MODEL: M-10SF "SPECIAL FORCES"
FRAME: TITANIUM & POLYCARBON
BARREL: TITANIUM, TUNGSTEN DISSULFIDE COATED
SIGHTS: NANOCELL LIT IRON SIGHTS
CAPACITY: 20+1 or 30+1
FIRE CONTROL: 3 RD BURST FIRE
AMMUNITION: SELECT - MUNITION - ACTIVATION - REALTIME - TARGETING (S.M.A.R.T.)*
DPS: 500 (950 - 1000 @ lvl 50, MOD dependent)
DMG: 190-200 (300-310 @ lvl 50)
BARREL - SUPPRESSOR or COMPENSATOR (Recoil reduction by 10%)
OPTICS - All in-game pistol optics
MAGAZINE - A special perk selection for the Legendary variant. You get a 30 RD
magazine but cannot equip a suppressor or compensator.
Burnt Bronze Forward Receiver, Coyote Brown Lower Polymer Frame
& Sight Housings and Satin Arum Barrel, Furniture and Bolt ASSY.
CRAFT SPEC GUNS are always Black with OD Green Lower Receiver's.
While Iconic M-10SF's are colored as described above.
MOD AMPLIFIER SLOTS: 2 (EPIC), 3 (LEGENDARY).
COST: $200,000 / $250,000 for Craft Spec. Requires an Epic or Legendary M-10AF.
RARITY: EPIC and LEGENDARY.
DROPS: MILITECH AGENTS, DRONES, BASES and RANDOM HIDDEN LOCATIONS.
*Ammunition can be activated as Electric, Thermal, Chemical, or
Traditional Ball (un-activated) depending on what scan information
comes back from enemies.
If the enemy is not scanned; it will fire a combat mix of Electric / Thermal / Chemical
(one of each round per trigger pull). This gun requires the Smart Targeting Cyberware
however does not auto target enemies. It is required for the munition
The rounds are 10mm Tungsten Sabot shells. Inside each shell is a Military Grade capacitor.
New requirements by Militech Operations Command called for a more robust and accurate
pistol. Most fighting rarely revolves around continuous fire. So, thus this prototype was born
from the M-10AF Pistol with some heavy improvements that are all internal.
There only 20 known examples to have existed. The crafting specs for automated manufacturing are said
to have been taken to the Badlands by a rogue Militech agent looking to score cash. It may have even
made it's way into NC at a fire arms dealer that may not part with it so easy.
The Electric Round is activated by the firearms battery and worn Cyberware. It charges
the round before firing. The White Phosphor inside burns away the retaining ring
for the bullet tip thereby sending only that part of the round flying (Empty Sabot with charged tip).
The rest of the the round acts as bonus physical secondary damage of 5 DPS.
The Thermal Round is activated by the electric round. An inner magnetic set of rings
are set at like poles. The capacitor fires and dissipates the charge before hitting the
target by removing the magnetic locking rings exposing the ignited White Phosphor pellet tip.
The Chemical Round is activated by the previous two activations. They essentially make a small
barrel in the bullet prior to entry into an enemy target. Kinetic Impact energy sends a small highly
toxic dart through the hole and into the assailant.
This is all accomplished by a tri-striker that strikes one, two or all three primers that are in a triangular formation on the cap.