Break
System Reboot
PRT-Pulse Arm Cannon "PPAC-000"
Intent: Personal weapon of Break to nulify organic and synthetic threats alike
Dev thread:NA
Manufacturer: PRT-HRD-000 "Break"
Model: Created from modifying the S-216 Plasma enforcer to be smaller, stronger and more practical in HRD use.
Affiliation: The Horde
Modularity: attachable and detachable to HRD systems, torch and burst shot adapters, Virtual HUD system operable and visible only through HRD Brain.
Material: Gas cannister, Ionization tubes, Droid battery set, Agrinium casing, small Cannister of heavy weapon coolant. Droid brain, HUD processer
Description: the PPAC-000 is a weapon designed for personal use as a reliable weapon against synthetic and organic threats alike. It is a very accurate weapon however its range leaves something to be desired. Its initial power source is still electric so it is still vulnerable to EMP and other plasma weapons. Its coolant systems keep it from overheating in even the hottest conditions however the plasma can be frozen before being shot. leaving a weakness in colder climates.
Unarmored organic targets: Critically effective
Unarmored inorganic targets are blasted with plasma critically effective
Armor 1-3 not an effective armor against plasma armor at close range after a single shot is nearly destroyed. Charged shots penetrate armor completely
Armor 4-5 are an effective armor against plasma however repeated hits cause armor degradation. 5-10 shots
Charged shots are effective at close range. Armor degradation is greatly increased. 2-3 shots.
Armor 6: plasma damage is greatly reduced repeated hits can slowly cause armor degradation. 30-50 shots
Charged shots degrade armor slightly faster. 10-15 shots.
Armor 7-10 plasma is entirely ineffective. However thin material such as armor weave technology will still feel initial heat unless armor is heat resistant.
Bolts blocked by lightsabers: plasma splits in 2 retaining path. (Not a wise move.)
Ammo description:
The bolts or "balls" of plasma are shot at high temperatures at high speeds. each bolt is delayed by 2 seconds after each bolt is shot to allow coolant to flow. If the user holds the trigger for 6 seconds, this allows gas concentrates in the Ionization tubes and triple the size and power of bolts (using this ability forces the weapon into a cool down period lasting about 6 seconds). The plasma is a high density mixture gas so AOE radius is little to none. anything outside 9 inches is safe but targets within that range is in danger of being set on fire/melted. shots tested so far show that organic matter on a whole is especially vulnerable to the plasma. plasteel shows to be weak to the mixture but other metals show better resistance. high pressure gas tanks give shots enough stopping power to throw back most smaller targets but the aim isnt stopping power but high intensity heat. Upon taking a direct hit the plasma sends an electronic current through droids and causes them system failure if hit in a critical spot, and loss of use if hit in a limb.
Plasma naturally moves slower than blaster fire (still faster than a slug thrower) making them easier to dodge or block (blocking is not recommended)
Weakly armored vehicles such as speeders take heavy heat damage.
Power sources directly hit with plasma have a chance of being EMP
Tanks and heavily armored vehicles take little to no damage from plasma shot from this weapon.
Upkeep:
cannister of heavy weapon coolant keeps the weapon from overheating after long periods of weapon fire. however spare tanks of coolant are needed as well as ammo to ensure weapon function stays at optimum speed. If the weapon does start to overheat the HUD will indicate critical temperature beforehand then if temperature increases to rise still, will then shut the weapon down entirely to keep the weapon from becoming totally inoperable.
Reload:
Cannisters of gas are set into the rear hatch. After the hatch has been opened by twisting the lid at a 15° turn the last Cannisters are ejected
proper reload time should take between 3 and 8 seconds
Coolant is added through the same hatch after the gas cannister.
Classification: Plasma Carbine.
Size: Handheld
Status: Personal
Size: 508.00 millemeters
Weight: 10.32 kg
Rate of fire:semi automatic with a 1/2 second delay.
Effective firing range: 50 meters
ammo type: Plasma balls roughly 229 mm in circumference
Magazine size: 30 round cannister
or 10 overcharged shots.
img link:http://img0.etsystatic.com/009/0/5745600/il_fullxfull.413077680_7jzp.jpg?ref=l2
Intent: Personal weapon of Break to nulify organic and synthetic threats alike
Dev thread:NA
Manufacturer: PRT-HRD-000 "Break"
Model: Created from modifying the S-216 Plasma enforcer to be smaller, stronger and more practical in HRD use.
Affiliation: The Horde
Modularity: attachable and detachable to HRD systems, torch and burst shot adapters, Virtual HUD system operable and visible only through HRD Brain.
Material: Gas cannister, Ionization tubes, Droid battery set, Agrinium casing, small Cannister of heavy weapon coolant. Droid brain, HUD processer
Description: the PPAC-000 is a weapon designed for personal use as a reliable weapon against synthetic and organic threats alike. It is a very accurate weapon however its range leaves something to be desired. Its initial power source is still electric so it is still vulnerable to EMP and other plasma weapons. Its coolant systems keep it from overheating in even the hottest conditions however the plasma can be frozen before being shot. leaving a weakness in colder climates.
Unarmored organic targets: Critically effective
Unarmored inorganic targets are blasted with plasma critically effective
Armor 1-3 not an effective armor against plasma armor at close range after a single shot is nearly destroyed. Charged shots penetrate armor completely
Armor 4-5 are an effective armor against plasma however repeated hits cause armor degradation. 5-10 shots
Charged shots are effective at close range. Armor degradation is greatly increased. 2-3 shots.
Armor 6: plasma damage is greatly reduced repeated hits can slowly cause armor degradation. 30-50 shots
Charged shots degrade armor slightly faster. 10-15 shots.
Armor 7-10 plasma is entirely ineffective. However thin material such as armor weave technology will still feel initial heat unless armor is heat resistant.
Bolts blocked by lightsabers: plasma splits in 2 retaining path. (Not a wise move.)
Ammo description:
The bolts or "balls" of plasma are shot at high temperatures at high speeds. each bolt is delayed by 2 seconds after each bolt is shot to allow coolant to flow. If the user holds the trigger for 6 seconds, this allows gas concentrates in the Ionization tubes and triple the size and power of bolts (using this ability forces the weapon into a cool down period lasting about 6 seconds). The plasma is a high density mixture gas so AOE radius is little to none. anything outside 9 inches is safe but targets within that range is in danger of being set on fire/melted. shots tested so far show that organic matter on a whole is especially vulnerable to the plasma. plasteel shows to be weak to the mixture but other metals show better resistance. high pressure gas tanks give shots enough stopping power to throw back most smaller targets but the aim isnt stopping power but high intensity heat. Upon taking a direct hit the plasma sends an electronic current through droids and causes them system failure if hit in a critical spot, and loss of use if hit in a limb.
Plasma naturally moves slower than blaster fire (still faster than a slug thrower) making them easier to dodge or block (blocking is not recommended)
Weakly armored vehicles such as speeders take heavy heat damage.
Power sources directly hit with plasma have a chance of being EMP
Tanks and heavily armored vehicles take little to no damage from plasma shot from this weapon.
Upkeep:
cannister of heavy weapon coolant keeps the weapon from overheating after long periods of weapon fire. however spare tanks of coolant are needed as well as ammo to ensure weapon function stays at optimum speed. If the weapon does start to overheat the HUD will indicate critical temperature beforehand then if temperature increases to rise still, will then shut the weapon down entirely to keep the weapon from becoming totally inoperable.
Reload:
Cannisters of gas are set into the rear hatch. After the hatch has been opened by twisting the lid at a 15° turn the last Cannisters are ejected
proper reload time should take between 3 and 8 seconds
Coolant is added through the same hatch after the gas cannister.
Classification: Plasma Carbine.
Size: Handheld
Status: Personal
Size: 508.00 millemeters
Weight: 10.32 kg
Rate of fire:semi automatic with a 1/2 second delay.
Effective firing range: 50 meters
ammo type: Plasma balls roughly 229 mm in circumference
Magazine size: 30 round cannister
or 10 overcharged shots.
img link:http://img0.etsystatic.com/009/0/5745600/il_fullxfull.413077680_7jzp.jpg?ref=l2