extreme (Highest setting)
  • Damage Output:
    • Average (Stealth setting)
    • High (Standard setting)
  • Recoil:
    • Low (Stealth setting)
    • Average (Standard setting)
SPECIAL FEATURES
  • Tracking scope
  • Variable rate of fire
  • Transparisteel magazines
  • Variable velocity of projectiles allows for stealth applications
  • Each Mag-pellet has a limited homing ability, allowing the weapon to track metallic targets
STRENGTHS
  • Adjustable: The EGR-16's user can adjust its rate of fire, from 950 to a blistering 3500 rounds per minute
  • Reserves: Each EGR-16's magazine holds a total of 200 rounds, allowing its user to fired for extended periods of time without needing to reload
  • Damaging: Even on its "Stealth Setting", the EGR-16 is capable of outputting a good amount of damage.
  • Versatile: The EGR-16 can easily be fired with both hands or just a single hand, allowing it to be carried as a secondary weapon
  • Decent range: For a weapon so small, the EGR-16 has surprisingly good range, especially when fired on its "Standard Setting"
  • Stealth: Because the EGR-16 can alter the velocity of its projectiles, it can be used for stealth operations, and can even be fired nearly silently
  • Homing: The EGR-16's Mag-pellets have a limited homing ability against metallic targets
WEAKNESSES
  • Expensive: As far as most weapons go, the EGR-16 is highly expensive to produce and maintain
  • Bullet hose: The EGR-16's high rate of fire can easily deplete ammunition reserves if its user is not careful or paying attention
  • Awkward: The EGR-16's magazine placement makes reloading under pressure awkward and difficult to accomplish
  • Flimsy: The EGR-16's magazine doubles as the stock, which can make shouldering the weapon tricky
  • Friendly fire: The Mag-pellets fired by the EGR-16 can accidentally lock onto friendly targets if its users are not careful
  • Metal detector: The weapon's lock on feature does not work against non-metallic targets, being ineffective against Plastoid and organic-based armors
DESCRIPTION

Since rejoining the greater galactic community, the Mahporeem Imperial Remnant has been encountering Force-Sensitives in far larger numbers than anticipated. Men like Ronhar Tane Ronhar Tane have found themselves face to face with both Jedi and Sith, oftentimes engaging in personal combat with them. To effectively fight these threats, the Mahporeem Imperial Remnant has begun investing in anti-force technologies, producing a number of different weapons that are specifically tailored to take down Jedi and Sith.

The EGR-16 represents the culmination of months of research and development by the Imperial Remnant in anti-force technology. Developed specifically for use by Salvage Team Six, the EGR-16 is capable of engaging a variety of different threats within a number of different scenarios, making it a true "jack of all trades" type weapon. The secret to the weapon's versatility lies in its construction and preferred ammunition type, as the EGR-16 can be classified as both a Magrifle and a Magnetic accelerator type weapon.

This allows the EGR-16 to fire its Mag-pellet ammunition with varying velocities, enabling the weapon to either shoot nearly silently or fire with increased stopping power. This, coupled with the Mag-pellets ability to home in on and track metal targets and the EGR-16's impressive rate of fire makes the EGR-16 a highly capable weapon, especially against force users whose enhanced speed and reflexes might otherwise pose problems.

Nonetheless, the EGR-16's greatest strengths are also its main weaknesses, as the weapon's prestigious rate of fire and ability to lock onto metal targets greatly increases its chances of accidentally committing friendly fire. Regardless, this is a small price to pay for such an impressive weapon's system, and it is hoped that the EGR-16 will finally give Salvage Team Six the decisive advantage they need over their many enemies.

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Modified Stormtrooper Armor.
  • Weight: Light.
  • Resistances:
    • Energy: Low.
    • Kinetic: High.
    • Lightsabers: Low.
    • Environmental: Average.
    • EMP/ION: Average.
    • Radiation: Very Low.
    • Sonic: Low.
    • Acid: Low.
SPECIAL FEATURES
STRENGTHS
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WEAKNESSES
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DESCRIPTION

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