Star Wars Roleplay: Chaos

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Work In Progress Mage's Laboratory - Factory Workshop I

OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer: First United Astral Engineering
  • Affiliation: Eleena Salwa
  • Market Status: N/A - Closed-Market
  • Model: FAE/R-07 “Regina Fair” Racing Prototype Repulsor Bike
  • Modularity: Yes
    • Various Aesthetic Modifications and Permutations.
    • Seat Height, Petal Position, and Other Relevant Ergonomic Factors May be Adjusted to Accommodate Riders of Virtually All Sizes and Builds
    • Various Settings and Programming Alterations
    • Variable Setup Adjustments
      • Capable of Being Tuned and/or Adjusted for Different Types of Tracks, Weather Conditions, Pilot Preference, Etc.
      • Systems May be Stripped as Needed or Desired
      • Setup Modules May be Switched
  • Production: Unique
  • Material:
TECHNICAL SPECIFICATIONS
  • Classification: Racing Swoop Bike
  • Size: Average
  • Weight: Average
  • Setup Modules: Pure Power │ Side Force - Circuit │ Side Force - Oval Track │ Balance - Side Force Focus │ Balance - Power Focus
Pure Power​
Side Force - Circuit​
Side Force - Oval Track​
Balance - Side Force Focus​
Balance - Power Focus​
Acceleration
Extreme
Average
Very High
High
Very High
Launch
Low
Very Low
Very Low
Very Low
Very Low
Braking Power
Low
Extreme
Low
Very High
High
Cornering Speed
Average
Extreme
Extreme
Very High
High
Top Speed
Extreme
Average
Very High
High
Very High
  • Propulsion: Repulsorlift
  • Minimum Crew: ECSAI-class "Sérhannaðar" Artificial Intelligence
  • Optimal Crew: 1 Pilot and ECSAI-class "Sérhannaðar" Artificial Intelligence
  • Passenger Capacity: None
SPECIAL FEATURES
STRENGTHS
  • (Provide, in list format, a minimum of 1 strength of this submission.)
  • Ricer - With three distinct setup modules, the Regina Fair can be tuned to the demands of almost any track or course, whether it be a ovular speedway, a technical short circuit, or something with characteristics of both.
    • Power -
    • Side Force -
    • Balance -
WEAKNESSES
  • (Provide, in list format, a minimum of 1 weaknesses of this submission.)
  • There Goes Pole Position - Due to a lack of the necessary gearing, the Regina Fair is quite frankly, terrible off the line, meaning that it is important to put the bike on the front row in qualifying. Even then, the Regina Fair might still suffer.
  • Night in the Garage - Setup modules require a night in the garage to switch out. Full module refits can not be done during a pit stop or even during an extended period of race suspension.
DESCRIPTION
(Describe some of the histories behind the submission. Give us some idea of how it might perform its function, what it excels against and what some limitations of it are. This is where you talk about your idea, flesh it out over at least a good-sized paragraph, and address some of the ways it might be used or abused. For especially powerful or ambitious submissions, a very thorough description is recommended.)
 
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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
STANDARD FEATURES
ADVANCED SYSTEMS
STRENGTHS
  • Sprite: The TIE Sprite is much, much smaller than a standard TIE/ln or TIE/LN. Thus, it has a tighter profile and is generally harder to hit. It is also easier to handle in confined spaces, such as dense asteroid fields, debris fields, hangar bays, or cavernous ship interiors.
  • Electromagnetic Warrior: With its ECM, EPM, and shield frequency scrambler, the TIE Sprite is capable of exerting significant influence on the electromagnetic environment in almost any given battlespace. It can disrupt enemy targeting solutions while enhancing its own, pierce through concerted jamming, and execute yet more feats.
  • Amphibian: The life support systems, electromotive field motors, and hydrostatic fields allow the TIE Sprite to traverse underwater and remain submerged for an indefinite period of time. In a pinch, this function could be used to hide from pursuing enemy forces or even to initiate a surprise attack!
  • Phantom Sprite: Priesse’s TIE Sprite TN-29-6 has a full suite of stealth systems, allowing it to maintain an invisible sensor profile under virtually all operating conditions. It is also capable of remaining concealed against most common anti-stealth sensors, including, but not limited to, gravity sensors, crystal gravfield traps, and mass sensors due to its gravitic modulators, magnetic sensors due to its magnetic field generators, thermal sensors, and Force Sense (and its derivative powers) due to the Taozin undercoat and the Terentatek hide hull liner integrated into the craft’s construction. In addition, the TN-29-6 benefits from the addition of the Phase Masque, which works to effectively distort the craft's visual and sensory profile.
  • Pursuit Predator: Owing to its performance upgrades, the Sprite TN-29-6 can sustain extreme combat and cruising speeds. This allows Priesse to dictate the terms of a given engagement and escape at will, if needed.
  • Hummingbird: The TIE Sprite is quite balletic and maneuverable in flight, demonstrating dazzling agility that allows a skilled pilot to evade incoming fire and missiles with deft ease. From here, the various upgrades installed in Priesse’s Sprite TN-29-6 elevate its maneuverability performance to the extreme, making it virtually untrackable in many contexts.
WEAKNESSES
  • Automation: The TIE Sprite is supported by a suite of automated processes which govern its targeting systems, power systems, flight control systems, and yet more. In the event that these systems are somehow disabled, whether via EMP/Ion discharge, concentrated slicing, or in rare cases, jamming, the operating efficiency of the craft will be negatively affected.
  • Sensitive Passive Sensors: The passive sensor array on the hull of the TIE Sprite is an extreme boon to the pilot’s battlespace awareness, especially in conditions where the use of active sensors may reveal the craft’s location. However, they are also very vulnerable, as even glancing blows can destroy or disable the sensors on or around the affected areas. In essence, as the hull takes more hits, the Spyglass’ passive reception array will become increasingly ineffective.
  • Straight and Narrow: The SLAM Mk. II provides a significant boost to speed and acceleration, but it compromises maneuverability while active.
  • Thin Skin: The TIE Sprite has ultralight, low-grade shields and a weak, thinly armored hull. Thus, the craft is unable to withstand direct fire for long.
  • Catching Flak: Although the TIE Sprite is a tiny, fast starfighter that is hard to hit, it is susceptible to high-damage area of effect munitions, typically from cluster explosives or flak. The craft’s lack of heavy armor renders it quite vulnerable to attacks from these weapon types and others of similar profiles.
  • Sprite Sting: Priesse TIE Sprite TN-29-6 has a light armament when equipped with the stock armament options (beam cannons, autocannons, and scattercannons). However, it should still be noted that these weapons are still very much small craft/vehicle-grade and thus are naturally more powerful than even heavy man-portable small arms.
  • One at a Time: Between the Phase Masque and the polarized solar ray-particle energy shields, the Sprite TN-29-6 can only have one of these systems active at a time.
DESCRIPTION
A naturally gifted pilot, Priesse established herself as a TIE ace in her first two combat sorties with Titan Squadron. Proving herself to be an asset to the Imperial Navy, Priesse was authorized to have her TIE undergo a regimen of upgrades to improve its performance characteristics, the depth of its stealth capabilities, and its armaments. In essence, she had earned the right to an ace custom.

The upgrades to Priesse’s TIE Sprite were comprehensive. Among the most notable are uprated engines and secondary thrusters, uprated SLAM, advanced stealth systems, an anti-stealth suite, and finally, the ability to install disruptor cannons that offer a significant leap in the craft’s firepower.

Priesse chose not to christen her Sprite with a name, opting instead to retain its hull number. Nevertheless, as her first assigned TIE, she intends for the craft to carry her through the remainder of her training and far into her career as an Imperial starfighter ace!
 
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  • Classification: Blaster Pistol - Hybrid Weapon
  • Bolt Color / Appearance:
  • Muzzle Velocity: 879 m/s
  • Size: Average
  • Weight: Average
  • Ammunition Type: FAE/AM-01-S1 Energy Weapon Cartridge - Ethaerium Gas and CryoBan Coolant
  • Ammunition Capacity: Small - 40 Shots
  • Effective Range: Average - 50 Meters
  • Rate of Fire: Semi-Automatic
  • Damage Output: Very High
  • Recoil: Average
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  • Data and Information Security
  • Combat Electronics
  • Control Systems
  • Energy Modes
    • Hyper-Ionized Particle Bolt
      • Considered to be the standard energy module, this module manifests a hyper-ionized particle bolt that deals damage via a veritable hammer blow of concussive shock (kinetic energy), the searing release of thermal energy as the superheated plasma particles destabilize matter to produce decohesion temperature heat (~six thousand five hundred degrees centigrade), and finally ionization energy which can disrupt electronics and overload energy shields in the manner of an electromagnetic pulse. Of particular significance, each bolt in the spread has an explosive effect upon connecting with a shield or solid object, including the blade of a lightsaber.
    • Incendiary Plasma Bolt
      • This module manifests an incendiary plasma bolt encased within a magnetic field. The bolt is designed to “splash” in a one-meter radius on impact with any solid object (including energy fields) as the searing plasma adheres itself to objects within its radius. Stuck to the target, the semi-solid plasma “gel” can potentially inflict significant and continuous superheating damage on shields, armor, and flesh, typically burning at temperatures in excess of five thousand degrees centigrade for several seconds. This module also has secondary kinetic effects, though not nearly to the degree of the default hyper-ionized particle beam module.
    • Stun Bolt
      • Projects a stun bolt that is designed to leave a target unconscious by overloading their nervous system via charged electrical impulses.
  • Power Systems
  • Utility and Safety Systems
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  • Thermal Endurance: The dallorian alloy-reinforced quadranium-rhenium barrel, overlaid heat sink webbing, and CryoBan coolant flushes from the energy cartridge, allow the KCP-4 to sustain an effective rate of fire far longer than standard blaster pistols. Where conventional sidearms overheat and require cooldown cycles after multiple shots, the KCP-4 can empty its forty-round capacity with only negligible performance degradation.
  • Tri-Energy Lethality: The KCP-4’s three energy modes cover virtually any combat scenario. The hyper-ionized bolt delivers concussive, thermal, and ionic damage simultaneously, with a very high potential to overwhelm shields and pulse electronics. The incendiary plasma bolt mode discharges gel that can stick to targets for sustained superheating, ideal against armored opponents or area denial. And the stun bolt provides a non-lethal option. Few other pistols in the KCP-4’s class offer this breadth of terminal effects from a single frame.
  • Handheld Heavy Weapon Output: The KCP-4 compresses carbine-grade energy into a pistol frame. The overcharged galven circuitry drives the prismatic crystal array at near-critical tolerance, while the quadranium-rhenium barrel and CryoBan cooling system survive the resulting thermal stress. Each hyper-ionized bolt delivers a concussive shock equivalent to a light slugthrower round, thermal energy sufficient to vaporize standard body armor at the point of impact, and an ionization burst that can feasibly overload personal shields with one or two hits. Against unprepared opponents, the first shot from the KCP-4 is often the last.
  • Symbiotic Fire-by-Thought: The FAE/S-07 enables fire-by-thought actuation, reducing reaction time to the speed of neural transmission rather than mechanical trigger pull. When linked to compatible armor or HUD, the user can acquire targets, switch energy modes, operate the weapon’s functions, and fire with zero perceptible delay. This allows for split-second responses against multiple threats, giving the user a decisive advantage in close-quarters duels.
  • Surgical: While the KCP-4 is not anything near a sniper weapon, the weapon is incredibly accurate and precise within its effective firing range.
  • Witch Blood: Integrated terentatek hide gives the KCP-4 a stunning resistance to direct applications of the Force, particularly mechu-deru and similar technology manipulating powers. This allows non-Force-sensitive users to engage Force-wielders with confidence and security in their weapon's integrity.
  • Shapeshifter: The grip, trigger reach, and control layout are not fixed. Programmable matter within the pistol’s frame reshapes itself to the user’s hand upon biometric verification, creating a perfect anatomical fit for any species, cybernetic configuration, or armored glove. Controls can be repositioned or re-mapped via neural, blink, and voice command. A Twi’lek, a Besalisk, and a human wearing thick gauntlets will each experience the KCP-4 as if it were custom-built for them alone.
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  • Fortune Teller: While the KCP-4 is drop-safe so that the prismatic crystal does not become misaligned with a simple fall or drop, if the weapon is fired with a misaligned prismatic crystal (which can occur if the weapon sustains damage), the risk of an explosive outcome is somewhat high. This can likely end with the weapon going off in the wielder’s hand to potentially catastrophic effect in the event that they attempt to fire it in spite of the damage.
  • Ion Susceptibility: While the hyper-ionized particle bolt is excellent at disrupting enemy electronics and shields, the KCP-4 itself still remains vulnerable to ion weapons and EMP effects. The reinforced duraplast electronic hardening mitigates this weakness but does not eliminate it. A well-placed ion grenade could disable the Ghost Link, the targeting matrix, or the programmable matter ergonomics mid-fight, transforming a sophisticated sidearm into a brick in the user’s hand.
  • Crystal Calibration Delay: The KCP-4's prismatic crystal array requires roughly a half-second to fully stabilize after switching energy modes—swapping from hyper-ionized to incendiary to stun. This calibration period leaves the weapon incapable of firing while the crystal reconfigures its lattice structure. A skilled opponent could feasibly exploit this window of vulnerability in any number of ways.
  • Short Effective Range: The hyper-ionized bolt’s particle spread and the incendiary plasma bolt’s splash pattern lose cohesion beyond fifty meters. Competent enemies with carbines, rifles, or even well-maintained heavy pistols can outrange the KCP-4, forcing the user to close distance or rely on secondary weapons.
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The Kainate Combat Pistol Model Four is a refinement on blaster pistol-style weapons designed by First United Astral Engineering and manufactured by the Vorrik Armatech subsidiary of Malsheem Hypernautics and Manufacturing. Incorporating First United Astral Engineering’s standard suite of utility features, the weapon is one of the most advanced pistol-style armaments fielded within the Sith Order. Notably, these features include programmable matter ergonomics that make the weapon a custom fit for any wielder, the FAE/S-07 Ghost Link for neural command and fire-by-thought capability, security features to prevent theft, a collapsible frame via molecular disruptor mirror cells, and yet more items that make the weapon one of the most convenient to wield in the Sith arsenal.

While the KCP-4 is manufactured exclusively by the Kainate, the weapon was also made available to other, non-Kainate groups in the Sith Order. These groups however are often made to pay a tithe to Malsheem in exchange for access to the weapon.

In all, the KCP-4 is anticipated to give Kainate personnel access to convenient, comfortable, and ultra-lethal firepower in a frame that offers a wide breadth of terminal effects in a compact package.


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  • Manufacturer:
  • Affiliation:
  • Market Status: Closed-Market
  • Model: KSMG-7 Mk. II - Kainate Submachine Gun Model Seven Second Rendition
  • Modularity: Yes
    • Can link to virtually any electronics, sensor suite, HUD, artificial intelligence, or targeting system.
    • Can be configured for mounting on vehicle, droid, or automated platforms.
    • Frame may be coated or electroplated with various materials.
    • Settings and Programming Alterations
    • Aesthetic Modifications
    • Systems may be stripped as needed or desired.
    • Optic and underbarrel rail interfaces may accommodate a number of attachments
    • Various Ammunition Types
  • Production: Minor
  • Material:
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  • Classification: Slugthrower SMG - Verpine Linear Motor
  • Size: Average
  • Weight: Average
  • Muzzle Velocity: 2.2 km/s
  • Ammunition Type: Slugs
    • Average Projectile Weight: ~85 gr
  • Ammunition Capacity: Average
    • 48 Slugs - Standard Megazine
    • 72 Slugs - Extended Magazine
  • Effective Range: Average - 300 m
  • Rate of Fire: Selective Fire
    • Mechanical Rate of Fire: 950 RPM
    • Firing Modes
      • Automatic
      • Semi-Automatic
      • Burst Fire - 2 Shot Burst
  • Damage Output: Very High
  • Recoil: Average
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  • Data and Information Security
  • Combat Electronics
  • Control Systems
  • Ammunition Types
    • Factory Ammunition
      • Standard Penetrator
        • Standard penetrator ammunition is designed for general use, being effective against both armored and unarmored targets. The core is dense tunqstoid, which is encased in a conductive polymer-ultrachrome composite to prevent wear inside the barrel and to facilitate the penetration of energy shields. The projectile has a rough teardrop shape, for aerodynamic efficiency.
      • Armor Penetrator
        • Intended for general anti-armor use, armor penetrator ammunition is designed to punch through body armor, light vehicle plating, and droid chassis. The projectile has an aerodynamic penetrator profile, featuring a sharply tapered nose to maximize sectional density and reduce air resistance while the boat-tail base improves stability in flight. The core is ultra-dense seigurium (for maximum density and hardness), which is encased in a conductive polymer-ultrachrome composite to prevent wear inside the barrel and to facilitate the penetration of energy shields.
      • CryoBan
        • Designed to release CryoBan on impact, CryoBan ammunition is designed to flash-freeze targets on impact. Regarding its construction, CryoBan slugs are encased in a conductive polymer-ultrachrome composite to prevent wear inside the barrel and to facilitate the penetration of energy shields. This casing is notably frangible, intended to shatter on impact in order to release the payload. The slug’s core is composed of three parts: the primary cryogenic agent—CryoBan, a suspended pocket of collapsium gas, and a high-strength magnetic containment shell. On impact, the shell fractures, at which point the collapsium destabilizes and implodes to create a localized vacuum. The sudden pressure drop causes the CryoBan to expand violently, potentially freezing targets in a ~1 meter radius instantly and violently.
      • Controlled Penetration
        • Controlled penetration ammunition is lethal and barrier-sensitive, designed to kill armored targets while minimizing the risk of overpenetration and collateral damage. In terms of their construction, controlled-penetration slugs are encased in a conductive polymer-ultrachrome composite to prevent wear inside the barrel and to facilitate the penetration of energy shields. This casing is notably frangible, intended to shatter on impact in order to prevent ricochets. The core is tunqstoid compressed powder into a sintered matrix. On impact, the slug shatters into pre-formed shards as the core powderizes into a lethal cone, ensuring that the maximum amount of energy is dumped into the target.
      • Ion Disruption
        • Ion disruption slugs are specialized electromagnetic ammunition designed for anti-droid, anti-electronic, and anti-energy shield applications. They deliver targeted ion bursts intended to fry circuits, overload systems, and cripple mechanized threats. In terms of their construction, ion disruption slugs are encased in a conductive polymer-ultrachrome composite to prevent wear inside the barrel and to facilitate the penetration of energy shields. This casing is notably frangible, intended to shatter on impact in order to release the ionized payload. The slug’s core is composed of two parts: ionized gas that unleashes a charged plasma, conductive nano-filaments which are designed to facilitate the penetration of the ionic discharge into circuitry, and ferromagnetic dust that enhances EM interference. On impact, the slug shatters, releasing ionized plasma and charged nano-filaments which function akin to a powerful electromagnetic pulse in a ~0.5 meter effective radius. The ferromagnetic dust is released as well, but it functions primarily to ensure that ionic effects linger, potentially causing extended systems disruption that may last after impact.
      • Explosive-Incendiary
        • Explosive-incendiary ammunition is designed primarily for anti-armor and area denial use cases, though it remains effective against conventional targets. The core is filled with solid iadrium, which is encased in a conductive polymer-ultrachrome composite to prevent wear inside the barrel and to facilitate the penetration of energy shields. The iadrium detonates on impact via a mass-reactive electric fuze, giving nigh-perfect reliability in exploding against both soft and hard targets. The blast has a radius of ~0.5 meters. However, the fire can spread beyond this, especially in the presence of flammable materials. Pertaining to its incendiary effects, the explosion and fire can reach temperatures in excess of two thousand five hundred degrees centigrade in a Type I atmosphere. The fire itself can burn for up to 30 seconds, though this can be longer if it spreads to flammable materials. Finally, the projectile has a roughly teardrop shape, for aerodynamic efficiency.
      • High Explosive
        • Pure explosive ammunition is designed primarily for anti-armor and area denial use cases, though it remains effective against conventional targets. The core is filled with solid baradium, which is encased in polymer-ultrachrome composite to prevent wear inside the barrel and to facilitate the penetration of energy shields. The baradium detonates on impact in a ~0.5 meter blast radius via a mass-reactive electric fuze, giving nigh-perfect reliability in exploding against both soft and hard targets. The projectile has a roughly teardrop shape, for aerodynamic efficiency.
      • Active Wave Cancellation
        • Active Wave Cancellation ammunition is designed to eliminate the hypersonic crack of supersonic railgun fire, enabling quiet engagement against sound-sensitive targets or in covert operations. The projectile is encased in a conductive polymer-ultrachrome composite to prevent barrel wear and facilitate energy shield penetration. The core houses a photonic lattice processor and a network of micro-scale dynamically adjusting surfaces, forming a topological metamaterial skin studded with billions of piezo-electric pressure hairs and plasma micro-jet cavities. Upon launch, the railgun's electromagnetic pulse charges an internal piezoelectric acoustic reservoir. During flight, the processor maps real-time pressure topology ahead of the forming shock front and directs the metamaterial skin to generate precisely timed counter-pressure waves via projected counter-pressure sound waves or surface morphing. These counter-waves destructively interfere with the natural N-wave shock front, converting the sonic boom into a barely audible hum. The projectile has a sleek, needle-like profile with subtle, shimmering surface patterning.
    • Aftermarket Ammunition
  • Power and Discharge Systems
    • Verpine Linear Motor and Gravity Coils
      • Power Setting Modulation System
        • At lower power settings, the projectile is imparted with a lower muzzle velocity. Of particular note, a special subsonic setting is also included, which accelerates the projectile to ~340 m/s. At higher power settings, the projectile has a higher muzzle velocity. On full power (the standard setting), the muzzle velocity is roughly 2.2 km/s. However, it should be noted that using the weapon at lower power settings (including the subsonic setting) will quite noticeably decrease the muzzle energy and effective range.
    • Rylith Power Cell - 400 Shot Capacity
  • Utility and Safety Systems
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  • Kinetic Train: The KSMG-7 Mk. II has a very high damage potential when discharged on the active power mode, which uses both chemical propulsion and linear motor rails to accelerate the projectile to hypersonic velocity. This extreme velocity imparts the handgun caliber-sized projectile with kinetic force roughly equivalent to that of a light anti-materiel projectile, giving the weapon a very high chance to penetrate heavy personal and light vehicle-grade armor.
  • Surgical: While it lacks the range to be a sniper platform, the KSMG-7 Mk. II is very accurate and precise within its effective firing range.
  • Witch Blood: Integrated terentatek hide gives the KSMG-7 Mk. II a stunning resistance to direct applications of the Force, particularly mechu-deru and similar technology manipulating powers. This allows non-Force-sensitive users to engage Force-wielders with confidence and security in the integrity of their weapon.
  • Symbiotic Fire-by-Thought: The FAE/S-07 enables fire-by-thought actuation, reducing reaction time to the speed of neural transmission rather than mechanical trigger pull. When linked to compatible armor or HUD, the user can acquire targets, operate the weapon’s functions, and fire with zero perceptible delay. This allows for split-second responses against multiple threats, giving the user a decisive advantage in close-quarters duels.
  • Shapeshifter: The ergonomics are not fixed. Programmable matter within the weapon’s frame reshapes itself to the user’s hand upon biometric verification, creating a perfect anatomical fit for any species, cybernetic configuration, or armored glove. Controls can be repositioned or re-mapped via neural, blink, and voice command. A Twi’lek, a Besalisk, and a human wearing thick gauntlets will each experience the KSMG-7 Mk. II as if it were custom-built for them alone.
  • Rapier: While the KSMG-7 Mk. II is average-sized for a weapon of its class, as an SMG it is lighter and more maneuverable than a rifle. Thus, it is an ideal weapon for the shooter who needs to engage targets in a quick and snappy manner, while remaining light on their feet.
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  • Ammunition Weight: Although more efficient than conventional slugthrowers which require propellant in order to fire, the KSMG-7 Mk. II needs both physical ammunition and power cells. Thus, compared to energy weapons of the same class, the weapon’s ammunition is less mass and space-efficient.
  • Double Blade: The high explosive and explosive-incendiary ammunition types can represent a risk to the user. A penetrating shot to the magazine could destabilize ammunition cores, potentially triggering sympathetic detonations which risk setting off all of the slugs at once.
  • Storm Surge: As the KSMG-7 Mk. II exclusively utilizes a verpine linear motor to fire, it is uniquely susceptible to EMP and Ion-based assaults. Unlike a typical slugthrower which utilizes chemical propellant, the weapon quite feasibly be wholly disabled should it be hit by a powerful ionizing discharge that overcomes its defenses.
  • Blast Back: High explosive, CryoBan, and explosive-incendiary ammunition types may pose a severe hazard to the wielder if they are used at particularly close range, notably if the shooter fires at a target while inside the blast radii of the respective ammunition types.
  • Inertia Damper Dependency: The recoil mitigating inertial damper is an active electronic system. If the damper fails, whether due to battle damage, EMP (despite the hardening), or a software glitch, the KSMG-7 Mk. II will immediately become uncontrollable in full-auto or burst fire. The recoil impulse will walk the muzzle to the sky after 2–3 rounds, making aimed fire virtually impossible. This creates a single point of failure: without the inertial damper, the operator is reduced to semi-automatic only, and even then, follow-up shots may be punishingly slow.
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Easily filling the niche of a special purpose kinetic SMG within the Kainate small arms armory, the Kainate Submachine Gun Model Seven Second Rendition is a railgun slugthrower SMG that is capable of punching far above its own weight and caliber. While slug weapons are often viewed as unconventional in a modern battlespace where energy weapons reign supreme, the KSMG-7 Mk. II holds its own due to its fast fire rate, excellent stopping power, and compact frame. In terms of its damage potential, the weapon fires an 85 grain (special or non-standard rounds only vary negligibly from this mass) projectile at 2.2 km/s, giving it a muzzle energy akin to an light anti-materiel round—13 kilojoules. With this, the weapon is ideal for engaging heavy power armor-clad infantry and light vehicles. Even in the event that penetration fails, the projectile can impart blunt kinetic force on impact, generating concussive waves of overpressure that can shatter bones and rupture organs.

Still, the KSMG-7 Mk. II has limitations that weigh consideration. Its magazines are larger and heavier than comparative blaster pistol-scale power scales, limiting how the amount of ammunition can be carried. The recoil mitigating inertia damper is a single point of failure, the failure of which could cause the weapon to become uncontrollable. Finally, while the weapon fires its projectile at hypersonic speeds, the effective range is limited by poor accuracy past 300 meters.

Nevertheless, the KSMG-7 Mk. II is hoped to offer an exciting upgrade to the outmoded KSMG-7, bolstering Sith-loyal soldiers, operatives, and combatants with a weapon option that is just as mobile as it is deadly.

It should be noted that the KSMG-7 Mk. II is manufactured exclusively by the Kainate. However, the weapon was also made available to other, non-Kainate groups in the Sith Order. These groups however are often made to pay a tithe to Malsheem in exchange for access to the weapon.


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