Tegaea Alcori
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Reaper Plasma Shotgun
[SIZE=11pt]OUT OF CHARACTER INFORMATION[/SIZE]
[SIZE=11pt]The Omega, and later Firemane boltgun was an extremely effective and versatile weapon for the modern galaxy. It allowed medium and long range firepower with a variety of ammunition types, replacing the need for blasters and grenade launchers.[/SIZE]
[SIZE=11pt]What the boltgun was almost entirely ineffective at though was close assault work. Yes, it could use buckshot or APE rounds, but these lacked either stopping power or spread. A new weapon was needed.[/SIZE]
[SIZE=11pt]Taking the old flechette launchers of ages past and improving them was a great way to begin. These weapons, used to such great effect by Kyle Katarn, could do a lot of damage at very close range. Firemane decided they could do better by energising the shards as they left the barrel. This increased the speed and thus the impact velocity of the shards, but also made them burning hot as well.[/SIZE]
[SIZE=11pt]At close range and/or a confined space the Reaper can scythe down multiple combatants with a single blast. The hail of shot, many shards of which can pierce through multiple persons, make it devastating in a melee assault.[/SIZE]
[SIZE=11pt]Range though is its greatest weakness. At anything beyond 50m the accuracy drops off steeply, and beyond 150m getting a shard to hit is more luck than aiming. This coupled with the weapon’s weight, slow firing speed, massive recoil and hungry ammunition requirements make it a good weapon for a specialist task, but only when paired with other weapons.[/SIZE]
[SIZE=11pt]OUT OF CHARACTER INFORMATION[/SIZE]
- Intent: To create a powerful short ranged weapon to partner the Boltgun. This weapon is extremely strong, but only at relatively short range. This weapon’s main strength is devastating close range fire, but has suitably poor range, ammunition and rate of fire to balance.
- Image Source: Here. From ‘Xenoshyft’ game.
- Canon Link: Modern version of a Flechette Launcher.
- Restricted Missions: N/A
- Primary Source: N/A
- Manufacturer: Firemane Industries & Technology.
- Model: FM-PS01
- Affiliation: Closed-Market (Authorised buyers only), Firemane.
- Modularity: Casing and colouration can be modified.
- [SIZE=11pt]Production[/SIZE][SIZE=11pt]: Minor Production[/SIZE]
- Material: Standard weapon components.
- Classification: Plasma shotgun.
- Size: Average,
- Weight: Heavy
- Ammunition Type: Flechette cartridges, power pack.
- Ammunition Capacity: 10 cartridges per magazine. Powerpack must be changed after 50 shots.
- [SIZE=11pt]Reload Speed: Slow[/SIZE]
- Effective Range: Point Blank, Personal Optimal range of 50m, reliably accurate with some shards to 150m, maximum range of 500m. Due to scatter this maximum range is unlikely to hit with more than 1 or 2 shards…if any.
- Rate of Fire: Slow, 60rpm. Effectively when factoring in recoil, heat etc more like 10rpm.
- Stopping Power: Extreme at point blank range, Very High up to optimal range. Low to Very Low beyond.
- Recoil: Very High
- Penetration varies on material, range and number of hitting shards. At 10m expected penetration is 20cm of wood or plastoid 10cm of durasteel, 5cm of permacrete. This declines linearly compared to optimal range. Naturally, damage is determined by the defending party.
- Each cartridge contains a dozen shards which fire outwards and disperse over longer ranges.
- When fired the shards are energised with plasma and fired outward at great speed. This provides heavy kinetic and minor elemental damage.
- Penetration. The Reaper, especially at close range, can do horrific damage. A single cartridge of shards can clear a room in a heartbeat. The shards are fired with such speed they can pierce straight through a humanoid and hit targets behind.
- Armour. The Reaper is very strong against conventional armour. Stormtrooper level armour provides little effective defence, whilst heavier durasteel armour is liable to be pierced as well. Even Beskar or Phrik can be penetrated at weaker points and joints.
- Block. Blocking a Reaper’s blast with a lightsabre is nigh impossible. The sheer number of shards spreading out makes it better to dodge than try to block.
- Burning. Because of the way they are energised, the shards come out coated in plasma and red hot. A wound by them can cause burning as well as piercing tissue damage.
- Melee. The Reaper is solid and heavy enough to be an effective melee weapon. It can deliver a heavy blow to the opponent.
- Range. The Reaper is definitely not a long range weapon. Firing beyond the optimal range severely limits impact. Firing beyond effective range is more about luck than marksmanship.
- Speed. The Reaper is not quick to fire compared with an automatic weapon. It can fire a shot a second, but with the immense recoil the actual time is much slower.
- Penetration. Although at close range the Reaper can pierce durasteel and permacrete, it is no siege weapon. Against vehicle armour it is more liable to shatter or become lodged in the hole it makes. A precise shot to a weak spot may do some damage, but overall this is not an anti-vehicle weapon.
- Ammo. With only ten shots before needing to reload, the Reaper needs frequent stops to reload. In addition a bulky powerpack must be replaced every 50 shots too.
- Hot. Firing the weapon quickly makes it get very hot, hot enough to burn the user’s hands and arms severely. For this reason firing quickly is impractical.
- Heavy. The Reaper is a taxing weapon to carry and use. Though it is useful in melee it is slow to swing and will obviously provide no opposition to a lightsabre.
[SIZE=11pt]The Omega, and later Firemane boltgun was an extremely effective and versatile weapon for the modern galaxy. It allowed medium and long range firepower with a variety of ammunition types, replacing the need for blasters and grenade launchers.[/SIZE]
[SIZE=11pt]What the boltgun was almost entirely ineffective at though was close assault work. Yes, it could use buckshot or APE rounds, but these lacked either stopping power or spread. A new weapon was needed.[/SIZE]
[SIZE=11pt]Taking the old flechette launchers of ages past and improving them was a great way to begin. These weapons, used to such great effect by Kyle Katarn, could do a lot of damage at very close range. Firemane decided they could do better by energising the shards as they left the barrel. This increased the speed and thus the impact velocity of the shards, but also made them burning hot as well.[/SIZE]
[SIZE=11pt]At close range and/or a confined space the Reaper can scythe down multiple combatants with a single blast. The hail of shot, many shards of which can pierce through multiple persons, make it devastating in a melee assault.[/SIZE]
[SIZE=11pt]Range though is its greatest weakness. At anything beyond 50m the accuracy drops off steeply, and beyond 150m getting a shard to hit is more luck than aiming. This coupled with the weapon’s weight, slow firing speed, massive recoil and hungry ammunition requirements make it a good weapon for a specialist task, but only when paired with other weapons.[/SIZE]