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Iron Wolf Saber
Den of Swords
10040
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Posted - 2013.11.09 11:04:00 -
[1] - Quote
Carbines
Role - Long Range Side Arm Strengths - Long Range, Decent Damage Weaknesses - Limited Magazines and reserve ammo. Default Feel - Tactical Sidearm Operations - 4
Carbines are lightweight class of compact weapons. While they may not stand a chance against standard issued rifles the are able to find themselves more readily usable in more places.
Pulse Rifle Amarr Default Role - Tactical
This single cell compact Amarr weapon serves as a urban warfare rifle where light weight and reliable are needed most. Because of the solid containment there is no way to field service the weapon without the use of nanites. It however boasts the largest ammo endurance of any known carbine because of this.
Note: Reloading purges previous magazine contents completely.
Operation Bonus 0.5% reduction in heat build. Sharpshooter: Yes Ammo Skill Effects Magazine and Max Reserve
Damage 38 ROF 0.18 Accuracy: Notch down worse than SCR Fire Mode : Semi-Auto, Single shot Heat Build : 4.5% per shot. Overheat Seizure: 4 seconds Cooldown: 6 Seconds (Overheat Cooldown): 7 Seconds Starting Reserve Ammo 0 Reserve Max Ammo 80 Magazine Size 80 Amount replenished from Nanohive: 200* Effective Range 45 Max Range 65 Report: Angry Whispering that escalates into a 'ang' noise. Visual Report: Cycled Quad Laser Beam
Variants Breach (half mag size, half more damage, twice the heat build, overheat consumes ammo in magazine) Specialist (lower fit) Assault (iron sights, larger mag, lower heat, lower damage, lower range, lower accuracy, further max range, higher ROF) Charge (pre-charge to release the torrent of all four beamers at once, deadly at closer ranges)
Carbine Minmatar Default Role - Breach
A favorite among boarding parties and smugglers the small compact carbine has a collapsible stock and grip. The weapon is easy to operate in such a manner that makes it a perfect urban and CQC ambusher. With its oversized ammo its very unexpected firepower in such a small package is something to behold but suffers with low ammo amounts because of this. Due to the cheapness of materials a fresh scope is mounted to every magazine which inserted flat across the top of the bat like carbine.
Operation Bonus : Increase Rate of Fire Sharpshooter: Yes
Damage 52 Explosive ROF 0.3 Accuracy: Notch below Assault Rifle Fire Mode : Full Auto Magazine Size 20 Effective Range 40 Max Range 60 Report: A loud tight pop then a gentle clack rattle noise immediately after pop Visual Report: Angry Red Magnesium Tracer with smoke vapor Unique Notable Feature: Extremely fast draw time, The gun can self ready with a simple sling motion from its stored position.
Variants: Assault (Iron Sights, increased ROF, larger mag and reserves, lower damage) Specialist (lower fit) Tactical (AGOC, Lower ROF, Lower mag and reserve, slightly higher damage, longer range)
Stackfire Array Caldari Default Role - Assault
Caldari looking for ways to bring more firepower into a smaller compact package turned to technologies found in both their railgun and rapid firing missile techniques. The result is the deadly stackfire array. While its a technical difficulty to service on the field for breaching and first contact weapon it can put the hurt out rapidly. This multiple barreled gun has micro warhead projectiles all preloaded into its barrels. The electrical firing sequencer serves as both the accelerator and queue for the multiple warheads stored in the barrel. As more of the barrel becomes available more acceleration can be gained from the projectile resulting in more damage as more depleted the magazine becomes.
Operation Bonus: Increase damage build up rate. Sharpshooter: Yes
Damage 22 ROF 0.07 Charge Time: 0.1 Accuracy: Inferior to the Assault Rail Rifle Fire Mode: Full Auto Damage Multiplier 100% + Multiplier modifier Magazine Consumption 1% Reserve Max Ammo 400 Magazine Size 100 Effective Range 55 Max Range 75
Notable Feature: Due to the complexity of the weapon replacing an entire barrel is a convoluted process and thus reload time is very long.
Report: Sight whirr then a gas powered tight thump that gets bolder as the magazine empties out. Visual Report: light blue tracer with smoke/distortion ring.
Variants Breach (Half the magazine size, longer charge time, no damage change, double rate of damage gain, half more damage, lower ROF) Specialist (lower fit) Tactical (Quarter of magazine size, Semi Auto, No charge larger mag, Significantly more damage, weaker damage gain, longer range, significantly lower ROF) Charge/Burst (Much longer charge time, tethered charge, significant kick empties a 1/10th - 1/25th of the magazine per burst, lower damage and damage gains are based on charge amount)
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Iron Wolf Saber
Den of Swords
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Posted - 2013.11.09 11:05:00 -
[2] - Quote
Plasma Bevatron Gallente Default Role - Burst
Gallente Engineers seeking smaller and smaller means of plasma projection had to return to older technology to modernize. Bevatrons formerly used in proton plasma experiments were brought back to life with micronisation and modern materials it was suitable for smaller rifle use verses without sacrificing too much power or reliability. Plasma material would enter the cylinder and is spun up to the low energy plasma state and maintained until ready. Once the shunt is open the magnetic field hyperspin the plasma into a deadly state and out a magnetic funnel provided by the mouth armature of the gun. Due to high stress of the forces involved maintaining accuracy over prolonged shunting makes difficult to
Operation Bonus: Increase damage build up rate. Sharpshooter: Yes
Damage 43 ROF 0.25 Accuracy: Inferior to the Assault Rifle Fire Mode: Burst Fire 5 shot. Accuracy Mutator: Heat Sweet spot : 30-60% heat Heat per burst : 25% Cool down 4 Seconds Overheat 5 Seconds Seize 3 Seconds Reserve Max Ammo 150 Magazine Size 30 Effective Range 40 Max Range 60
Report: A rapid successive higher pitched burst of the plasma shotgun but lower pitched than the plasma rifle. Visual Report: yellow tracers with iridescent persisting yellow tracers.
Variants Assault (Full Auto, keeps accuracy mechanic, Longer overheat, lower damage, lower range) Breach (Lower rate of fire, higher heat, lower mag size, longer range, higher damage, green dot scope) Specialist (lower fit) Tactical (Lowest Magazine, slower heat dissipation, AGOC scope, longer range, decent damage)
Shotguns
Role - CQC Light weapon. Strengths - High Alpha Weaknesses - Very limited magazine, long reloads, limited range Default Feel - "Breach" Light Weapon Operation - 4
Trench Gun Minmatar Default Role - Tactical
Originally designed to launch smoke grenades, this super-sized shotgun was retooled for the immortal soldier program however difficulty in material stress has delayed its entry early into the program but allowed it better amenities needed by the immortal soldiers on the front lines. Thanks to its solid projectiles and tight pattern of its flay slugs gives it unprecedented range over most other empire's shotguns. Because of such the iron sights are improved for standoff range. True to its name this gun will clear a trench with ease.
Operation Bonus: Max Magazine Ammo +1
Damage 43 Ring Damage 20 ROF 1.5 Accuracy: Tighter than Plasma Shotgun Fire Mode: Single Shot Reload: Single shell at a time Magazine Size 6 Reserve Ammo: 24 Effective Range 10 Max Range 20 Pattern: Ring + 8 Scatter pellets Pattern size at effective: 1 meter scatter, 0.5 meter ring Pattern size at max : 1.5 meter scatter, 1.0 meter ring
Special feature: The entire slug is held together by a microfilament ring that shreds the slug when fired. The ring can do its damage up to 4 times depending how many quadrants of the ring hits the target.
Report: A loud bang and brass scrape sound Visual Report: smokey scatter and a smokey ring and black/silver pellets/ring
Variants Assault -Larger but Magazine Fed, no scope, no ring, smaller scatter pattern, full auto fire, high rof, lower damage. Breach - Breach Loaded Tri Barrel, single trishot, no scope, rings present, effective range much shorter, fewer pellets. Specialist - Lower FItting Loaded - Semi-auto, no pump action between shots required, Longer reload, lower damage lower range
Spoke Maw Amarr Default Role - Assault
Originally an execution and torture tool to cause as much pain as possible in the shortest amount of time has found its way onto the battlefield with larger fuel cells and prism beam splitter designed to skewer targets in places as possible without any care for survival of the target, cutting through armor shields bone and flesh. The short range laser spokes stream out of the prism array at an alarming rate allowing the gun to stab the victim horrendous amounts of time before the gun overheats.
Operation Bonus: Lower Heat Build
Damage 24 ROF 0.1 Accuracy: Horrendous Fire Mode: Full Auto Reload: Entire Fuel Cell magazine Magazine Size 24 Reserve Ammo 64 Effective Range 3 Max Range 10 Pattern: Random Scatter Scatter Amount: 8 beams Pattern size at effective: 0.3 meters Pattern size at max : 1 meter Heat Build per shot: 10% Cooldown: 8 seconds Overheat: 10 Seize: 3 Feedback: 110 Damage
Report: Sounds like a shrieking generator overloaded with too much current Visual Report: Low intensity beams in a 'spindle' like formation
Variants Breach/Charge - Charge time up, holdable charge but adds heat when charging, fires a larger number of spokes when fully charged Tactical - Reduced Pattern size, increased range vastly, red dot, fewer spoke beams, pump action, increased damage per spoke greatly. Loaded - Severely reduced heat amounts at the cost of refire rates, faster cooldown and seizing, no feedback damage
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Iron Wolf Saber
Den of Swords
10040
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Posted - 2013.11.09 11:06:00 -
[3] - Quote
Slag Cannon Caldari Default Role - Breach
This mass accelerator is another property tech developed by Deep Core Mining originally used to bore holes for explosives while using the local material from the mining site as the medium. The break loading mechanism ensures a good seal to bottle the entire energy shuttle. The pump action forces the fluid through the entire accelerator while throwing the energized shuttle forward creating a bore sphere that tunnels through all manner of materials.
Damage 52 ROF 3 Accuracy: Decent Fire Mode: Single Shot Reload: One Shell Magazine Size 1 Charge Time 1 Fires on Full Charge Reserve Ammo 24 Effective Range 7 Max Range 14 Pattern: Spinning Geometric Sphere, Spin based on last direction the gun was swung in. Scatter Amount: 7 Pattern size at effective: 0.3 meters Pattern size at max : 0.7 meters
Unique Feature: Spin indicator replaces the iron sights and indicates how the material will exit out of the shotgun a vertical aligned spin would hit a wide target better or a target in cover, Where a horizontal spin may do little damage. Swinging the gun about changes the spin, Left to right keeps it horizontal while up and down begins to verticalize it.
Variants Assault - Significantly lower damage and range, greater magazine size and reserve, no sphere, standard scatter damage instead, slight precharge, standard iron sights. Tactical - Small sphere projected over longer distances, magazine size unchanged, lower damage Loaded - Larger magazine, semi-auto operation, higher ROF, single shell loading, lower damage, medium sized sphere, lower range
Gallente Plasma Shotgun Default Variant - Loaded New Variants Assault - increased magazine, heat and seize mechanics added, less damage, full auto, single shell reload. Tactical - Longer range, green dot scope, lower magazine, lower damage, tighter pattern, single shot, long rof.
Long Rifles Role - Marksmen Weaponry Strengths - Outranging Standard Rifles Weaknesses - Terrible short range performance, not enough reach to bother most snipers. Light Weapon Operations 1 Default Feel - Tactical
Marksman Rifle Minmatar Default Role - Tactical
For the longest time the marksman rifle was used by the Valkleer's to assassinate generals and officers. Armed with a haywire bullet this shell will drill into its target before detonating making a terrible mess but the rifle was powerful enough to break a Valkleer's shoulder making it a single use weapon and often only issued for suicide missions as the Valkleer would be too injured to escape safely. Now the prospect of a soldier able to reuse the rifle multiple times will strike fear into enemies of the minmatar.
Direct Damage 65 ROF 4 Accuracy: High Fire Mode: Single Shot, Bolt Action Reload: One Shell Magazine Size 5 Reserve Ammo 40 Effective Range 80 Max Range 120 Projectile Weapon : Yes - Ultra High speed, no drop, large bullet size Minimum Arming Range: 20 meters - Shell does not explode if a target is struck under 20 meters from shooter.
Report: Deafening Boom, A blinking noise then whirring noise on site of impact, then another explosion of the projectile exploding. Visual Report: large vapor trail, blinking red light on impacted soldier.
Individuals hit explode after a second of being struck damaging nearby allies. Shell does not explode if it misses. Radius: 2 meters Damage: 65 (will strike target initially hit again)
Variants Assault - lower damage and range. larger magazine fed, no delayed explosion, shells explode on impact at 0.1 meter Minimum arming range 10 meters rounds striking before this range deal 0 damage. Burst - 3 round burst, Explosions are a second apart and much weaker. Breach - 1 shot, reload and bolting required between shots, larger explosion and explosion damage, however struck target only suffers from direct hit damage.
Gryojet Rifle Caldari Default Role - Burst
Using Micro-missile tech the Gryojet fires a chain of Wire-guided kinetic kill vehicle that is able to hone in on any lased target with intense accuracy and range. The kinetic kill vehicles are hyper-sonic and arrive nearly instantaneously but requires some time of lasing the target area before it fires. There is no target requirement however lasing for that long could result in a missed target making it difficult to use at close quarters combat. The weapon is very capable of suppression at long ranges but is not a functionally good assassination weapon due to the tell tale smoke trail revealing the location of the shooter.
Damage 55 ROF 1 Accuracy: High Fire Mode: Burst 3 shot Magazine Size: 15 Reserve Ammo: 60 Effective Range 90 Max Range 150 Precharge 1 seconds Fires on Full Charge
Report: Floom noise and Streak Visual Report: Fast moving black dart with rocket burn tracer.
Variants Assault - once lased the assault variant will bombard the target until the magazine is empty, lower damage, higher mag Breach - Fires a single but larger dart to deal higher amounts of damage, Tactical - the tactical can hold the missile until detriggered allowing higher accuracy, because of this only a single dart can be charged at a time reducing damage over time severely.
Fissure Musket Gallente Default Variant - Tactical
The Fissure musket is the borderline means of attempting long range plasma attacks in atmospheric conditions. Instead of getting the material to achieve a plasma state inside the gun, the musket throws an entrapped environment in which becomes into a plasma state after being launched preventing most of the heat lost normally through atmospheric travel.
Damage 60 ROF 0.75 Accuracy: High Fire Mode: Single Shot Magazine Size: 10 Reserve Ammo: 60 Effective Range 65 Max Range 130 Min Arm Range : 30 meters
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Iron Wolf Saber
Den of Swords
10044
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Posted - 2013.11.09 11:08:00 -
[4] - Quote
Fissure Musket Gallente Default Variant - Tactical
The Fissure musket is the borderline means of attempting long range plasma attacks in atmospheric conditions. Instead of getting the material to achieve a plasma state inside the gun, the musket throws an entrapped environment in which becomes into a plasma state after being launched preventing most of the heat lost normally through atmospheric travel.
Damage 60 ROF 0.75 Accuracy: High Fire Mode: Single Shot Magazine Size: 10 Reserve Ammo: 60 Effective Range 65 Max Range 130 Min Arm Range : 30 meters
(insert Amarr Caldari and Gallente Grenade Launchers here)
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Iron Wolf Saber
Den of Swords
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Posted - 2013.11.09 11:22:00 -
[5] - Quote
Zatara Rought wrote:Jesus this post is ugly...I need a cleaner way of trolling through all this data...
TL;DR?
Cleaning up a bit right now ran out of formatting options.
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Iron Wolf Saber
Den of Swords
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Posted - 2013.11.09 11:47:00 -
[6] - Quote
Okay done cleaning up. Troll away.
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Iron Wolf Saber
Den of Swords
10045
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Posted - 2013.11.09 12:01:00 -
[7] - Quote
RKKR wrote:Why would I want to read this if you already state that it sucks?
Referencing pre-cpm comments on how I shouldn't do these sort of things because I don't understand things because I don't have a maxed out proto character and my thoery doesn't involve top down (I am an arc based guy) in which I place the top dot and bottom performing dots and draw a line between the two. How arced it s will determine where in between stuff will be.
but these are just random initial numbers I would roll for dart throwing without any field testing and would buff/nerf by narrowing. The entire idea is to capture the nature stated for the gun and to see if the numbers can fairly reproduce the feel attempted to be achieved.
Majority of my design experience has been in rules.ini files for command and conquer, the most extensive of which was Generals before EA decided to patch it out of existence :(, before it happened I had an amplified generals game where every side had a far stronger emphasis to their theme.
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Iron Wolf Saber
Den of Swords
10046
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Posted - 2013.11.09 12:12:00 -
[8] - Quote
RKKR wrote:Iron Wolf Saber wrote:RKKR wrote:Why would I want to read this if you already state that it sucks? Referencing pre-cpm comments on how I shouldn't do these sort of things because I don't understand things because I don't have a maxed out proto character and my thoery doesn't involve top down (I am an arc based guy) in which I place the top dot and bottom performing dots and draw a line between the two. How arced it s will determine where in between stuff will be. but these are just random initial numbers I would roll for dart throwing without any field testing and would buff/nerf by narrowing. The entire idea is to capture the nature stated for the gun and to see if the numbers can fairly reproduce the feel attempted to be achieved. Majority of my design experience has been in rules.ini files for command and conquer, the most extensive of which was Generals before EA decided to patch it out of existence :(, before it happened I had an amplified generals game where every side had a far stronger emphasis to their theme. Uuuummmhhh, So it's just a reference meant as a joke? You're not really selling yourself for people to read this.
Roll with the blows they say.
'Iron Wolf Saber told me to get gud.' was another common meme that followed me back then.
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Iron Wolf Saber
Den of Swords
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Posted - 2013.11.09 12:21:00 -
[9] - Quote
RKKR wrote:Well, you're going to know the reactions of those people, so I'm left wondering why you decide to make a title to adress those people and not others.
There is a character limit in the title.
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Iron Wolf Saber
Den of Swords
10065
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Posted - 2013.11.09 22:02:00 -
[10] - Quote
Like I said this wasn't serious I didn't do any real thinking with these.
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Iron Wolf Saber
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Posted - 2013.11.09 22:45:00 -
[11] - Quote
Takahiro Kashuken wrote:Wants more weapons for AR514
Says no to proto vehicles since he cant kill them with a milita AR and wont remove proto AV because doesnt want balance or have to use teamwork to kill vehicles
loliws
Oh Boohoo elsewhere scrub pilot.
You know where we're you when I did suggest better specialist enforcer and maradur tanks?
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Iron Wolf Saber
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Posted - 2013.11.09 23:33:00 -
[12] - Quote
Delta 749 wrote:Some of the specialist weapons sound pretty fun and expanding each race to have every form of AR sounds like a good idea I dont know where carbines are supposed to fit in though since they arent really a sidearm, I mean every carbine today uses the same caliber bullet as its big brother they are just smaller and lighter
They're supposed be between the SMG and standard rifles but suffer because they are side arm also the fittings will be important as they won't eat up as much fitting as a full rifle would.
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Iron Wolf Saber
Den of Swords
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Posted - 2013.11.10 01:07:00 -
[13] - Quote
KAGEHOSHI Horned Wolf wrote:What's with the self-depreciating titles? you did the same thing with that game modes thread.
Stress tool.
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Iron Wolf Saber
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Posted - 2013.11.10 02:57:00 -
[14] - Quote
If you guys want I would draw pictures.
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Iron Wolf Saber
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Posted - 2013.11.21 23:01:00 -
[15] - Quote
Meeko Fent wrote:IWS, I have a better Idea for the Caldari Carbine.
Rename the Magsec SMG, the Magsec Carbine.
TA-DA
I was actually thinking of renaming the gallente plasma rifle for the carbine and let the current AR obtain the blaster rifle.
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Iron Wolf Saber
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10477
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Posted - 2013.11.22 00:15:00 -
[16] - Quote
Monkey MAC wrote:I gotta say, those Carbines, as Sidearms, are ridiculously powerful!
well with the carbines we can play around with a lower magazine size and longer reloads. That's going to be their flaw, also having light arm's like fitting can make it a bit difficult to fit too.
its meant for those folks running dual side arms already mostly but there is nothing stopping people from using it as a primary weapon.
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Iron Wolf Saber
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Posted - 2013.11.22 01:32:00 -
[17] - Quote
Fizzer94 wrote:The 'Pulse Rifle' got me thinking.
It shouldn't just be a gimped ScR... It should have a defining feature, something unique. So, it should be a 'Tactical Shotgun'. Semi Automatic, Great DPS, Short Range with harsh falloff.
Stats:
Damage per laser: 51 Lasers per shot: 5 RPM:120 DPS: 510 Effective Range: 25m The damage dropoff is harsh, only dealing 30% at 30m and 10% at 35m Rounds per magazine: 18 It does 120% damage to shields, and 80% damage to Armor. As expected.
......../STD/ADV/PRO CPU/...27/....43/...79 PG /....4/......8/....16
It has a somewhat tight hipfire, slightly tighter than the ARs hipfire. The lasers always fire in the same pattern, because they are lasers. The pattern looks like this:
X...................X ....................... ...........X.......... ..........GǪGǪ........ X........GǪ........X
Possibly this:
..........X.......... ...GǪ................. X........X.......X ...................... ..........X..........
The pattern tightens slightly when the trigger is pulled, and after about 8 shots(4 seconds), all the lasers are focused on a single point. It will overheat in 10 consecutive shots, making the last two shots before overheating very powerful, but fairly difficult to land.
Its appearance is that of an ScR without the blade-like cooling apperatii on the end. Instead, it has a sort of beam-splitter at the end of it, a small device that looks somewhat like a shotgun choke. The optical sights are removed on this weapon, and iron-sights are the means of target acquisition.
Read up on the "spoke maw" then.
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Iron Wolf Saber
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Posted - 2013.11.22 02:59:00 -
[18] - Quote
Nocturnal Soul wrote:That Amarr Carbine would make me fall in love with this game again....
HINT!!!!!HINT!!!
Just remember you can't reload it and have to manage your heat better because it doesn't cool down as easy as the other rifles.
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Iron Wolf Saber
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Posted - 2013.11.22 04:32:00 -
[19] - Quote
Draxus Prime wrote:*nudge* knifes
K N I V E S
Quote:Plasma Kukri Base Variant - Breach
A favorite amongst the Black Eagles this knife is able to cut through armor like a plasma knife can through melted butter. Its discrete and ease of operational use. Its hatchet like knife head allows a powerful slashing attacks deep through their targets. The blade is a magnetically confined plasma channel that runs through the blade's edge. Bring the blade's edge into contact with materials breaks containment releasing the plasma channel into the hapless victim. The blade material is a special ferrite edge designed to 'vent' the plasma over itself as it cuts through preventing the knife itself from melting from the plasma torrent it releases.
These knives have been adapted to sip power from the dropsuit instead of relying on the built in battery and made heavier to withstand dropsuit abuse. Despite this the blade is heavy and slow to swing repeatedly and takes time to rechannel the plasma between each swing. It should be known that Shields are highly effective in preventing the channel from disrupting weakening overall damage.
Also due to its side most knife operators are restricted to one knife.
Quote:Sarum's Song Base Variant - Assault
A simple ornate tool of destruction. Using the best resonators and radio frequency laser bending techniques Amarr engineers have artfully crafted the most deadliest knifeless handel to date. Named Sarum's song have the sweet heavenly tone it carries about it when activating. Because it is so lightweight expert users are able to move this weapon in blessed speeds serrating the sins out of its targets with a wrath only matched by god. The ornate laser restriction is nearly the same as any other knife and the charge must be held during operation. Overheating the knifes improves the damage but one has to be careful to not let them charge too much or risk burning the tool of righteous into their hands. While it will pierce the shroud of shields easily it being to falter against armored targets.
The weapon is always issued in pairs to represent judgement and mercy
Quote:Ballistic Knife Base Variant - Tactical Minmatar are crude folk. Thier knives are just simple ceramic blades... with a rocket attached. The handle is the majority of the weapon having the activation triggers for either mode of operation. While the blade is ordinarily not that powerful verses the other empires varieties. It makes up for it with a ferocious rocket powered swing allowing to bypass protection and just brutalize most victims by impact alone. Another trick the knives have is being able to launch its blade a far distance when triggered by the user when he takes aim. This allows him to maim his targets from a distance that he may not been able to reach in time and then being able to finish the target with a fresh blade. The handle is often supplied with 24 replacement blades.
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