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Approved Tech Mk I Omega Boltgun & Special Ammunition

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Mk I Omega Boltgun

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Intent: To create a special weapon for Omega Pyre to arm their elite troops with which provides them both heavy firepower and explosive support. This weapon is based on weapons already in existence on Earth, modified for the setting. It is also designed to be a deliberant deterrent to Force users and armoured targets while still having crucial weaknesses that do not make it overpowered.
Development Thread: If needed
Hero Unit: No
Manufacturer: Omega Industries, Firemane Industries
Model: Battle rifle
Affiliation: Omega Pyre, Firemane Industries
Modularity: Yes; scope, motion tracker mount.
Production: Minor.
Material: Duraplast/durasteel
Description: Warfare in the galaxy had reached an impasse even by the time of the rise of the Empire, which has continued ever since. Simply put, ordinary projectile weapons were ineffective against body armour and were rare, while blaster weapons were powerful but quite slow to fire and relatively inaccurate. Neither were especially effective against Force users, especially blasters which could be deflected back at their shooter. A solution was needed, but the plague and the darkness cut all development short.
Enter Omega Pyre, a company originally of mercenaries which became a thriving power in their own right. In order to equip their soldiers with a weapon which was both effective against armour and effective at range, many alternatives were tried. The first prototype, a one shot, manual feed grenade launcher type was tested during OP’s first campaign. This is the natural result.
Strengths:
  • Extremely effective against personal armour and even light vehicle armour. Extremely useful in clearing buildings.
  • Strong versus Jedi or shields.
  • Future modularity for additional grenade types such as EMP, plasma, fragmentation etc. (To be added in future submissions.)
Weaknesses:
  • Low rate of fire, low ammunition capacity.
  • Minimum range of 10 metres means it is useless at close range.
  • Weapon is quite bulky and heavy.

Classification: Special slugthrower/grenade launcher.
Size: Handheld
Status: Military
Length: 85cm (Stock extended), 63cm (stock folded)
Weight: 8kg
Ammunition Type: 30mm x 45mm explosive bolts. The bolts are armed at launch and any significant pressure on the warhead will cause it to detonate. This includes shields, Force powers, glass etc. Bolt has a two metre ‘casualty zone’ on impact against most humanoids. Up to six metres can be injured by either shrapnel or blast wave.
Ammunition Capacity: 10 round magazines. 60 rounds a minute semi-automatic.
Range: 500m for specific aimed shot, 1000m for area suppression/bombardment. Minimum range 10 metres.


Mod request 9.3.18
Original Section(s):
Production: Limited.
Manufacturer: Omega Industries
Affiliation: Omega Pyre
New Section(s):
Production: Minor
Manufacturer: Omega Industries, Firemane Industries
Affiliation: Omega Pyre, Firemane Industries
 
Mk I Omega Boltgun Special Ammunition

Intent: With the Omega Boltgun approved, I left open the option for further ammunition. Just like modern shotguns and grenade launchers have dozens of different types of rounds, the boltgun is designed to have a variety of different tactical roles. The idea of course is that none of these weapons be overpowered and effect game balance.
Development Thread: If needed
Hero Unit: No
Manufacturer: Omega Industries
Model: Ammunition
Affiliation: Omega Pyre
Modularity: No.
Production: Varies.
Material: Duraplast/durasteel
Description: The Mk I Boltgun was a very successful weapon, but it had limited tactical roles it could fit into. To make it as flexible as Omega Pyre, different ammunition types were very desirable. The problem was of course, that magazines had to be specially built for their ammunition types meaning that there was no way to mix ammunition types by magazine. The boltgun does allow manual chambering of a single special round, however. Also, it must be remembered that soldiers could not carry all or even most of these special types. The majority of shots would still be the explosive bolts.
The greatest hindrance in combat is trying to continually change magazines without accidentally loading the wrong type!

Name: Buckshot
Ammunition Type: Each cartridge contains 120 durasteel pellets which expand like a traditional shotgun buckshot spray. This is designed for close range firing against unarmoured targets.
Strengths:
  • Useful for close-range assaults.
  • High rate of fire allows deadly suppression of enclosed areas.
  • Strong versus most Force users
Weaknesses:
  • Very short range.
  • Ineffective against most armour.
Magazine Capacity: 12 rounds. 60 rounds per minute fire rate.
Range: 10 meters (effective), 25 meters (maximum)

Name: Slug
Ammunition Type: Solid durasteel slug fired at high velocity. Effective against armoured targets at short to medium range. Requires high accuracy.
Strengths:
  • Weight of slug and high velocity allows penetration of most conventional armour.
  • Difficult for a lightsabre to deflect.
  • Relatively silent and useful for sniping.
Weaknesses:
  • Requires accuracy as it is not explosive or area of effect.
  • Ineffective against strong armour.
  • Limited battlefield applications.
  • Slow fire rate.
Magazine Capacity: 8 rounds. 60 rounds per minute fire rate.
Range: 100 meters (effective) 500 meters (maximum)

Name: Blind
Ammunition Type: Combines a traditional smoke grenade with electro-statically charged particles to create a barrier to visible sight as well as most scanners. Scanners such as infrared trying to see through the cloud will get unusual readings and distorted pictures. It is far too weak to effect droids or equipment which enter the cloud. The worst they’ll receive is a nasty static electricity shock!
Strengths:
  • Can provide mobile cover in tactical situations.
Weaknesses:
  • Not a weapon.
  • Cloud hinders friendly as well as enemy observation.
Magazine Capacity: 5 rounds. 60 rounds per minute fire rate.
Range: 50 meters (effective) 100 meters (maximum)

Name: Flare/Illumination
Ammunition Type: This fires a brightly coloured (colours can be tailored) flare and can be used either into the air or at a target. This flare provides illumination, but can be used as an incendiary as well if needed.
Strengths:
  • Provides illumination or marking for all number of tactical and strategic functions; calling artillery support, illumination in a night battle.
  • Burns incredibly hot and is difficult to extinguish. Could therefore be used as an improvised incendiary round.
Weaknesses:
  • Illumination shows the enemy where you are as well.
  • Better means of setting fires exist.
Magazine Capacity: 4 rounds. 60 rounds per minute fire rate.
Range: 50 meters (accurate delivery) 500 meters (max range, inaccurate delivery). 100 meters (illumination clearly visible) 1,500 meters (illumination visible).

Name: Ion
Ammunition Type: This is essentially a miniature grenade launcher fired ion grenade. Due to space requirements etc, the impact radius is extremely limited, usually effecting only one target at a time.
Strengths:
  • Extremely effective against droids or other machines, as the combination of high power and ion blast can reduce them quickly to inactivity.
  • Can be effective against targets dependant on machinery such as cyborgs or vehicles.
  • Good range and accuracy.
Weaknesses:
  • Rounds are slow to fire and not useful in close combat.
  • Small area of effect limits effectiveness.
  • Small clip size.
Magazine Capacity: 5 rounds. 60 rounds per minute fire rate.
Range: 100 meters (effective) 500 meters (maximum)
 

Sirella Valkner

Because I'm a plant.
Okay on the Buckshot rounds you wouldn't really increase the rate of fire on a weapon by changing rounds. Well you can but that's complicated, I assuming you increased it because you're considering each piece of shot a round?
 
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