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bhotr:weapon:maw

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
Number 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.

bhotr/weapon/maw.txt · Last modified: 2023/02/07 11:24 by 127.0.0.1