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Approved Tech Sword Herald 7.62x51 mm Ammo Series

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  • Intent: To create an ammunition line for battle rifles
  • Image Source: N/A
  • Canon Link: N/A
  • Permissions: N/A
  • Primary Source: N/A
PRODUCTION INFORMATION
  • Manufacturer: Sword Herald Special Purpose Enterprises
  • Affiliation: Sword Herald Special Purpose Enterprises
  • Market Status: Open Market
  • Model: N/A
  • Modularity: Yes (Comes in multiple damage types)
  • Production: Mass Produced
  • Material: Durasteel, Tungsten, Depleted Uranium, Radiological Waste, Cryonic Chemicals, Incendiary Chemicals, miniaturized sonic grenade parts, Poisons, Tranquilizer Chemicals, miniaturized shock grenade parts, Plastic Explosives,
SPECIAL FEATURES
  • Ammunition comes in a Variety of damage types, Such as Standard, Armor Piercing, Hollow Point, Incendiary, Cryonic, Electrified, Sonic, Poison, Acid, Tranquilizer, Explosive, Tracking, and Radioactive
  • Ammunition engineered to withstand adverse weather conditions for much longer than normal slugthrower rounds
  • Guaranteed Match Grade Accuracy from each round within given parameters due to superior Engineering
  • Gunpowder specifically developed for this round leaves less residue in gun barrel, requiring three times less frequent cleaning than normal
  • Universally compatible with all 7.62x51 mm weapon systems
STRENGTHS
  • Apocalypse Proof: Engineered to last longer in adverse conditions, can be fired even after being immersed in mud, sand, ice, or water for extended periods
  • Clean Guarantee: Smokeless Powder developed specifically for this ammo means it leaves three times less residue in a gun after being fired, leading to less frequent cleaning of the weapon
  • Universal Compatibility: Engineered to be compatible with all weapons that fire that specific caliber
  • Accuracy. Engineering and Propellant ensure Match Grade Accuracy almost every time
  • Shoot 'em: It's Standard, Armor Piercing and Hollow Point rounds are excellent for either piercing even the toughest Conventional armor, flesh, or anything in between
  • Nuke 'em: These rounds contain minute traces of radioactive material in their tips, released into the body upon penetration and potentially inflicting severe radiation damage
  • Poison 'em: Special tips exist to fill bullets with all variety of lethal or merely debilitating poison
  • Fry 'em: These rounds are essentially heavily miniaturized Shock Grenades, producing 1.5 seconds of severe voltage upon impact
  • Scream at 'em: These tips are essentially heavily miniaturized Sonic Grenades, producing a very small sonic burst that displaces tissue or material upon impact and produces an ear splitting shriek capable of stunning people in a 7 meter radius for a few seconds
  • Burn 'em: This round contains volatile Incendiary Chemicals similar to Napalm in essence, which cause severe burns to tissue upon impact and have a very high chance of ignition in open air, potentially causing severe burns
  • Corrode 'em: This round contains powerful acid capable of burning through thick metal or tissue in seconds
  • Chill 'em out: This version of the round contains the same kind of Cryonic chemicals found in Cryoban Grenades, potentially flash freezing surrounding tissue on impact
  • Knock 'em out: The one non lethal round in the series, it contains a hypodermic needle and mini vial within that can be customized to contain exactly as much tranquilizer as needed to knock a specific target out
  • Blow 'em up: This tip contains a bit of plastic explosive which detonated upon impact, potentially causing severe damage to both structures, materials, and Organics
  • Mage Killer: These Slugthower rounds are difficult for Lightsabers to deflect, as they are both solid ammo and will often melt on contact, potentially causing splash damage (which can be worse than bad depending on what the round is filled with) or possibly explode
WEAKNESSES
  • Burn Out: The Incendiary rounds damage can be mitigated by immediately dousiing the affected area with something that starves the chemicals of oxygen
  • Warm Up:
  • Quick hands: If very dense armor is hit by acid rounds, it will take a few seconds to eat through it more than usual, though even not, one will still have time to tear away the affected part of the armor if they act quickly enough, or even by dousing it with acid neutralizing chemicals
  • Innoculation: If hit by a radiological round, one may start feeling the effects immediately, but compromises had to be made to make this round in particular safely portable. It's damage can be blunted or eliminated if the victim receives treatment in at least 24 hours via Radiation medication, or inoculation against Radiation before entering combat, as the round simply does not have the strength to kill quickly, as it has such minute amounts of radiation waste in the tip, it instead relies on the fear of being hit by the round and the fact a chaotic battlefield might not always have immediate radiation treatment, hoping to burden the enemy state with long term care or euthanizing the victim to end suffering
  • Wait time: All alternate ammo types after Standard, Armor Piercing, and Hollow Point take thrice as long to produce given the specialized knowledge required to create them, meaning that while all variants are capable of mass production, infantry will typically have vastly greater amounts of the first three types than they will all the latter ones, carrying at most up to one or two clips of the more exotic ammo for emergency situations
  • Penetration Issues: All ammo variants that due elemental forms of damage (Incendiary, Cryo, Electric, Sonic, Acid), have penetration issues, as they are designed to burst upon impact. They have a high chance of going through heavy armor, but do better against medium and light armor
  • Insulation: The electric rounds work best on light armor. Sufficiently insulated, while one might get knocked down on impact, they often might not feel the electricity.
  • Earmuffs: Having some thing on one's self that nullifies sonic energy, will greatly reduced the effects of the sonic round on tissue. Plus, it takes a few seconds for it's sonic effect to go off, given the particularly hardy and desperate time to possibly remove it and cover their ears
  • Sleeper hit: The tranq round is subsonic ammo, leading to it having half the range of its contemporaries
  • Limited amounts in combat: The ammo's weight and size limits how much can be carried. It's often used in en bloc stripper clips if going into antique type battle rifles, but even then there is only so much one can carry with them
DESCRIPTION

We proudly introduce the 7.62x51 mm Series--ever wanted to know how many ways there are to kill beyond simply pointing and shooting? Now you can kill your enemy in even more pointlessly cruel ways than normal!


--Sales Pitch

This Ammunition series, developed to be compatible with all 7.62x51 mm weapon systems, carries a plethora of alternative Ammo Types to kill in vicious, murderous ways with slugthower type weapons, while lasting longer than most ammunition of this sort under adverse conditions. While ultimately held back by the specialized knowledge required to forget it's alternate ammo types, it's Armor Piercing and Hollow Point rounds are ultimately in massive numbers of availability and their high quality at cheap prices means that even though one may have more limited amounts of it's more exotic variants, whatever they do have grants them a massive chance of, if not triumphing, at least surviving even the most dangerous Conventional or unconventional threats
 
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