Designed in YE 32, the Heavy Infantry Plasma Rifle is made by Origin. It is a bolt-action plasma rifle designed specifically to give Heavy infantry the ability to tackle Powered armor. Due to its nomenclature (HIPR), common slang for the rifle is 'Hyper'.
Since the inception of powered armor, the machines have been a menace to standard infantry. Many find themselves unable to fight on even terms with a foe whom they cannot damage beyond scratching paint. In a time when enemies wielding powered armor are extremely common, drastic measures must be taken. And so, a rifle capable of heavy damage to powered armor was designed to fit in the hands of un-powered infantry. Very heavy, with limited ammunition, the HIPR can pack such enormous punch that it almost makes up for it. With proper support, a HIPR wielding soldier can effectively help even the tide between infantry and powered armor.
When the trigger is pulled, it releases a hammer which hits a plasma cap, 'firing' the rifle as well as inciting a containment field to be projected, allowing the plasma rifle to fire longer distances, as well as making it safe for unarmored infantry to wield. The Plasma is projected inside the containment field, producing a loud noise as it ionizes the air around it, as well as a bright flash of ionized gasses following the path of the shot. When the plasma hits something, it will do light kinetic damage, heavy 'energy' damage, as well as light any nearby (within a three foot radius) combustibles on fire. The Plasma causes most materials to superheat and flash-vaporize, which causes a sudden localized increase in pressure as the newly vaporized material expands. This expanding vaporized material is capable of knocking down unarmored targets, as well as knocking down most lighter Powered armor in Heavy mode.
Up to Six plasma caps are breech loaded into the HIPR's internal magazine, with the bolt fully open. After the sixth cap, the bolt is moved forward, pushing the cap into the chamber and setting a hammer. Upon pulling the trigger, the hammer is released and the charge is fired, accompanied by a containment field powered by a battery. Once a cap is fully discharged, the bolt is pulled back, ejecting the spent cap. When firing Heavy rounds, the bolt locks in place for 8 seconds, allowing the rifle to cool, and then the next round is pushed up by a spring. For medium rounds, the wait is Four Seconds, and for light rounds, there is no wait time. The bolt is pushed forward, beginning the cycle again.
Replaceable Parts and Components: