The Blaster System is the system in which blasters can be upgraded by players in order to increase their effectiveness. The system itself covers:
Differentiating between Weapon Types
Increasing the speed of a Blaster Bolt
Modifications and Attachments for Blaster Weapons
Weapon Types
If unstated, assume default.
Sniper Rifles feature the following differentiating features:
Reduced fire rate due to cooldown (-)
Ammo capacity reduction due to gas per shot (-)
Boosted bolt speed, damage, and range (+)
Default Sniper Rifle sits between Low E and Middle E speeds
Blaster Cannons feature the following differentiating features:
Blaster bolt speed reduction (-)
Default Blaster Cannon sits between Middle F and High F speeds
Blaster bolt damage increase (+)
Blaster bolt rate of fire increase (+)
Shotguns feature the following differentiating features:
Shoots multiple weaker bolts at once (+/-)
Increased fire rate (+)
Shorter range due to bolts being less condensed (-)
Particle Beam Blasters feature the following differentiating features:
Shorter range (-)
Similar effect to explosive blaster bolts (+/-)
Lower tolerance to modification, able to have less implemented (-)
Disruptors feature the following differentiating features:
Significantly increased firepower damage (+)
Slower fire rate and shorter range (-)
1 shot per action, possibly less depending on Disruptor type
Reduced ammo capacity (-)
Incompatible to most modifications (-)
Charric Weapons feature the following differentiating features:
Increased kinetic force behind shots (+)
Harder to block with a Lightsaber
Shots carry electric charge (+/-)
Incompatible to most modifications (-)
Slugthrowers feature the following differentiating features:
Cannot be deflected by a Lightsaber, and shots will melt through the blade onto the user (+)
Incompatible to most blaster modifications, but equivalent Slugthrower modifications can typically be found (+/-)
Weapon Speed Upgrading
To upgrade the speed of a weapon, one must use the Mechanical Mind ability, alongside acquiring the necessary materials in order to do so. These materials can either be purchased from a third-party vendor, acquired in RP from a player perspective, or created by a player if they have the necessary contextual abilities and equipment.
The levels are as follows:
Upgrade #1
Speed Change
1 Speed Tier increase from original default
Requirements:
Mechanical Mind - Proficient
Medium Grade Power Cell
Medium Grade Cooling Unit
Upgrade #2
Speed Change
2 Speed Tier increase from original default
Requirements:
Mechanical Mind - Mastery
Heavy Grade Power Cell
Heavy Grade Cooling Unit
Laminar-Flow Injection Heter-Valve
Upgrade #3
Speed Change
3 Speed Tier increase from original default
Requirements:
Mechanical Mind - Extreme Mastery
Heavy Grade Power Cell
Heavy Grade Cooling Unit
Laminar-Flow Injection Heter-Valve
Experimental XCiter Plasma Containment Lattice
Modifications and Attachments
The Explosive Round modification causes the following:
Fire rate is reduced due to cooldown (-)
Bolts explode on impact (+)
Increases Ammo Consumption when used (-)
The Marksman Barrel modification causes the following:
Heavily reduces capacity due to condensing more gas per shot (-)
Makes blaster substantially longer (-)
Boosts blaster bolt range (+)
The above modifications causes the following:
Blaster more likely to break down during use (-)
Increases needed maintenance on blaster (-)
Boosts blaster bolt damage (+)
The above modifications causes the following:
Slightly weakens blaster bolt speed (-)
Lowers by singular sub-level of speed
Blaster bolts are larger in area (+)
Increases kinetic force of blaster bolt (+)
The Beam Splitter modification causes the following:
Shoots multiple weaker bolts at once (+/-)
Shorter range due to bolts being less condensed (-)
The Blaster Suppressor modification causes the following:
Reduces damage and range (-)
Quiets the sound of the blaster firing (+)
The Energy Dampener modification causes the following:
Reduces damage of blaster bolts (-)
Makes blaster bolts harder to see (+)
The Ion Charger modification causes the following:
Can be used to change a blaster’s bolts into ion bolts (+/-)
The Overcharge Valve modification causes the following:
Allows for the Overcharge action to be used
Expends all ammunition (power and gas) in the blaster into a single supercharged shot when activated (+/-), which sees a large increase in damage and kinetic force (+)
Slight chance to cause catastrophic malfunction upon activation (-)
Roll 20 upon activation
Result of 1 = catastrophic malfunction; although weapon still fires, it will explode or otherwise dangerously malfunction
A weapon with an Augmented Spin Barrel/Amplifying Chamber/Improved Actuating Model malfunctions on a 2 or lower.
A Disruptor weapon activates on a 2 or lower as well, or 3 or lower if it has such a modification.
Special Blaster Gases can be utilised to cause changes in the weapon; though they are rare and cause drawbacks. These gases work best with a less modified weapon, and should be taken into consideration when determining if a weapon can be reasonably further modified
Invisible Tibanna
Creation process only known by BlasTech Industries
Requires Mastery in Chemistry to mix
Requires a blaster to be specially designed for use, cannot fire stun bolts
Heavily reduces capacity of blaster, requires frequent reloads and reduces fire rate due to extreme heat generation necessitating cooldown between shots
Bolts are invisible to the eye
Spinsealed Tibanna
Further boosts the power of blaster bolts
Most personal weapons cannot handle the increased output normally, generally requires a base weapon designed to use Spinsealed Tibanna
Ionized Tibanna
Ionizes blaster bolts without having to use an Ion Charger
More expensive and less accessible due to the refining process
Modification Limitations
A weapon can only be modified so many times, and doing so may also change it's status entirely, causing the skill parameters to change (i.e. Sniper Rifles to Blaster Rifle).
Alterations may end up increasing size and weight to a degree the weapon no longer becomes viable, or changes the weapon's class to the point the player can no longer use it.
Any combination can theoretically be applied and used, however, the execution of said combination may prove to be completely untenable after performing it, rendering the weapon useless unless downgraded.
The default limitation for attachment quantity is 3.
With different skill levels, the following changes can be made:
Skilled in Mechanical Mind
Remove single demerit to any singular weapon attachment
Highly Proficient in Mechanical Mind
Increase attachment limitation to 4.
The Mastery in Mechanical Mind
Remove an additional 2 demerits to any weapon attachment