Star Wars Roleplay: Chaos

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Approved Tech 14mm Anti-Shield Rounds

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION

TECHNICAL SPECIFICATIONS
  • Classification: Specialty Cased Ammunition
  • Size: Very Large
  • Weight: Very Heavy
  • Explosive Type: None, though the Ionite emits a very powerful EMP like burst when it hits electronics.
  • Delivery Method: Shot out of a M-2 HMG
  • Effective Range: Battlefield
  • Area Of Effect: Personal
  • Stopping Power: Extreme
SPECIAL FEATURES
  • Bullet itself is relatively heavy providing very consistent trajectories regardless of the atmospheric conditions and giving it massive amounts of momentum when it hits hard armor. Tunqstoid core in the round gives it much more penetration power while the Ionite-A sheath severely damages or even overloads enemy shielding.
  • Bullet is designed so that while it is in storage, the magnesium and Yorik Coral casing protect anything around the round from any kind of electronics to power sources that the Ionite has even the slightest of potential of shorting out, which gives it the ability to be stored safely for long periods of time at no risk unless you set the rounds themselves on fire.
STRENGTHS
  • That's some nice Tech you got there - These rounds are designed to do one thing when it hits enemy armor or shielding. The Ionite-A in the round will either pierce the enemy armor enough short out electrical systems, cause shields to malfunction and start going haywire, or if you hit something enough times with these rounds, cause all their systems to just shut down as the Ionite does what it does naturally, destroy tech.
  • Every Round is a tracer - So one of the nice things about the shell of the rounds is that while they burn away, you can actually see the flight path and trajectory of the rounds, making it much easier to aim your follow up shots as you can see what the round is doing mid flight.
  • It's still a 14mm HMG round - Yeah this round is still a 14mm x 110mm so whatever penetration and stopping power that may have been lost by giving an Ionite outer shell is essentially minimized, well because it's a 14mm x 110mm round. It will still tear through armor, people, and things that are too heavily reinforced. Will the round stay together as well as standard rounds do? Probably not, but it's still gonna hurt.
WEAKNESSES
  • More dangerous than standard or AP rounds - This one is a no brainer, if these rounds catch fire on say, a ship, your protective coating covering the tip will suddenly be gone, which means you now have a lot of exposed Ionite on board your vessel. Do I need to say more?
  • Rounds have a tendency to shatter on impact with heavier armor - These rounds are encased in Ionite-A, which isn't near as hard or as physically tough as other metals. Will the tunqstoid core get through and possibly do some damage? Sure, but it won't be near as much as what a standard round would do as it just lost a lot of mass, size, and energy.
DESCRIPTION
This round is a product of several engineers looking at the M-2 HMG and thinking, we should stick this on a star ship. Which they did but then immediately encountered the primary issue of while Armor Piercing Incendiary rounds were absolutely terrifying and horrendous against light armored and unarmored targets, against shields they were not as effective. And then an engineer pulled the schematics from the TDW Ammunition upgrade program for 6.8mm Anti-Shield rounds, and decided that it would be a brilliant idea to adapt it for use in the 14mm MG. So using the same basic concept of shooting an Ionite-A infused round, the engineers made the core of the round out of tunqstoid to give it the weight and proper ballistics of standard 14mm ammo, and then put the Ionite around it as a shell of sorts. Then for an outer protective covering using the same as on the 6.8mm variant, making tracers for the ammunition and protecting the craft itself from the possible effects of having artificial ionite rounds on board. This makes this round both able to still have a royal amount of punch, while also playing havoc with whatever shields or electronics might be on the enemy vehicles. So load up a belt of this, and have fun watching your enemies cry about their tech suddenly not working. And always remember, you're using this to disable the enemy's equipment if you encounter infantry, so aim for their chinstraps, should do the trick right?
 
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