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Approved Tech Scorpio's Disruptor Rifle

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Image Source: https://encrypted-tbn1.gstatic.com/images?q=tbn:ANd9GcRJczzVkpQjRtqwBzxCr4ZCV4dMPKoMapOdtNwl8iTxsMOS8hP8qA
Intent: A primary weapon for Scorpio
Development Thread: N/A
Manufacturer: Scorpio
Model: S-2 Disruptor Rifle
Affiliation: Scorpio
Modularity: Yes (The Scope)
Production: Unique
Material: Durosteel, other disruptor rifle compnents
Classification: Disruptor Rifle
Size: Handheld
Length: 833 m
Weight: 4 kg
Ammunition Type: Power cell
Ammunition Capacity:
100 charges

No charge
-uses 1 charge
-No delay between shots
-Minimum damage (Equivalent to blaster rifle)

Half Charge
-uses 5 charges
-2 second charge up between shots
-Medium damage (Equivalent to grenade launcher)

Full charge
-uses 10 charges
-4 second charge up between shots
-Maximum damage (Full disruptor rifle potential, knocks walls down)



Effective Range: below average blaster range
Rate of Fire: Semi-auto
Special Features: This blaster was made with several different scopes. These scopes are infared, thermal, night vision, red dot, and long range. It also sports a magnetized grip.
Description: This plasma rifle is made to take on any enemy that is thrown at Scorpio. It fires balls of red energy that explode on contact. These projectiles can cause massive damage and have been called similar to a seismic charge by wookieepedia. This is not a normal disruptor rifle and can be used to incapacitate an enemy rather than completely disintegrate them if used correctly. It also can be used to knock down walls and the power of each blast can be changed by a dial on the side. It has a magnetized grip for holding onto it. This weapon must be maintained properly or it will only be useful as a paperweight. It also isn't a rapid firing weapon, taking a second in between shots to charge up.
Primary Source: N/A
 
[member="Scorpio"]
I'd like to see a bit more consistency with the ammunition, perhaps do something similar to this?:

  • 100 Charges
    No Charge - Uses 1 Charge
  • Half Charge - Uses 5 Charges
  • Full Charge - Uses 10 Charges

And you can perhaps make a brief mention of the damage output of the three settings in your description, while also listing the delay each causes between charge-ups.
Ex:
Ammunition Capacity:
  • 100 Charges
    No Charge
    Uses 1 Charge
  • Quick-Fire

[*]Half Charge
  • Uses 5 Charges
  • 3 Second Charge-up

[*]Full Charge
  • Uses 10 Charges
  • 5 Second Charge-up
 
[member="Scorpio"]
Let me explain:
A disruptor rifle has an theoretical unlimited range, but its effective range (the range where the weapon does significant/intended damage) drops off due to the way the beam of energy operates.

http://starwarsrp.net/topic/38690-mr1-disruptor-rifle/
This is a good example of what I am referring to.

Essentially, after about 90 meters if not wholly optimized specifically for the purpose of extracting a better shot, the beam loses its potency rapidly.

It is generally due to the nature of the gas used and the quantity available. Range is sacrificed for shots and vice-versa.
 
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