M E A T B A G
=| VW-01 "Fatebringer" - Pattern Repeating Gauss Carbine |=
"The Eye of Thyrsus remains open. The Beacon remains lit."
- Attributed to an Ancient Sun Guard, known only by 'Vigilance.'

=| OUT OF CHARACTER INFORMATION |=Intent: To create a Standard (Read: Exotic) Armament for the Sun Guards in service to the Golden Company.
Image Source: JMPDoubleX - YouTube Thumbnail, Destiny 2 Concept Art by Sung Choi.
Canon Link: Bowcaster. (See links Below.)
Restricted Missions: If Required.
Primary Source: Bowcaster (Canon.), Bowcaster (Legends), Gauss Rifle (Fallout and Modern Science.), Colt Canada C8 (Size and Weight Reference.)
=| PRODUCTION INFORMATION |=
Manufacturer: The Golden Company - Guild of Armourers.
Model: VW-01 "Fatebringer" - Pattern Repeating Gauss Carbine.
Affiliation: The Golden Company - Sun Guards; Closed Market.
Modularity: Yes; Exterior Attachments, Decorative Casing, and Ammunition.
Production: Limited - The Golden Company.
Material: Titanium-Reinforced Durasteel Frame, Reinforced Duraplast Casing, Anti-Ion Mesh (Faraday Cage), Ruusan Copper and Galven Coiling (Electromagnetic Solenoids), Gold and Vanadium Detailing, Various Weapon Components, Synthcloth Wrapping.
=| TECHNICAL SPECIFICATIONS |=
Classification: Semi-Automatic Gauss Rifle, Exotic Weapon.
Size: Personal, Two-Handed.
Length: 2.8 Feet or 34 Inches.
Weight: 4.81 KG or 10.60 LBS [Heavy.]
Ammunition Type: Tibanna Gas Canister (Plasma Spun), Ferromagnetic Quarrels / Slugs, Blaster-Grade Plasma Cartridge(s).
Ammunition Capacity: 30 - Ferromagnetic Quarrels / Slugs (Plasma Sheathed.)
Optimum Effective Range: 30 Metres.
Maximum Effective Range: 50 Metres.
Rate of Fire: Single Action, Semi-Automatic. (Manual Fire Selector.)
=| SPECIAL FEATURES |=
- Plasma Sheathing - Ferromagnetic Quarrels / Slugs.
- Internal Automatic Cocking Mechanism.
- Gauss Rifle - Magnetic Acceleration Weapon (Solenoid-based.)
- Bullpup Design.
- Magnetic Weapon; Coilgun.
- Powerful, Quarrel > Particle Bolt. Energetic and Kinetic Damage; Tremendous Impact. Possible Plasmatic Spread.
- Moderate Ionic/EMP Resistance.
- Bullpup Design; Faster Reloads.
- Semi-Automatic Weapon; Non-Rapid-Firing.
- Unsubtle Weapon; Cannot Be Concealed.
- Coil Compression; Minor Discharge Recoil.
- Power Hungry; Requires Plasma Cartridges.
- Overheating Danger; Semi-Automatic Fire can Overheat the Weapon, causing the Coils to Melt.
- Unwieldy [Heavy.] (Restriction(s): Wookiee, or Strength Augmentations.)
- Magnetic Weapon; (When Internal Components are Degaussed or Deprived of Power, Weapon’s Useless.)
- Specialty Magnetic Ammunition.

=| DESCRIPTION |=
Once, long ago, before the Four Hundred Years Darkness took hold of the Galaxy, the Sons of Thyrsus had carved out a fearsome reputation amongst the stars; a legacy that had rivaled even the fabled prowess of the Mandalorian Clans. However, as the Sun Guards rose above their humble origins, the highly secretive Sith began to take notice and easily manipulated their faith. That sent the Sons of Thyrsus down a chaotic spiral which ended with their eventual dissolution some years later. It was only when the extra-galactic invaders known as the Yuuzhan Vong had cut a swathe across the known universe that the Sun Guard, reformed and reborn anew, had taken up arms against their newfound foes. As time progressed, and as the cycle of history slowly started to repeat, those that had taken up their storied mantle fought against the coming darkness - and in the process developed a weapon that could turn the tide in favour of the Sun’s Chosen. Thus, were the origins of the VW-01 Repeating Gauss Carbine, and how it came to be.
Utilizing the schematics of an ancient Wookiee bowcaster, and combining that nigh-mythical technology with the advancements of the modern era, the VW-01 became a terrifying mobile platform of destruction in its own right. The weapon itself worked on the fundamental properties of Ampere’s Law, which was the process of running power through something like a wire, it generated a looping magnetic field that coruscated around the thinly pressed filament. By concentrating the process, which involved wrapping the charged cables into a tightly wound coil which were universally called Solenoids, allowed for the alteration of the magnetic fields within the metallic spiral to flow in a single direction. As the power flowed through the weapon, and magnetically charged the coils, a ferromagnetic quarrel - when discharged by the cocking/hammer mechanism - would have its fields aligned to that of the weapon. This process would alter the atomic structure of the projectile, which in turn would create a force - much like how two opposing magnetic fields slam together when placed near one another.
This force would incrementally increase the closer the quarrel/slug was to the coil, and through the ingenuity of precise timing, along with magnetic manipulation, would allow the projectile to increase its terminal velocity until it departs the weapon with deadly gusto. It was near the end of this process that the quarrel would be enveloped in a plasmatic sheathe, that added what many would consider an overpowered punch to an already deadly projectile. This meant that not only would a potent kinetic force be applied to the target, be it a lightly armoured vehicle, or the personal armour that was cloaking a rank and file soldier, but energetic as well - which was calculated to be on par with that of a blaster bolt. It was an innovative and almost humane design choice, as the quarrel would easily puncture through flesh, and the plasmatic sheathe thereafter would instantly cauterize the wound. This, however, brought with it the difficulties most blaster weapons encounter when faced with projected energy shields or the Symbol of a Jedi. Due to the similar properties found between the plasmatic sheathe and an energy shield based primarily around Ray or Deflector variants, the energetic coating would be stripped away and depriving the projectile of it’s cauterizing case. That process would have little effect on the quarrel’s velocity, as the coruscating energy has no mass. But - should the projected energy shield be particle based (Which is always found, layered within a Deflector shield) the quarrel would smash into the barrier - inflicting the damage meant for the target upon the hapless energy shield instead.
When it came to a lightsaber, the plasmatic sheath would impact the weightless blade and scatter in various directions, often causing harm to others nearby - or the Jedi themselves (Depending on trajectory and size classification of the Sabre-Jockey.) Because of the magnetic sheath being torn asunder, this process did not make the scattering bolts turn into smaller particle projectiles. Instead, it merely cast the superheated plasma into the wind, causing harm to any within its immediate vicinity. Anything or anyone for that matter, caught within a metre of the Jedi’s weapon would be showered in rapidly cooling plasmatic cinders. With the energetic envelope dispelled, the quarrel would continue on its path - though having quickly turned into molten slag by the heat of the Jedi’s weapon - which would still prove to be fatal to those caught in its path. Naturally, this was entirely dependant on the Jedi and the armour they elected to wear.
[Designer’s Note: It’s highly recommended that when facing the VW-01 in combat, do not attempt to deflect the plasmatic quarrel, as it would cause more harm to oneself, than if you dodged the projectile. Non-Close Quarter Weapon; Designated Marksmen Rifle, Not to be a used like a Shotgun.]
OOC DISCLAIMER: As per common courtesy in an RP setting, Damage must be called by the Defender, not the Attacker. Though this weapon may be subject to Powergaming abuse, as are all things, the Site rule against PC Character death overrides the science behind this weapon.