Star Wars Roleplay: Chaos

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Approved Tech Multi-Damage DMR Type 1

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  • Intent: To create a Blaster DMR
F_ass_57.JPG

PRODUCTION INFORMATION
TECHNICAL SPECIFICATIONS
  • Classification: Blaster DMR
  • Size: Average
  • Weight: Average
  • Ammunition Type: Power cell, Recharging
  • Ammunition Capacity: Very Small | 7 (recharging power cell)
  • Effective Range: Long
  • Rate of Fire: Very Low
  • Damage Output: High
  • Recoil: Low
SPECIAL FEATURES
  • Super Accuracy
  • Magnatomic Adhesion Grip to prevent Disarmament from conventional or telekinetic means
  • Circuitry from the Io Series Laser Carbine causes bolts to bend around Lightsaber blades, making them impossible to deflect.
  • Technology from the Io Series Laser Carbine causes it's galvanic circuits to cause odd fluctuations to the energy envelope of every Blaster bolt it fires, that make it difficult to halt or slow with Telekinesis
  • Integrated Amphistaff Power Gland, making weapon highly resistant to Lightsaber Damage
  • Recharging Power Cell based off the DC Recharging Side Arm
  • Bolts fire with reduced sound and glare, making them more difficult to track at farther ranges
  • Capable of Firing Underwater
  • Capable of firing in Multiple damage types, such as Ion, Cryonic, and Incendiary
  • Blaster bolt tuned to be capable of damaging even the the toughest Organic Material
  • Capable of accepting Scopes, weapon undermounts, tripods, and foregrips
  • Highly rugged and difficult to damage
STRENGTHS
  • Mage Killer: A number of upgrades have been made to the rifle to make it effective at killing Force Users. It possesses an integrated, cloned Amphistaff Power Gland in the grip, which projects an energy field across it's surface that makes it incredibly resistant to Lightsaber Damage. It is also in possession of a Magnatomic Adhesion Grip, to reduce the risk of disarmament from Conventional or Telekinetic Means. It's Galvaning Circuits have been modified in a manner similar to the Io Series Laser Carbine to cause odd energy fluctuations in the surface of its bolt that make them difficult to halt or slow with telekinesis, and other pieces of technology from the carbine cause it's bolts to have paddle beam like effects, bending around Lightsaber blades
  • And it's pointed straight at your head, Tannen!: So accurate it could shoot the fleas off a dog's back at 700 meters. Come to think of it, it could probably shoot the fleas off the fleas on the dog's back
  • Modular: Capable of accepting different scopes, stocks, forgrips, weapon undermounts such as shotguns, grenade launchers, rocket launchers, and flame throwers
  • Fight anywhere: Capable of firing Underwater
  • Compact: Only slightly longer than a normal assault blaster, meaning it can be used in an emergency indoors
  • Multi-Damage: Fires in Ion, Cryonic, Incendiary damage modes, all Capable of doing high damage to even the toughest Organic tissue, and can do high damage to armor and shields
  • Range: 700 meters
  • Fast Recharge: Recharges in a period of three point five seconds
  • Apocalypse Proof: Highly durable and difficult to damage, and restored to minimal function with limited resources (Range will be reduced by half and only Ion damage will be available if operating only at minimal function). Can fire even after extended periods of time being immersed in dirt, sand, mud, and ice
  • Recoil: Low Recoil
  • Quiet Riot: Fires Blaster bolts with reduced noise and glare, making the shooter potentially more difficult to locate, with both it's glare and it's sound are only a quarter that of a blaster pistol, making it an ideal weapon for Assassins
WEAKNESSES
  • Fire Rate: Very Low Fire Rate, two seconds between every trigger pull, to allow mechanisms to cool
  • Biotech: Requires biotech tool kits as well as standard
  • Small Clip: Only 7 shots
  • Underwater Weakness: Underwater, it can only fire ion bolts ant it's range is reduced to average
  • Recharge Limits: Does not start recharging until ammo is fully expended
DESCRIPTION

The Multi-Damage DMR, meant to be issued to scout units and Designated Marksmen, is highly useful in nearly any combat environment, though it excells best from a defense position or mobile warfare. Meant to be used to reduce the cost of ammo for an army on the move, and reduce the complication of ammo resupply for units that might be entirely behind enemy lines and thus cut off from support. An example was sent to Ingrid L'lerim Ingrid L'lerim after production.
 
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