Ardgal Raxis
More than a Man
- Intent: To make the first generation of ammunition for the K-40 APL
- Image Source: here
- Canon Link: N/A
- Restricted Missions: N/A
- Primary Source: K-40 APL
- Manufacturer: RMIA
- Model: K-40 Brimstone Flechette and Fire rounds
- Affiliation: Open Market
- Modularity: Minor, color may be changed,
- Production: Mass Produced
- Material: Durasteel, targeting chip, Baradium
- Classification: Ammo for a launcher
- Size: Ammo
- Length:
- Weight:
- Ammunition Type: Projectile
- Ammunition Capacity: 1 shot
- Effective Range: the range of the K-40
- Rate of Fire: N/A
- Baradium core
- Flechette round
- Faraday cage
- Targeting chip
- Bardium core: The center of this thing is made of highly explosive Baradium. When it detonates, the bardium sends the durasteel casing around in all directions at some pretty wicked speeds.
- Flechette round: When the Bardium detonates, this thing sends durasteel shrapnel in all directions, much like a flechette round.
- Targeting chip: this is really simple; when the Brimestone round is launched, the targeting round makes sure it detonates a foot over the target, just before impact. That sends the maximum damage in all directions. Be sure to follow up by launching a "get well soon" card, cause they will need it.
Strengths:
- Spray damage: This round explodes right over the target, spraying the 1-meter area in concussive, fire, and flechette damage. The user doesn't exactly have to be accurate, they just have to hit within one foot of the target to do some damage. Obviously, the closer they are, the more damage that is going to do. This spray damage makes it perfect for clearing out squads of foes, taking down Force users, clearing rooms, or just feeling like a man as you make your vode jealous.
- Multiple forms of damage: This grenade does a little of concussive, shrapnel, and fire damage. As a result, one would find that it'd generally be good against something, even when facing a foe wearing armor at a 10, they would more than likely be knocked off their feet, or in the least lose their balance from the wave of concussive force.
- Saber this: Flechete rounds, incineary damage, and concussive force are either all impossible or pretty much impossible to be blocked by light sabers.
- Friendly fire: The Brimstone round is rather indiscriminate when it comes to damage. Its a pretty bad idea to aim this thing near your buddies--unless you plan on replacing your buddies.
- Still a grenade: This thing is still a grenade, vehicles with a half inch of durasteel armor or so (medium vehicle armor) would be able to ignore the first round with dents and scrapes. Vehicles with more armor than that probably would be able to just shrug off a fair number of these rounds.
- Like, zero stealth: This thing is not like your verpine shatter gun, its gonna explode so people are gonna know something is up. The round flies slow enough so your guard or what have you could easily know your general location--even your specific location. So if you plan on using this weapon on an assassination 1) don't miss and 2) be ready for them to legitimately know your location.
With the creation of the K-40 APL, there was a need to begin designing and pumping out ammo (pun semi-intended). For the first wave of this came the Brimstone Flechete and Fire round--or the Brimstone for short.
The Brimstone is pretty simple to use, all the user has to do is place it inside the K-40 and they are good to go. Until they do that, its not really good for anything except paperweight. When the round is loaded in the K-40 its primed and ready to go, when launched, it goes flying towards its target in a pretty nice arc. With the beautiful targeting chip implanted on the fore of this round it explodes a foot above the surface of--well whatever it would hit. This isn't like a guided missile that will chase someone around, it just goes in an arc and detonates a foot over an object to maximize damage.
When the Brimestone detonates, the Baradium core explodes, sending out a concussive wave in all directions at Mock 2. Hot on its tail, shrapnel bits follow after, bringing some pretty nice piercing damage and a wave of fire raging at 1350 C (just 50 degrees shy of the melting point of stainless steel). This gorgeous fireball/shrapnel-ball/concussion-ball is effective withing a 1 meter radius, with lessening effects at 2 meters and pretty much just a warm buzz at 3 meters. Even if someone has armor strong enough to stop the fire and shrapnel, they would have to deal with the pure kinetic energy behind either of them (and just because you wear 10 armor, doesn't mean your rifle does, vode'ika).
While this blast radius is great for getting your foes to shard their pants, its pretty horrible if you have buddies in that zone (unless you want to replace your buddies). Also, while it could contend with a lot of personal armor, even medium vehicle armor is stronger than heavy personal armor. So you can kiss the idea of using this to take out a tank good bye (unless they left the access hatch open...).