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Posted: Tue Sep 11, 2007 8:43 pm
S/GUR-01-A1 The S/GUR-01-A1 Is a combinationation sniper rifle and general infantry weapon. It was designed utilising composite materiels and thus is very light. Being an energy weapon, it has very little recoil and very little loss of accuracy during sustained automatic fire. It uses the same battery systems as the BR-02-A1. Being fairly long, it is not as effective in close quarters. It is also known as the sugar rifle, due to it's designation. **Designer: Terran republic **manufacturer: ARWW, Terran Ships **Length: 35 In **barrel: 20 In **weight: 3.0 Lbs **modes: Sniper and General **#of shots: -battery: S= 20 G=85 -beltpack: S=106 G=450 **Max range: -S=9,000 meters -G=2000 meters **Effective range: -S= 6,500 meters -G=1750 meters **rate of fire: -S=1 shot per second, 4-second cooldown between shots. -G= 11 shots per second, 22 shots sustained before the gun must cool down. **Power: -S=High -G=Moderate --Shot type: ** Pulse rifle.The actual shot is bright green. When not firing, the walls of the weapon's 'chamber' are closed fully, and when you pull the trigger, it opens up like a set of lungs, creating vacuum, then the walls close again, but so do the intake valves. at this point, the air gets compressed to a tiny fraction of its size, then gets charged, and the barrel is opened, like an exhaust valve. these charged, compressed particles have nowhere to go except out, and, a small elecromagnetic pulse is used to give it an extra push, accelerating the blast towards its target. If you hold down the trigger, the walls don't have to close fully, as the heat helps it create a vacuum, so it keeps firing, and that's how it can sustain such a high ROF, because it doesn't have to move as far. This compressed charged air superheats any solid it comes into contact with, causing a concentrated explosion as the material is violently turned from solid to gas. The sniper mode has such charge that it's blast can knock human-sized targets to the ground, the general mode can knock something about half that size to the ground. --MODE INFO: **Sniper: This mode is exclusively semi-auto, with a built in cool down period of 4 seconds between each shot. It utilizes a special booster gas which is injected into the compression chamber instead of atmospheric gasses.The sniper mode is powerful enough to penetrate most metals 4 or more inches.The muzzle blast is so loud and bright that earplugs and goggles are needed. Because of this, it is necessary to move as quickly as possible after firing a shot if you wish to remain hidden. The recoil is triple that of the General mode. Booster cartridges must be replaced after every five shots. **General: This mode has semi-auto, burst, and automatic fire capabilities. Considerably less powerful than the sniper mode, this mode is capable of penetrating titanium up to 1.5 inches. the muzzle blast is much quieter and dimmer than the sniper modes, but is still noticeable from within it's effective range. --Ammunition: Battery: the S/GUR works normally by using energy from a battery (Actually a capacitor) and using it to compress and Charge atmospheric particles, then ejecting them at near the speed of light. The battery is removed by pressing a button on the stock of a gun, and allowing gravity to drop the battery out. It is replaced by simply sticking a new battery into the slot until it clicks. Booster Cartridges: Sniper mode also utilizes a Booster cartridge instead of Atmospheric gasses. This cartrige is hidden under a panel on the left side of the gun, just above the battery. It is removed by sliding the panel forward and pushing the cartridge in to disengage it. Replacing works by pressing the cartridge into its slot until it clicks, then sliding the panel back into it's place. --Features: ** Carry handle: The 'ironsights' is also a built in carrying handle. **Scope: 500x zoom. The scope has a built in rangefinder and infrared/nightvision modes. **Lazer sight: There is a built in infrared lazer beam built in to aid quick aiming. **Flashlight: There is a tactical flashlight built in. **Rail system: There is a rail system for changing scopes or removing it altogether. **Shots remaining display: at the rear base of the rail/carry handle. Art: 
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Posted: Sat Dec 12, 2009 8:24 pm
BR-02-A1 The BR-02-A1 is a standard starship close quarters submachine rifle. It is notable less accurate and powerful than it's brother, the S/GUR-01-A1. It does however, have the benefit of a hugher rate of fire and being much smaller and easier to handle. Also like it's brother, it is made with composite materials. It uses the same battery system as the S/GUR-01-A1. Also known as the "Bro" rifle due to it's designation. **Designer: Terran Republic **manufacturer: Altres Royal weapon works (ARWW) **Length: 20 In **barrel: 11 In **weight:2.0 Lbs **Modes: Auto **# of shots: -battery: 110 -Beltpack: 700 **Max range:450 meters **effctive range: 157 meters ** rate of fire: 15 shots per second **Power: light/moderate --Shot type: **Pulse rifle.The actual shot is bright green. When not firing, the walls of the weapon's 'chamber' are closed fully, and when you pull the trigger, it opens up like a set of lungs, creating vacuum, then the walls close again, but so do the intake valves. at this point, the air gets compressed to a tiny fraction of its size, then gets charged, and the barrel is opened, like an exhaust valve. these charged, compressed particles have nowhere to go except out, and, a small elecromagnetic pulse is used to give it an extra push, accelerating the blast towards its target. If you hold down the trigger, the walls don't have to close fully, as the heat helps it create a vacuum, so it keeps firing, and that's how it can sustain such a high ROF, because it doesn't have to move as far. This compressed charged air superheats any solid it comes into contact with, causing a concentrated explosion as the material is violently turned from solid to gas. In order to facilitate a high rate of fire, the BR-01 does not compress very much air, and therefore does not pack that much of a punch. --Mode info: **Auto= the name of the mode is slightly deceptive, as it can be shot in semi-auto, burst and full auto modes.Although there is effectively no recoil, the gun fires shots in a semi-random spray, incresing it's effectiveness against groups. The muzzle blast is rather quiet and dim, only a brief flash is visible, and only within 100 meters. --Features: **Carry handle: the 'ironsights' is a built in carry handle. ** Laser sight: ther is a built in laser dot sight that is visible to the naked eye from up to 75 meters. **flashlight. ther is a built in tactical flashlight. **Shots remaining display: on the side
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Posted: Sat Dec 12, 2009 8:26 pm
GUR-02 'Gurotte' Carbine Description: A stripped down version of the S/GUR-01 rifle, the GUR-02 is a semiautomatic close squarters weapon made to carry more punch at the cost of rate of fire. it is very barebones, containing only an ironsights for aim, and is stipped of much of the composite casings, as well as leaving 10 inches of barrel off from the original.  **Designer: Terran Republic **manufacturer: ARWW **Length: 20 inches **barrel: 15 inches **weight: 1.5 pounds **Modes: Semi auto **# of shots: 85 (450 with beltpack) **Max range: 2,000 meters **effctive range: 1,000 meters ** rate of fire: as fast as you can pull the trigger **Power: Moderate --Shot type: ** Pulse rifle.The actual shot is bright green. --Features: **Extremely lightweight, accurate due to lack of automatic mode.
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Posted: Sat Dec 12, 2009 8:29 pm
Category - Personal Firearms Type - Lightweight Laser Pistol Name - EV-47 Destructive Capabilities - low unless targeted correctly Detail - The EV-47 pistol is standard issue to all Personel, on any Terran ship, who work in a hazardous area (engineering and bridge, though it is also issued to Marines too) These weapons were chosen for those areas as they have low damage output, so are less likely to cause a serious problem if misfired or misses the target. **Designer: Terran Republic **manufacturer: Altres Royal weapon works (ARWW) **Length: 10 in **barrel: 7in **weight: 1.0 lb **Modes: Manual ** # of shots: -battery: 500 - 1000 - See notes for more info -Beltpack: N/A - uses charger which requires a power source **Max range: 400m **effctive range: 150 m ** rate of fire: N/A - manual gun **Power: light/moderate **Optional Features - Modified sniping scope (Designed by Battle Hymn Engineer Kurohime Ito), flash light, non-lethal/stun mode, silencer, barrel extensions (2 or 3 in) While the EV-47 is small it has a high accuracy, leading to some of those who favour it to develop skills as sharp-shooters (atm most of the Hymn's Engineering section are pretty good snipers with EV-47s, who know what would happed if they missed!!!) Notes - The EV-47 is powered by batteries of varying size, depending on what was availiable to make them at the time. The most common is a 60W battery - which allows for a minimum of 500 shots, and a max of 1000 before it needs recharging. The safety catch acts as an on/off switch for the EV-47, allowing the battery to be conserved. The batteries can be replaced - allowing for a lighter gun, with a shorter battery life, or a heavier gun, with a longer battery life. Shot Type - Energy Based Laser Pulse The output from an EV-47 is variable, and can be controlled with a small dial on the bottom of the gun. This dial can only be turned when the safety switch is off. Modes are - High - Regular - Stun - light Default setting is Regular, should a fault occur with the gun, setting automatically goes to light. Mode Descriptions - High: Puts a serious dent in most armour, uses more battery power than the others Regular - cannont penetrate amour, but still does letal damage if it hits the right place Stun - knocks the target out Light - does no damage - really only used in training sessions.
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Posted: Sat Dec 12, 2009 8:31 pm
Name L/P 50 Laser/Plasma pistol  Description: The L/P 50 pistol is a design based on the adjustable, low-powered EV-47, which was made much more powerful to serve military applications. it is a dual mode weapon, capable of firing both Plasma and pure laser, allowing it to operate in both atmoshpere and space. The L/P is made from heavier metals, making it solid and sturdy, as well as making it be a viable Melee blunt force weapon. **Designer: Costrick Vetange **manufacturer: Terran Republic **Length: 11 Inches **barrel: 8 inches **weight: 2.0 lb **Modes: Laser, Plasma **# of shots: L: 30 P: 45 **Max range: 400m **effctive range: 0-150m ** rate of fire: Semi-automatic **Power: Semi-Heavy --Shot type: ** L: A high-powered laser beam causes heat/energy damage P: Atmosphere is compressed and charged to a state of plasma, then ejected at near the speed of light. Does Heat as well as moderate kinetic damage. --Mode info: ** L: In vacuum, the L/P goes into laser mode, taking more energy but allowing it to have the same damage without atmosphere. No recoil. P: In atmosphere, the L/P uses plasma, taking less energy for each shot. Has light recoil. --Features: ** Underbarrel mounted laser sight and flashlight. Mounts on the top and sides for additional gear.
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Posted: Sat Dec 12, 2009 8:33 pm
PPA/PA-M6 a.k.a. "The Big Stick", "Organ Grinder" or simply "Ppa-Pa", pronounced as "Papa" (Pulse Particle Accelerator/Projector Action, Model 6) The PPAP-M6, also known as "The Big Stick", or "Organ Grinder" by users, is simply an energy based heavy machine gun. It's size limits overall usage to the prone position by infantry groups, or a mounted position on a vehicle. **Designer: Terran Republic **Manufacturer: Republican Arms P.L.C. **Length: 5 Feet **Barrel: 3 Feet, 8 Inches **Weight: 32 lb (NOT including Default Accessories and Battery) **Modes: Fully Automatic **# of shots: -battery: 42 -beltpack: 200 -8x5x5 Heavy Battery Cell: 500 **Max range: 4000 meters **Effective range: 1750 meters **Rate of fire: 6 shots per second **Power: 91 (Infantry Damage, Very Heavy)  --Shot type: **Fully automatic machine gun. The shot itself is a blue to purple 'shaft' a quarter of the thickness of an average sowing needle's diameter. In atmosphere, the very core of the shot is blue, and tends to charge the surrounding air into a blue to purple plasma trail; the air's proximity to the shot determines the brief coloration with blue being the hottest, and purple, 'colder'. The pretty (but deadly) particle beam penetrates the target and then causes a violent explosion by rapidly super-heating what matter it comes into contact with at it's stopping point. --Mode info: **Fully automatic only: In theory, the weapon is most effective on raw flesh and organic material. Field reports indicate that the weapon's powerful automatic fire has been known to dismember and then vaporize Drathonian infantry. Standard Terran Marine combat suits have been known to have the chest plate mostly melted and vaporized upon contact with a single shot during testing. --Features: **Mid Air Holographic Targeting Reticule **Large Battery Cell specifically for the M6 HMG **Emergency feed port capable of accepting S/GUR and BR-02 power sources. **Integrated folding Tripod **Small, transparent, integrated heat and gun shield (optional) **Energy Charges remaining display directly underneath reticule **Can fire indefinitely so long as power is available **Can fire while overheated; the small, armored, multi-layered alloy and ceramic gun shield protects the user from the tremendous amounts of dissipating heat, and light energy weapons fire. Quote: Well, I'd like to leave a few notes on this new toy that I hope you all will enjoy. First of all, it looks kinda like an XM312 but longer, with a tripod, gun shield, and a carry handle like the one the Sugar has, but glowing iron sights only. Keep in mind, when it fires, there's these flanges along the 2 inch diameter barrel that pop out to vent away excess heat; they kinda look like the thingies that pop out of Covenant Plasma Rifle from Halo. There's just more of them due to the barrel length of course. The bore of the barrel is very small, as mentioned earlier; you can't even fit a needle in it. The gun shield also protects the user from this heat dump feature as well. Originally, this was supposed to weigh around 50 or so pounds, but Kai suggested the realm of Battle Hymn was full of feather light industrial killing machines. Those were definitely not his exact words, but the reason I wished the first draft to be heavy, is that today's gear (Such as the venerable M2 Browning) weighs around 130 lbs! You can tell I disapprove of average folks pulling off a Rambo or a Master Chief kinda thing. Still, I guess those two aren't so bad...
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Posted: Sat Dec 12, 2009 8:35 pm
Type-5 Multipurpose Anti-Armor Weapon a.k.a. "The Maw" A multipurpose heavy weapon utilizing somewhat arcane, yet potent technology to penetrate armor or immolate infantry with flaming zirconium shards. Consists of a rocket contained within a tube, contained within a tube; to fire, the weapon must be extended into it's full length. May be reloaded. **Designer: Terran Republic **Manufacturer: Misriah Heavy Industries **Length: 65cm (collapsed), 95cm extended **Barrel: 64mm **Weight: 2kg (unloaded; munition weight varies) **Modes: Unguided, Heat/Silhouette Seeking, Anti-Infantry Airburst **# of shots: One **Max range: 800 meters **Effective range: 800 meters **Rate of fire: Approximately 8-rounds a minute at 1 round every 7.5 seconds; Loader dependent with a maximum of 11 rounds a minute due to heating concerns. **Power: Standard Rocket - High, 72 Vehicle Damage Anti Armor Rocket - High, 93 Vehicle Damage Anti-Infantry Rocket - Player/GMs' Discretion  --Shot type: **Standard Rocket Propelled Zirconium Grenade with Tandem Warhead. Upon contact with a surface, the first explosive charge detonates. The resulting initial explosion sends fragments of flaming zirconium everywhere as an anti-infantry measure. The second warhead then detonates a more 'conventional' directed plasma charge. Testing indicates the first warhead is capable of penetrating 40mm before the accompanying anti-armor warhead activates, and the system detonates the plasma charge. A total of 950mm of RHA (rolled homogeneous armor) can be pierced by this explosive. The effective blast radius for anti-infantry purposes is within a 3.5 meter radius of the blast. For anti-armor purposes, the center of the explosion must be, at the most, 30 cm from the surface, as the directed plasma blast has a 0.5 meter radius. Anti-Infantry Airburst capable. (RPG Weight: 1.5 kg) ** Armor Piercing Tandem Plasma Charge with "Paint" sub-munitions. Intended for destroying heavily armored vehicles and bunkers. The plasma jet the RPG emits upon detonation is capable of piercing 950mm (approximately 37 inches) of RHA (rolled homogeneous armor) and is followed up by the second plasma charge, which is of the same yield as the first plasma charge. A total of 1900mm of RHA can be penetrated. After both plasma charges are expended, iridescent sub-munitions are scattered across a 5 meter radius, marking everything with a luminescent paint. This allows the user, and other friendly forces to determine if the target (and/or accompanying infantry) is destroyed or still mobile. The anti-armor charges have a small blast radius of 0.5m each. The 'painting' sub-munition radius is 5 meters, with little or no damage caused by the melted, iridescent plastic pellets. For this warhead, the airburst is used for marking purposes only due to the small 'kill zone' (RPG weight: 1.8 kg) **Anti-Infantry Zirconium Immolation device. Upon contact, the RPG detonates, sending out shards of burning zirconium and steel, followed by a massive concussion. The effective radius for this warhead is 6-7 meters and is best used with the airburst option. (RPG Weight: 1.4 kg) **Tactical Electromagnetic Pulse Charge. Emits an electromagnetic pulse which will disable protected electronics and destroy any unprotected electronics within a 10-15 meter radius. --Mode info: **Unguided: The rocket travels in a straight line at 800 meters a second. Recommended for stationary armored targets or anti-infantry. **Seeker Mode: The launcher is pointed at the target until a red lock on confirmation light is given. Upon launch the projectile will seek the heat signature and, in the event of failure, visually track the target's silhouette using the sensor node in the tip. Best used on moving armored targets. **Airburst: the launch tube is sighted in on the target, or something at the same range as the target (i.e. an object near target) and is then fired. The warhead will detonate at the sighted in range. Best used for either anti-infantry, target marking, or tactical EMP. --Features: **Low cost **Easy to use flip up iron sights **Red lock on confirmation LED **Seeker/Airburst Lock-on button **Ambidextrous Four Point Safety/Mode toggle **Custom RPG rounds available Notes: -To reload, a new round must be inserted into the rear of the launch tube hard enough to collapse the tube. Next, the launcher is re-extended, effectively priming the weapon. -To fire, the launcher must be extended or re-extended to it's full length and the safety switch turned to either 'Seek', 'Dumb' or 'Airburst'. The trigger is located at the top of the launcher as a red rectangular button.
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Posted: Sat Dec 12, 2009 8:38 pm
Name: All-Purpose hi-Explosive type 7 (APE-7 ASC) Antimatter Spatial Charge (Wow that acronym came out as a word... I didn't even mean to do that.)
Description
**Designer: Highwater Combat Productions Corporation (HCPC) **manufacturer: Highwater Combat Productions Corporation (HCPC) **diameter: 7 inches **weight: 3 lbs **effective radius: 25-43 feet feet ( highly variable ) ~ heavy to light plasma burns **kill radius: 9.5-20 feet ( variable ) **Power: heavy
--Explosive type: **ionized antimatter plasma: antimatter in the plasma state, it can destabilize bonds and destroy atoms at a subatomic level, in essence vaporizing everything within the epicenter of its blast radius. This explosive type is very unstable and is still technically experimental. Due to its instability, it is not used for ship weapons, as unintentional explosions are not uncommon, and if a large source of the plasma were to explode, the force could not only cause the ship to cease to exist, but create a black hole.
--Modes: **Time set: input time after activation to detonation **Impact set: the charge can be set to detonate when it hits something **Remote set: the charge can be set to detonate upon remote activation
--Features: **The APE-7 can be attached to any surface using its composite polymer nodes which are placed around both ends of the cylinder. **The charge can also attach to surfaces via its magnet system. When activated, it will be attracted to any metal larger than itself within 3 feet of it at any time, and attract any metal objects smaller than itself. This distance is in normal gravity. The magnetic pull is stronger in space. (ex. you can throw it at the ceiling, and as long as it comes within 3 feet, it will attach to it.)
--Details: **The APE-7 is a metal casing which protects a small, atmopshereless containment unit. Magnet systems keep the antimatter suspended in the center of this unit, preventing it from coming into contact with any regular matter. Upon detonation, the magnets are deactivated and the antimatter comes into contact with the side of the containment unit. The contact between the antimatter and matter creates an explosion which is best compared to an atomic blast. The size of the blast is exponentially based on how much antimatter the charge contains. Type-7 charges only have between 1 and 3 atoms of antimatter, any larger amount proves to be too unstable for use in the field. Theoretically, with enough antimatter bonded together, the blast could instantly implode a small planet and create a black hole. The structure of the antimatter is such that the atoms must be bonded into a molecule for the blast to become larger. As more atoms are added to the molecule, its stability fluctuates and it becomes even more difficult to add them. The military has only found the Type-7 to be within adequate safety parameters.
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Posted: Sat Dec 12, 2009 8:39 pm
BR-02-A2 [TZGIORR ~ Tactical Zero-G Inter-Orbital Repelling Rifle] (abb. generally accepted by the marines sniper corps) [SOTIOR ~ Special Operations Tactical Inter-Orbital Rifle] (abb. generally accepted by special ops forces)  The BR-02-A2 is a specialized version of the A1 "bro". It was specially designed for tactical and special ops combat in suborbital and zero-G conditions. In other words, it was made for inter-ship combat. This midrange semi-automatic rifle trades speed for accuracy. It fires noticably slower than the A1, but is specially designed for accurate tactical firing. The A2 has a slighly longer barrel and stock than the A1. The A2 makes use of the same composite materials as other standard rifles. Its dual abbreviations have earned it the nicknames "TIGER" and "SODA," respectively, by most sniper corps and special ops marines, who are the only two groups known to officially employ it. **Designer: Terran Republic **manufacturer: Altres Royal weapon works (ARWW) **Length: 29 In **barrel: 16 In **weight:3 Lbs **Modes: 3-round burst, single shot. **# of shots: -battery: 50 -Beltpack: 400 **Max range: 600 meters **effective range: 409 meters ** rate of fire: 1-3 shots per manual squeeze, from 1-12 rounds per second **Power: medium/moderate --Shot type: **Modified pulse rifle= The actual shot is a dull green, a modified wavelength from the more visual rounds used by heavy combat rifles. The altered wavelength also serves a double function, as it is specially designed to pierce light infantry armor alloys. --Mode info: **Burst= In burst mode the A2 fires 3 shots per shot as opposed to 1. This makes it more practical against more heavily armored targets. Because the A2 is a tactical rifle, it is equipped with a visual cloaking system that releases a dull grey compound into the air when fired, masking the flash of the fire. Pulse rifles are already quiet weapons, so the A2 only required a slightly modified muzzle design to make it virtually silent. The sound is about as quiet as someone exhaling, 7 decibels. The initial burst of fire from the rifle is only distinguishable in the dark, and even then it only looks like dim ambient light. --Features: **Scope Sight: the A2 uses a scope that has adjustable 2-10x zoom and is equipped with a backlit infrared display. Infrared scopes are capable of night and heat vision scanning. The scope's system also interlinks with Savior armor HUDs, allowing the scope to be displayed at any time in the visor. This can allow the soldier to make a 'hipshot' (I don't remember the name of the term) and still be able to fire with maximum accuracy. ** Laser sight: because the A2 makes use of infrared scanners, the standard 75 meter laser sight can be switched off in favor of the infrared sight. This sight is only visible through the scope's display, and is accurate up to 2 km. Because of the scanning system on the scope, precise distances can be displayed using the sight. **Shots remaining display: on the side, also displayed in the scope.
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Posted: Sat Dec 12, 2009 8:43 pm
Black Max Company's TOR-S, AKA "The Black Ops Special," AKA "Whisper"
The Black Max Tactical Operations Rifle-Silenced (TOR-S) is yet another 'specialized' weapon in the Human arsenal. It was designed with stealth in mind, and comes standard with all the latest silencing technologies; no attachments are required. It was also designed with both long-range and close-range in mind: It comes standard with a 3-,6-x optical scope that can link directly to a soldier's HUD, and can operate both IR and night vision filters; underneath the main barrel, they have also attached a shotgun in case things get messy. The shotgun is a pump-action with a slide loader, capable of holding up to five rounds at a time. These rounds are a recent development called Dispersion shells. Dispersion shells are not only high-velocity projectiles, but are equipped with chemical that becomes highly volatile upon contact with the air. Further contact with another solid object leads to quick deterioration of the given solid; perfect for tearing through armor or solid obstacles (ie, walls or Drathonians). The shotgun is also detachable, and may be replaced with a low-impact grenade launcher. Please review the manual for details on attachment and operation of the grenade launcher. All in all, it is a very reliable weapon, and perhaps the most versatile weapon in the Human arsenal. In terms of aesthetic design, it is almost an exact replica of the 552 Commando, but with a removable stock.
**Designer: Terran Republic **Manufacturer: Black Max **Length: 97cm (with stock) / 75cm (w/o stock) **Barrel: 52 cm (top barrel) / 48 cm (bottom barrel) **Weight: 3 lbs. / 3.3 (w/ shotgun) / 3.5 (w/ GL) **Modes: Sniper/Ops settings (for top barrel), Pump-action (for shotgun), single (for GL) **Rounds per Battery/Clip: 35 rounds on top / 5 (shotgun) / 1 (GL) **Max range: 800 yards or 150 yards (top barrel, depending on Sniper/Ops setting) / 50 yards / 125 yards **Effective Range: 500 yards or 100 yards (depending on Sniper/Ops setting) / 30 yards / 125 yards **Rate of Fire: Single, Burst, Full-Auto (on top) / Depends on how fast you can pump that b!*#$ / single **Power: Moderately High (top barrel) / Extremely High (shotgun) / Extremely high (GL)
--Round type: 5.56mm armor-piercing rounds (top) / 10-Gauge Dispersion shells (shotgun) / standard explosive, HE, or ASC (anti-spatial charge) (GL)
--Mode info: The Ops/Sniper Modes are there to better enhance the weapon's use at close- or long-range. --Features: HUD integration, easy barrel access for field cleaning, nightvision and IR vision with the optical scope, underhand railing for shotgun or GL attachment, flashlight hanging off the left of the rifle barrel.
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Posted: Wed Oct 06, 2010 7:11 pm
Repeating Gauss Sniper Rifle. The Repeating Gauss Sniper Rifle, Or RGSR, is Sometimes known as the Regressor, as it can cause its foes to retreat very easily, though its sheer accuracy and firepower. **Designer: United Terran Armorers Guild **manufacturer: United Terran Armorers Manufacturing **Length: 4.7 feet **barrel: 2.7 feet **weight: 20 lbs **Modes: Repeating **# of shots: 12-round Box magazine, 24 rounds per battery, up to 2 batteries **Max range: 15 Kilometers **effctive range: 10 Kilometers ** rate of fire: repeating **Power: Very High --Shot type: **Gauss-propelled 7.62x75mm Depleted Uranium Dart Sabot. Unlike Plasma weapons, which generally have very little feedback, this Gauss rifle has a large amount of kick. If not properly braced, the user can easily be knocked off balance and possibly to the ground. --Ammunition Storage: ** 12-round Box magazine. The 12 round box magazine detaches via a button on the side of the gun, allowing for easy removal to reload the Magazine. The Magazine can be reloaded when partially full. ** As a Gauss Rifle, the RGSR uses two standard batteries placed in sockets on either side of the barrel to provide power to the magnetic coils. It may be fired with one battery, but will only have half the power. The RGSR can fire a maximum of 48 Sabot rounds before the batteries need to be replaced. The RGSR has a power feed socket on the bottom of the handgrip, allowing a beltpack battery to be utulized. the Beltpack allows for up to 100 shots to be fired before neeing to be replaced or recharged. --Features: ** HUD-linked scope: with 20x Optical zoom and 200 times Digital zoom, the Linked scope helps add quite a bit to the rifle's effective range. In order to utilize the RGSR's maximum range, however, a spotter with special sighting equipment is required. ** Ironsights: integrated into the scope rail is a set of backup ironsights. not much use at longer range, they are still useful for short-range engagements if the scope is damaged or lost. ** Cocking handle: the RGSR has an Ambidextrous cocking handle that brings a round from the magazine and into the chamber, as well as readying the batteries to fire. the RGSR can fire as fast as its user can cycle this handle. ** Telescoping Stock: The RGSR's stock is capable of telescoping to accomodate a variety of users and firing positions. ** Integral Bipod: there is an Integral bipod attached to the front of the forward grip. This Bipod may be folded forward to keep it out of the way, or folded down to help brace the gun for more accurate firing.
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