Errreembuhr
CEO of EODD
OUT OF CHARACTER INFORMATION
- Intent: To produce an infantry-borne heavy-armor piercing rifle
- Image Source: https://www.ar15.com/gunstruction/
- Canon Link: N/A
- Restricted Missions: N/A
- Primary Source: Mass Driver, Verpine shattergun, ARGH HVKF MD-1
PRODUCTION INFORMATION
- Manufacturer: EODD
- Model: EKR-30 Mass Driver Rifle
- Affiliation: Closed-Market
- Modularity: Can fit a variety of scopes on its top rails; Can use various projectile ammunition so long as it is not ammunition specially designed for other weaponry
- Production: Minor
- Enough is produced to outfit EODD troops, but may be purchased through a military contract
- Material: Alusteel frame, Parallel-rail electromagnets, Rubber butt-pad
TECHNICAL SPECIFICATIONS
- Classification: Mass-Driver Rifle
- Size: Large
- Weight: Very Heavy
- Ammunition Type: 30x45mm Slugs
- Ammunition Capacity: 7 slugs per magazine
- Reload Speed: Slow
- Effective Range: Battlefield
- Rate of Fire: Very Low
- Stopping Power: Extreme
- Recoil: Very High
SPECIAL FEATURES
- Miniaturized Repulsor System
- Inertial Dampener
- Computer-Aided Targeting Scope
Strengths:
- Armor Piercing Power: Thanks to its firing mechanism propelling a 30x45mm slug at 6 km/s through parallel electromagnetic rails the EKR-30 is designed to punch through all but the most dense armor, whether it be personal or vehicle, at up to 1000m. Of course anything organic behind said armor is at serious risk of being struck by the weapon’s projectile, and it is designed to cause severe damage to vehicle parts such as engines or weapons.
- Outstanding Range: Due to the nature of its firing mechanism the weapon has a very high upper range limit, meaning that not only can it be used to disable vehicles, it can operate as a sniper rifle to outstanding effect, especially with its standard-included bipod to stabilize.
- Pinpoint Accuracy: Again, the nature of its firing mechanism allows for extreme accuracy, with almost no drop-off at range.
- Projectile Size and Speed: While the projectiles it fires are very large compared to your average slugthrower’s ammunition, they’re still smaller than typical blaster bolts, and move much faster, making them difficult to avoid and, for force-users, very difficult to deflect with a lightsaber, meaning this weapon like others before it can be used to great effect at range against them.
Weaknesses:
- Size and Weight: The EKR-30 is *very* heavy for an infantry weapon. So heavy in fact that a miniaturized repulsorlift system is installed in the weapon to make it practical to carry around, and even with the system it’s very heavy, requiring its operator to solely carry this weapon and possibly a sidearm. Particularly strong users such as Wookiees or droids may not have as much trouble in this department as most organic users, but it’s still a significant burden to carry.
- Recoil: An inertial dampener is integrated into the weapon to reduce recoil enough so that firing the weapon doesn’t deal significant harm to the user’s shoulder, but it’s still enough that a prone user with the bipod engaged will experience significant kickback, moving their aim highly off target. To that effect, due to this high recoil and accounting for the weapon’s weight, even the strongest of organic users must fire the weapon from a prone position.
- Sound: Unlike the shatterguns made by the Verpine, the EKR-30 is very loud, producing a significant report that is guaranteed to give away its user’s position, limiting its use in operations where stealth is required and likely making it much more difficult to get a second shot on target once enemies are aware.
- Overpenetration: The projectiles fired from the EKR-30 do lose some power and momentum after punching through armor, but still carry enough to go clean through your typical soldier, making it non-ideal for use when friendlies are in close quarters to targets, or when non-combatants/civilians are nearby and at risk of being struck by a round.
- Recharge Between Shots: In order to achieve its range and penetration power, the EKR-30’s magnetic rails require 10 seconds to charge up before a shot can be fired, meaning its user is vulnerable between shots when they are unable to return fire. The weapon can be pre-charged before entering a battlefield, allowing it to be fired immediately, but in the midst of combat this provides a window of opportunity for opponents to return fire, flank the user’s position, or move to cover.
- Fragile Magnets: While the weapon’s frame is sturdy, the magnets within lack reinforcement, and can be broken easily if the weapon is struck by enemy fire, rendering it incapable of fire until the broken magnet is replaced. This cannot be done on the battlefield, given the long process of disassembling the weapon and replacing the part, meaning that should even a single magnet be rendered inoperable, the entire weapon and its operator become a liability.
DESCRIPTION
Mass-drivers aren’t uncommon on the battlefield, but typically they’re only found in vehicles and stationary emplacements. The EKR-30, however, is an attempt to bring that power in an infantry-borne package right to your enemy’s doorstep. Using parallel magnetic rails along its internal length to propel a 30x45mm projectile weighing 0.4kg at approximately 6000 meters per second, the EKR-30 is designed to provide nothing but exceptional armor penetration at range, both personal and vehicle, and destroy whatever is on the other end of that armor.
Based on an old design by the Metal Lord HK-36, the one who inducted Errreembuhr into the droid collective before their unfortunate downfall, the EKR-30 borrows several features from the HVKF MD-1. Chief among these are the miniaturized repulsorlift system, which is used to ease the significant weight of the weapon on the operator carrying it into the field, and the inertial dampener, which works to reduce the recoil of the weapon to levels that, while still quite significant, are manageable and will not significantly harm the user.
Another interesting feature of the weapon is its scope, which comes equipped with a microcomputer to aid in target acquisition. Utilizing an on-board rangefinder and swappable targeting reticles the computer estimates the range to target and possesses thermal, infrared, and night vision modes as well as a target marking program that allows its user to select targets and outline them in red. The computer can broadcast these marked targets to other friendlies, allowing them to track and coordinate an attack. The scope also contains an HUD that displays range, number of marked targets, ammunition count, and after the weapon is fired, the countdown time until the magnets are fully charged for another shot.
Speaking of the ammunition, the 30x45mm slugs are loaded via a magazine into the underside of the rifle just in front of the trigger guard. Each magazine carries 7 slugs which are loaded into the chamber via pulling back the charging handle on the top of the rifle, which also begins the 10-second charge to prepare the electromagnetic rails to fire. A square button on the right-hand side releases the magazine when its contents are spent, allowing for a reload.