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
  • Lightweight: Salvage Trooper Armor is quite lightweight to wear when compared to other armor systems
  • Mountaineer: Salvage Trooper Armor is designed to allow its wearer to scale vertical surfaces with ease, such as the sides of starships and buildings
  • Handy: Salvage Trooper Armors comes equipped with a good amount of personal storage space
  • Inexpensive: Creating Salvage Trooper Armor is relatively quick and inexpensive, allowing the armor to be produced in large numbers
WEAKNESSES
  • Specialized: Salvage Trooper Armor is really specialized toward salvage operations, making it ineffective for general combat
  • Unprotected: Salvage Trooper Armor does a poor job of protecting its wearer from the most common forms of damage, such as blasters and lightsabers
  • Exposed: Salvage Trooper Armor only covers a limited portion of the body, keeping much of its user exposed
  • Non-huMan: Salvage Trooper Armor is only designed to be worn by human beings, and cannot be worn by even humanoid alien species
DESCRIPTION

Mahporeem is home to some of the largest and most impressive junkyards and scrapyards in the entire galaxy. Of particular note are the numerous Star Destroyers awaiting decommissioning on Mahporeem. Though the Imperial Remnant does have specialized equipment to deconstruct these vessels, they do sometimes require a more delicate touch. That is where Salvage Troopers come in.

These troopers are directly responsible for managing the salvaging operations of these massive Star Destroyers. Each trooper's armor is equipped with Climbing Spikes and a Fibercord Grappling Hook, allowing them to scale Star Destroyers and similarly sized vehicles with ease. Their Vibro-Drills can tear apart armor plating in seconds, though they are most often used to create openings for explosives, allowing the Salvage Trooper to perform controlled detonations. The Low Light Level Googles of each Salvage Trooper allows them to continue their work day and night, ensuring that no Star Destroyer remains intact for long.

It was found that Salvage Troopers make surprisingly powerful melee combatants, as they can entangle enemy units with their fibercord grappling hooks and then dispatch them with their Vibro-Drills. That being said, the armor remains highly specialized and relatively uncommon.

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Modified Stormtrooper Armor.
  • Weight:
    • Average (Partial Armor Set)
    • Heavy (Full Armor Set)
  • Resistances:
    • Energy: Average.
    • Kinetic: High.
    • Lightsabers: Average.
    • Environmental: Average.
    • EMP/ION: Average.
    • Radiation: Low.
    • Sonic: Low.
    • Acid: Low.
SPECIAL FEATURES
STRENGTHS
  • Mass produced: Above anything else, Junktrooper Armor is designed to be produced in large numbers, as it is especially quick and inexpensive to manufacture
  • Varied: In the event of a resource shortage, Junktrooper Armor can be constructed from a variety of different metals, allowing the production of the armor to continue uninterrupted
  • Storage: The Mahporeem Imperial Remnant often equips its Junktrooper Armor with a variety of different storage apparel, including IM-40 Three-Slot Ammunition and Tool Pouches and Charging Holsters
WEAKNESSES
  • Unprotected: As one might expect of an armor of its type, Junktrooper Armor only provides mediocre protection at best, being inferior to most other comparable armor sets
  • Heavy: Depending on the amount of metal used in the creation of the armor, Junktrooper Armor can be quite heavy when worn as a full set, with individual Junktroopers often choosing to forgo wearing certain pieces of it
  • Non-huMan: Junktrooper Armor is only designed to be worn by human beings, and cannot be worn by even humanoid alien species
DESCRIPTION

The collapse of the Galactic Empire was devastating for Mahporeem, which relied heavily on imported goods and materials to maintain its standing army. Stormtrooper Armor in particular became difficult for Mahporeem to acquire, due to its isolated position and the collapse of many Imperial supply chains.

Mahporeem was then forced to scavenge its various planetary junkyards for a reliable source of armor components. It soon became apparent that the abundant amount of vehicles and starships on the planet could be melted down and crafted into Stormtrooper Armor.

Thus, Mahporeem began manufacturing its own version of Stormtrooper Armor, dubbed "Junktrooper Armor" Junktrooper Armor is most often a mixture of lighter but less protective Plastoid parts and heavier but sturdier metal parts such as Durasteel, Desh or Bondite. The extra weight and bulk of these metal part does limit the amount of armor that can be worn by a single trooper, often causing each Junktrooper to prioritize certain elements and parts of their armor over others. Mahporeem also produces a variety of accessories for their armor, including ammunition pouches and bandoliers.

Though nowhere near cutting edge technology, Junktrooper Armor still gets the job done, and continues to be manufactured on Mahporeem due to the lack of available resources and prioritization of materials for more advanced and specialized armor, such as Salvage Trooper Armor.

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Modified Stormtrooper Armor.
  • Weight: Average.
  • Resistances:
    • Energy: Average.
    • Kinetic: High.
    • Lightsabers: Average.
    • Environmental: Average.
    • EMP/ION: Average.
    • Radiation: Low.
    • Sonic: Low.
    • Acid: Low.
SPECIAL FEATURES
STRENGTHS
  • Non-huMan: Unlike most other forms of armor produced by the Mahporeem Imperial Remnant, Alien Stormtrooper Armor is specifically designed to be worn by non-human alien species
  • Kinetic impact: Much like standard Stormtrooper Armor, Alien Stormtrooper Armor provides excellent protection against kinetic impacts
WEAKNESSES
  • Not for all: Though it was specifically designed for non-humans, Alien Stormtrooper Armor can still only be worn by humanoid sized and shaped aliens. Particularly large, small or irregularly shaped alines cannot wear this armor
  • Customized: Each set of Alien Stormtrooper Armor needs to be customized for the species of alien that is wearing it, increasing manufacturing time and costs
DESCRIPTION

With the fall of the Galactic Empire came a substantial decrease in the number of available troops for each remaining Imperial Remnant. Mahporeem was certainly no exception to this, experiencing a nearly constant shortage of manpower as it desperately searched for ways to recruit additional troops.

Its solution was both novel and somewhat obvious: to expand the potential pool of recruits by including non-humans. Traditionally, the Empire was a human supremacist society that shunned the use of aliens in its Stormtrooper Corps. Mahporeem could not afford this luxury, and began creating an armor that would fit the various alien species hat lived on the planet.

Alien Stormtrooper Armor was the result of this work, and forms a large portion of Mahporeem's annual armor production. It functions quite similarly to standard Stormtrooper Armor, with the major difference between it and standard Stormtrooper Armor being that it was designed to be worn primarily by aliens. Though the armor cannot be worn by every alien species in the galaxy, its use has drastically expanded the available manpower to the Imperial Remnant.

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