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J6 Custom Carbine

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OUT OF CHARACTER INFORMATION
PRODUCTION INFORMATION
  • Manufacturer:Jast Shipwright Co.
  • Model: Carbine, Railgun
  • Affiliation: Open-Market
  • Modularity: Yes (Extreme)
  • Production: Mass-Produced
  • Material: Durasteel, Slugthrower components, Magnetic Capacitors
TECHNICAL SPECIFICATIONS
  • Classification: Modular Assault Carbine
  • Size: Handheld
  • Length: .75M (Depending on Stock Position)
  • Weight: 4.0 kg
  • Ammunition Type: Power cell, (Variable, Modular, See Features)
  • Ammunition Capacity:
  1. 30 Round Mags
  2. 240 Round Power Cells
  • Effective Range: 250M Point, 300M Effective, 600M Max.
  • Rate of Fire: Variable, Auto & Semi Selector switch.
  1. Semi- As fast as you can pull the trigger
  2. Auto- Max 3 Rounds per Second
SPECIAL FEATURES
  • Extremely Modular.
  • Variable Ammunition.
  • Compatibility with other Manufacturer parts.
  • Solid & Reliable
DETAILED SPECIAL FEATURES

  • Extremely Modular:
  1. The J6 Project is a super modular weapon system. Just about every component of the weapon can be changed out to fit the users desires. Popular Designs could be adding extra Rails, Changing it to fire shotgun shells, larger rounds, smaller rounds etc. Some folks even mod her by taking out the magnets and making her a straight chemical slug thrower. Depends on the individual.
  • Variable Ammunition.
  1. A Stock J6 can fire a variety off munition, so long as it is compatible with the chamber and bore size (7.62MM) Beyond that the lower receiver and barrel can be switched, as well as everything else to fire whatever a user desires. (Minus Rockets and Greneades)
  2. Types of Ammunition this weapon can accept
  • Shotgun/ Scattergun Shells
  • Any Calibre Below a .308
  • Can convert to Ion
  • Can convert to Sonic
  • Can use custom (Within .308 or above types ^^)

  • Compatibility with other Manufacturer parts.
  1. The stock J6 has a compatibility with other Manufacturers standard parts for a carbine. If it doesn’t, there's a kit or a video showing you how to adapt the part.
  • Solid & Reliable
  1. The J6 is reliable. Smash it into walls, drag it through mud, expose it to vacuum and overheat it. It can survive a lot of trauma and still put rounds downrange.

Strengths:
  • Modular: The J6 Carbine Excels at having parts added and removed. A popular option is to swap out Barrels, Lower Receivers, Upper Receivers and more. It can even take four attachments due to it's rail system that runs the length of the barrel.
  • Versatile: The J6 Stock version comes already able to fire a multitude of munitions, switch fire modes, and do what needs to be done.
  • Heavy hitter: The J6 Stock version uses mini magnets to accelerate a 7.62 Projectile down the barrel at sonic speed, which gives it a better penetrating advantage over a normal Slughtrower, or some blasters.
Weaknesses :
  • Barrel Wear: The J6 has a lot of friction. When firing it it is imperative to carry extra barrels, which could be a pain to switch after combat. Do not put more than 1000 Rounds down the barrel without changing it.
  • Muzzle tilt: Though a Muzzle brake was included, as with any full auto rifle, when you fire for sustained periods of time the muzzle will tilt up on you, diminishing accuracy
  • Sensitive to EMP: This can be remedied if the weapon is configured for normal Slugthrower operation. If not an EMP can disable it, frying the magnets.
DESCRIPTION

Hala Jast has used a fair share of rifles and Shotguns. One thing she did note was the lack of versatility in most of them. Even the ones that were currently on the market. So she came up with her brainchild J6 Project, which aimed to make a highly versatile Carbine.

Based off of existing Slugthrower, and Railgun tech the Jast 6 Carbine was born. A super modular weapon system, every part can be swapped or replaced. It can be set up in multiple configurations to fire just about any round a user needs it to.

A big bonus that users would love is it's durability and the fact that you don't have to buy upgrade packages. It was designed to have spare adaptor parts for just about every other Slug-thrower or Rifle out there. This makes modding her an easy process.

(^^ IC excuse to switch it to whatever you need before mission, without me having to make a million conversion kits, or you waiting for me to approve their sale.)

Just be aware of the drawbacks of your modifications.

(Best advice, use this as a weapon to fire whatever, just don't OP it.)

Another bonus was the four rail system, giving folks the ability to put all kinds of attachments on their weapon.

A popular mod for this weapon might be three Under-barrel attachments, Moding to shoot shotgun shells, or rounds up to .308 Winmag status.

A Summary of Drawbacks and Rules for this.

Since this is a totally new concept.

READ THESE CAREFULLY

  • Ranges and stats all stay the same, regardless of what type you convert to or what Munitions you use
  • You will not abuse this sub by switching weapon types in battle illogically; I.E. You have it configured to shoot Railgun status and then suddenly when someone EMP's it, you switch to Conventional Slugs in less than two posts.
  • You cannot shoot Rockets or Grenades as a primary Munition. There's attachments for that.
  • Use good sense and fair play. Wheatons Law. Don't ruin it for everyone. Don't be a dick.
  • Have fun with it, just observe the above always ^^
 
S O V E R E I G N
Factory Judge
[member="Hala Jast"],



Hala Jast said:
Image Source: https://www.pinteres...55334927574264/
Pintrest is not a suitable source. Please provide another.



Hala Jast said:
Can convert to Ion Can convert to Sonic
Can you please explain how the weapon can be changed from a Rail based slugthrower, to that of a Ion weapon, or a Sonic weapon? These three different types of weapons are like trying to mix a Semi-truck, A sedan, and a tricycle.



Hala Jast said:
Heavy hitter: The J6 Stock version uses mini magnets to accelerate a 7.62 Projectile down the barrel at sonic speed, which gives it a better penetrating advantage over a normal Slughtrower, or some blasters.
Every single one of the rounds you mention, 22 LR, all the way to .308, are supersonic rounds. This is a redundant strength. While you could use "Subsonic" rounds so the rifle doesn't have the "Crack" sound of a gunshot, and thus can be much more quiet, It makes no mention that this rifle comes with subsonic rounds. Nor do canon slugthrowers mention being subsonic. In fact, MANY slugthrowers are already supersonic.



Hala Jast said:
Barrel Wear: The J6 has a lot of friction. When firing it it is imperative to carry extra barrels, which could be a pain to switch after combat. Do not put more than 1000 Rounds down the barrel without changing it.
Since this weapon is essentially an AR-15 from RL, but decked out as a Railgun, the AVERAGE AR-15 has a break in period of anywhere from 200-1000 rounds to make sure the rifle works correctly and has the "right amount of wear" on it so you don't have feeding, and functioning problems. If you barrel has to be changed out every thousand rounds, then what is the point in buying this rifle?

Secondary, Railguns use Magnets that surround the entire projectile all the way down the barrel. The reason rail guns are desirable, is that there is little to no friction as the magnets make the projectile "Hover" Inside the barrel. This reduction in friction allows the barrel to use less energy input, with greater energy output. Your weakness literally makes no sense to the contexts of rail guns.



Hala Jast said:
Muzzle tilt: Though a Muzzle brake was included, as with any full auto rifle, when you fire for sustained periods of time the muzzle will tilt up on you, diminishing accuracy
Not sure where you got the information on this, or why it would be a weakness to the rifle? The only kind of "Muzzle tilt" I can think of is with Slide based Semi-automatic handguns like the 1911, Khar series pistols, Glocks, and even some Springfield armory XD-M hand guns. (There are numerous more that have this tilt), but still this tilt is used to AID the handgun in the cambering of a round into the chamber of the handgun. and has little to no disadvantage to using it.



Hala Jast said:
READ THESE CAREFULLY Ranges and stats all stay the same, regardless of what type you convert to or what Munitions you use You will not abuse this sub by switching weapon types in battle illogically; I.E. You have it configured to shoot Railgun status and then suddenly when someone EMP's it, you switch to Conventional Slugs in less than two posts. You cannot shoot Rockets or Grenades as a primary Munition. There's attachments for that. Use good sense and fair play. Wheatons Law. Don't ruin it for everyone. Don't be a dick. Have fun with it, just observe the above always ^^
These are based upon site rules, and general guidelines. They are not necessary to your sub. Please remove them.

You are also missing two sections from the Template for Ranged weaponry. Specifically the Recoil, and Stopping power.
 
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