CS-6 Multi-Blast Compak

Warwick

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CS-6 Multi-Blast Compak


AFFILIATION
Open Market

MANUFACTURER
Giesler Arms and Armaments

SIZE
(L) 31cm
(W) 6cm
(H) 10cm

WEIGHT
4.4kg

COMPOSITION
Durasteel & Chromium Build
WEAPON TYPE
Blaster

DAMAGE TYPE
Heavy/Medium (Dependent on Shots on Target)

AMMUNITION CAPACITY
6 Shot; 6 Blast Spread per Shot

FIRE SELECTOR
Semi-Automatic

MAX RANGE
(Optimal) 20M
(Maximum) 40M


DESCRIPTION
The CS-6 Multi-Blast Compak is a compact, blaster shotgun, originally intended for sporting and combat usage. CS, of course, standing for 'Compact or 'Combat' Shotgun', though the latter designation being later dropped from use in favour of 'compact' in an effort to promote the weapon for civilian use. The weapon itself is a heavy blaster weapon, designed for defensive usage, primarily in close quarters combat among security forces and homeland security. Firing six individual blaster bolts at once, the weapon becomes practically unusable beyond distances of forty meters, and is optimised for targets at a distance of twenty meters away. Dealing heavy damage, if at least two of the blaster bolts strike a target at once, it is a lethal, but situational weapon, intended to assist those less competent in melee combat, by preventing the necessity for combat to occur in such short range. The lack of any additional optics or underslung attachments, is to save on weight, and partially due to the fact that it should not be necessary to use such attachments at the intended range.

LEGALITY
While this weapon is technically legal in most civilized sectors, the weapon is not approved for open carry in any of the core worlds; that is to say, if one were brandishing or carrying it visibly in a core world, they would likely be arrested for possession of an aggressive weapon. However, possessing it while locked away in a container, or on a ship, is completely legal, and permitted.

INTENT
To bridge the gap between long-range, short-range and melee combat, for characters who would realistically stand little to no chance against a competent melee fighter in battle. The heavy nature of the weapon ensures that smaller characters will still need a different form of weapon, while the weapon helps to create a balancing nature between FS and Non-FS characters. After all, who wants to go toe-to-toe with someone with a shotgun, lightsaber or no lightsaber. The low ammo-count of the weapon also ensures it cannot be used as a suppressing weapon, and therefore must be treated with care and precision, for the sake of balancing.

ADVANCED TECH
No. This is a fairly common sporting and combat shotgun, and while it is powerful, possessing it with combat readiness in the likes of a cantina or Coruscanti City Centre, would be heavily cracked down upon. This weapon is expensive, however, and not easily accessed by characters with a lack of credits.

 

Andrewza

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Are blaster shot guns even a thing in canon?

Any case since this so hard to deal with close up i thing Light to medium damage is better
 

Warwick

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Arcangel

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Yes; yes they are: http://starwars.wikia.com/wiki/Category:Blaster_shotguns

Also, this is a shotgun. Having it be light to medium would make it objectively worse than some of the blaster pistols available. I'll keep it at medium to heavy unless Loco & Co disagree.
I can pretty much guarantee that a blaster shotgun with heavy or medium damage per shot would gett immediately archived without a second glance. Blaster shotguns are incredibly OP in the RP setting.
 

Warwick

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Huh. Fairly sure I saw one last TL, and that's what made me want to re-create one. Just to clarify, the medium to heavy damage per shot denotation is only valid if all/most of the shots land, which is admittedly, unlikely due to the nature of spread; but if it's seen as too powerful, whatever, I'm happy for it to be archived.
 

Andrewza

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Just because it was there last time line does not mean it will be here this time line. And haveing it be light to medium makes it work like a shot gun.
 

Warwick

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Just because it was there last time line does not mean it will be here this time line. And haveing it be light to medium makes it work like a shot gun.
Like I said before; I’ll wait for the tech mods to reply before making proper changes. Also, I wouldn’t consider a piece of buckshot (or a blaster round) to be ‘lightly damaging’. Once again, making this a light-to-medium weapon would make it literally worse than almost all of the pistols, because of ammo count, range, spread AND damage.
 

The Good Doctor

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Like I said before; I’ll wait for the tech mods to reply before making proper changes. Also, I wouldn’t consider a piece of buckshot (or a blaster round) to be ‘lightly damaging’. Once again, making this a light-to-medium weapon would make it literally worse than almost all of the pistols, because of ammo count, range, spread AND damage.

As someone who used both scatter guns last timeline, that's how they worked. Each bolt that came from them was considered 'light damage' and if all the bolts hit, only then could they add up to heavy blaster damage or heavy blaster + light damage (the biggest one only shoot four bolts). The way this weapon is written right now and how armor works, it only takes three bolts from this to connect to instantly kill someone since each one does medium damage .

The reason you would want to use a scatter gun last timeline over a heavy blaster weapon, was because lightsaber-wielding folks can't deflect all the shots. Otherwise a heavy blaster was going to be a better, more versatile option. That's how they worked. This timeline, replace with Pulse Waves.

So for your concerns about this being objectively worse than pistols. I'd think this could be fixed by having this fire 3 light blaster bolts per trigger pull and with 2 or 3 maybe bursts being able to be fired (and probably pump action). That way you can still guarantee a hit or two on FS per trigger pull, (maybe) won't be OP, and you won't be out of ammo after one trigger pull .etc. And it would probably fit in our timeline better since blaster technology has only recently advanced past Pulse Wave technology.

If you still want to wait for a tech mod to chime in that's cool, but thats how I see it. But really though, what Arc said is true, in a RP setting Shotguns are really powerful in general and it's kind of hard to find the right delicate balance.


And just for clarification: 20 meters is the the optimal range in which all the bolts fired per trigger-pull would hit right, right?
If not, what would be the range?
 
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Warwick

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As someone who used both scatter guns last timeline, that's how they worked. Each bolt that came from them was considered 'light damage' and if all the bolts hit, only then could they add up to heavy blaster damage or heavy blaster + light damage (the biggest one only shoot four bolts). The way this weapon is written right now and how armor works, it only takes three bolts from this to connect to instantly kill someone since each one does medium damage .

The reason you would want to use a scatter gun last timeline over a heavy blaster weapon, was because lightsaber-wielding folks can't deflect all the shots. Otherwise a heavy blaster was going to be a better, more versatile option. That's how they worked. This timeline, replace with Pulse Waves.

So for your concerns about this being objectively worse than pistols. I'd think this could be fixed by having this fire 3 light blaster bolts per trigger pull and with 2 or 3 maybe bursts being able to be fired (and probably pump action). That way you can still guarantee a hit or two on FS per trigger pull, (maybe) won't be OP, and you won't be out of ammo after one trigger pull .etc. And it would probably fit in our timeline better since blaster technology has only recently advanced past Pulse Wave technology.

If you still want to wait for a tech mod to chime in that's cool, but thats how I see it. But really though, what Arc said is true, in a RP setting Shotguns are really powerful in general and it's kind of hard to find the right delicate balance.


And just for clarification: 20 meters is the the optimal range in which all the bolts fired per trigger-pull would hit right, right?
If not, what would be the range?
I think basically everything you said was both constructive and fair; and yeah, I agree with you.

As for range; 20m is optimal range in which (with luck and spread chance taken into account) hopefully all the shots would land.

When it comes to the actual damage, it's mostly down to how I worded it, which may have been, by all accounts (and I have nobody to blame but myself) poorly. A single shot landed on an enemy would be light damage, though this would naturally stack as per the amount of shots that hit in succession; if that makes sense.
 

Loco

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I archived the last shotgun of this type last TL. They tend to be overpowered and too hard to regulate in PvP, and I don't want ta repeat of that this time around.

Archived.
 
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