Star Wars Roleplay: Chaos

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MLTD MK 3 "Spike."

The Mother of All Psy-Pires
Intent: Provide a heavy assault rifle for sale.

SPIW.jpg

Image Source: https://en.m.wikipedia.org/wiki/Special_Purpose_Individual_Weapon

Canon Link: (Please link the canon link if applicable canon item.)

Primary Source: http://starwars.wikia.com/wiki/Slugthrower/Legends

PRODUCTION INFORMATION
Manufacturer: Masquerade LTD

Affiliation: CIS and Atrisian Commonwealth

Model: Special Purpose Individual Weapon

Modularity: Yes. (Laser Sights, Scopes, and Grenade ammo)

Production: Minor. (CIS and Atrisian Commonwealth only.)

Material: Durasteel, Blaster components, specialized electronics, Slug components.

TECHNICAL SPECIFICATIONS
Classification: Energy Slugthrower

Size: Large.

Weight: Heavy

Ammunition Type: Energy Slugs

Ammunition Capacity: Twenty Rounds

Reload Speed: Fast.

Effective Range: Long Range.

Rate of Fire: Low.

Stopping Power: Very High.

Recoil: High.

SPECIAL FEATURES.

Energy enveloped Slugs for high damage.

Customizable ammo.

Underbarrel grenade launcher.

Vampiric Battery

Strengths:

Wookiee Killer: The slugs fire 12.7 millimeter depleted uranium slugs. Enveloped in a high powered version of the same energy that helps propel the bolts in Wookiee bow-casters, its excellent for bringing down large strong targets who want to beat you to death with your own arms, or taking out lightly armored vehicles. In addition to that, it sports a special under barrel grenade launcher that can fire multiple types of grenades.

Fast Reload: The reload on it is pretty fast, pop the mag and slap a new one in in less than five seconds.

High Range: The slugs hit hard and fast, and do damage even from long range

Apocalypse-Proof: As with all weapons made by Masquerade LTD, the weapon is heavily resistant to the elements, temperature changes and can be fired after being submerged in water, mud, or ice, and is very resistant to sudden impacts on the frame.

Vampiric Battery: The rifle contains a specialized vampiric battery that, once it has drained mental energy from its user via a mechanism in the grip, envelopes all grenades fired from its launcher in a purple, fiery psychic field that causes the grenade to "lock on" to the nearest life form in its line of fire, homing in. Any grenade enveloped in this field cannot be Force pushed away. Only enough capacity for two charges in the battery.

Customizable ammo: As long as a slugs caliber is in twelve point seven millimeter, the gun can fire it, meaning a lot of special ammo, just like its grenade launcher.

Accurate: Not only is it deadly, but the flat trajectory of the slug means it will generally hit what its pointed at, even from long range. For this reason, it serves as an excellent base for constructing a DMR.

Weaknesses:

Heavy: This gun weighs a lot, due to the strength of the metals required to fire already heavy rounds of dense depleted uranium slugs as standard ammo. Its solid construction is necessary, but the weight of the gun and its standard ammo means the operator moves slower when carrying it, and tires quickly.

Recoil: Even its heavy solid construction could not mitgate the recoil, which is high. The operator finds the gun has its best uses when firing from a defensive position. While it can be fired while on the move, its accuracy will be severely hindered.

Drainage: The vampiric battery, when used, causes disorientation for twelve minutes, as well as minor short term memory loss. For this reason, the battery is often charged before going into battle. But no plan survives the enemy, and being forced to use it in the middle of battle can be a potentially fatal tactical error.

Limited ammo: In addition the weight, the size of the required ammo takes up significant space on a soldier. The gun itself can only fire twenty of its standard rounds before needing to reload.

Low rate of fire: Charging such a heavy round with energy causes a one second delay from the mechanism to avoid warping the barrel.

DESCRIPTION

"SO SAY HELLO TO MY LITTLE TWELVE POINT SEVEN MILLIMETER FRIENDS!"

--The Spike. If it was sentient, and could talk, it would say
exactly that.

Trust us, we know this gun, because we built this gun! Perfect for making hopeless last stands against violent drug cartels, surprising those darn Force Adepts with their fancy TK with psy-enveloped grenades they can't push back or knocking down those smug Mandalorians in their fancy beskar! Or plinking. Plinking is always a valid reason. Sure, its heavy, like its ammo, and sure it kicks like a mule, and using the patented battery system might leave you sick and wondering what the hell is going on for a short while but if you want to seem like a villain that later becomes a bad boy anti-villain, this is a pretty good weapon to start that journey with. Or like we suggested at the beginning, hopeless last stands against the army of that drug lord you unthinkingly betrayed! Whatever you choose, this baby will put the hurt on and IT ASKS FOR SECONDS! What other gun does that? None. (DISCLAIMER: The Spike does not actually talk. Do not attempt to communicate with it.)

Pick up your Spike from Masquerade LTD! Your enemies will regret it, but you sure as hell won't!


--Masquerade LTD sales pitch.
 

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