Star Wars Roleplay: Chaos

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Approved Tech VW-03 Mk II “Apollo” - Pattern Solarized Disruptor Pistol

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Designer’s Note: Despite the listed capabilities of this weapon, damage is - as always - determined by the opposition calling the damage.

OUT OF CHARACTER INFORMATION
PRODUCT INFORMATION
TECHNICAL SPECIFICATIONS
  • | Classification | Solarized Disruptor Pistol, Exotic Sidearm.
  • | Size | Average Rating. (Including the Belt-mounted Generator, Optional.)
  • | Length | 10.5 In / 26.67 Cm (Excluding Generator, Optional.)
  • | Width | 1.75 In / 4.45 Cm
  • | Height | 3.25 In / 8.26 Cm
  • | Weight | Heavy Rating. (Including the Belt-mounted Generator.)
  • | Ammunition Type(s) | Tibanna Gas Canister (Spin-sealed), Rechargeable Blaster-Grade Plasma Cartridge(s), Rechargeable Blaster-Grade Power Cell(s), Belt-mounted Generator (With Solar Ionization conversion module and retractable Solar Collection panels.) [Rylith Crystal Enhancements.]
  • | Ammunition Capacity | 15 Shots per Power Cell, 30 Shots per Plasma Cartridge, ~60 Shots per Solarized Generator (Operational Capacity Concerns; Overcast, Night-time, Etc) ~30 Shots per Tibanna Gas Cartridge - Small Rating.
  • | Reload Speed | User Dependant.
  • | Effective Range | Personal Rating.
  • | Optimum Effective Range | 20 Metres.
  • | Maximum Effective Range | 50 Metres.
  • | Rate of Fire | Average Rating - Variable Firing Modes.
  • | Fire Mode(s) | Single Shot / Semi-Automatic / Three Particle Bolt Burst (Pulse Fire) [Prone to Overheat.]
  • | Stopping Power | Extreme Rating - Material Disintegration.
  • | Recoil | Low Rating - Energy Weapon / User Dependant.
STANDARD FEATURES
  • Gription Magnatomic Grip
  • Ambidextrous Power Cell and Plasma Cartridge Release and Housing.
  • Myoflex Heatsinks and Cooling Coils.
  • Thumbhole Fixed Stock with Vibrating Ammunition Pulser.
  • Integrated “Violet Dot” Sight. (Ultraviolet Targeting Laser.)
  • Automated and Wireless HUD Uplink Module.
  • Ablative Duramentium Focusing Iris.
  • Automated, and Adaptable Power Source Ejection Slide.
SPECIAL FEATURES
  • Anti-Ion Mesh and Reinforced Duraplast Casing.
  • Retractable Solar Ionization Panel(s). (Supplementary and Integrated Recharge Capability.)
  • Synthetic Starburst Crystals.
  • Rylith Crystal Power Source.
  • Prismatic Flame Gem Focusing Lens.
  • Biometric Security System - Rendered Inoperable If Used by Unauthorized Personnel.
STRENGTHS
  • Solarized Disruptor Weapon - Bypasses Conventional Deflector Shielding.
  • Variable Firing Modes - See Firing Modes.
  • Integrated Ionic Resistance - Proximity Dependent.
  • Precision-based Energy Weapon - Minimal Beam Deviancy.
  • Recharging Station, and Power Sources - Sunlight Dependent.
  • Integrated Security System.
WEAKNESSES
  • Power Consumption - Significantly Decreased Output from Enhanced Power Cells; See Ammunition Capacity.
  • Significant Tibanna Gas Consumption; See Ammunition Capacity.
  • Rapid Overheating - Requires Breaks between Bursts; Enforced Safety Protocol - Five to Six Seconds of Superheated Vapour Venting.
  • Possible Barrel Warping - Continuous Fire Melts, and Warps Internal Mechanisms.
  • Solarized Weapon - Requires Sunlight to Recharge, Outside of Conventional Methods.
  • Molecular and Xythan Shielding - Cannot Pierce due to Projected Barrier Composition.
  • Short-ranged Energy Weapon.
  • Low Ammunition Count - Magazine Dependent.
  • Limited Ionic Resistance - Proximity Dependent.
DESCRIPTION
It's unknown when, and ultimately where, Disruptor weapons originated. Some have speculated that it came about during the mythical age of the Old Republic, as the powers that be sought to create a more potent variant of blaster technology. Regardless of what the truth may be, the Universe was forever changed when such potent weapons took to the battlefield. Through their incredible power, nothing would remain of those poor, unfortunate souls that were struck by such indiscriminate weapons. It wasn't long that such technology was heavily restricted, and made outright illegal across the known galaxy. Even with the punishment of an instant death sentence, such dangerous weaponry was still utilized by the seedier elements of society; becoming the prime tool used by assassins and bounty hunters.

However, despite the incredible power of the Disruptor, it came with considerable drawbacks that made them seemingly impractical in the hands of a Soldier. While disintegrating an enemy unit, vehicle, or fortification was utterly effective - both in the theoretical and practical realms - it increased the amount of additional equipment that needed to be carried onto the battlefield. Bogging down a Soldier's combat webbing with a significant number of power cells, or plasma cartridges seemed wasteful from a logistical point of view. Why be bothered to carry a dozen extra cartridges, when a handful will do with standard blaster weaponry? It was not only ethical, in the sense that blaster's left something to identify and bury, but it was economical in terms of weight and production costs as well.

Yet, such factors were tossed aside as the Golden Company started to pursue the ancient secrets of Disruptor technology, that were then blended with a Thyrsian twist.

With all the parts of a disruptor in play, the Thyrsian Enclave swapped out three primary components to make the powerful weapon abhorrent to all living creatures, all the more deadly. The first of these components was the power source. Standard energy cells weren't able to meet the incredible requirements needed by the second generation sidearm. Therefore, they opted to use a rechargeable Rylith Crystal Power Source, which would store and inevitably harness the raw potential of the Sun - creating a vast wellspring of power from which the weapon could draw from. In addition to the swapped power source, the second generation pistol was upgraded with a pair of focusing lenses that would significantly enhance the lethality of the generated disintegration beam. The first of these crystals was the synthetically created Starburst Crystal, which would act as the primary focus of the beam's creation. By adding this artificial construct into the weapon, the particle bolt that would be generated would resonate on an entirely different level; which in turn would allow for the beam to bypass conventional deflector screens. Thus, with such a deadly weapon in hand, the Sun Guard would be the first to give birth to a new variant of tibanna-hungry Disruptors.

What made this sidearm a masterpiece of cruelty, however, was through the addition of a flame gem - which aided in the beam generation process. Traditional disintegration weapons worked by supercharging and exciting the atoms of the target, which in turn caused them to violently shake apart as their atomic bonds were forcibly torn apart at the molecular level. The solarized Disruptor, on the other hand, worked similarly to their standard kindred. Instead of causing the target to shake themselves apart - those struck by the discharged beams of the Apollo - were engulfed in an unquenchable inferno as their atomic structure. To put it plainly, they would self-combust as their molecular bonds were almost instantaneously set ablaze, and would lead to inexplicable agony as they evaporated back into their base components.

Suffice to say, any that were caught in the discharge of the Apollo would suffer the depthless fury and wroth of the Sun's caress until nothing was left but smouldering ash.


MODIFICATION(S) SUMMARY:
  • Updated the Submission to comply with new Factory Standards.
  • Updated the Ammo Capacity Section with Small Rating.
  • Replaced Font Coding.
  • Swapped Plasma Spun for Spin-sealed, and added details of a Disruptor's significant gas consumption.
 
Last edited:

Runi Verin

Two pounds shy of a bomb.
Moved to Pre-Factory as per author's request. Please remember to make a note at the bottom of your submission summarizing the changes you have made and tag a member of the Factory Staff once you're ready for active judgement.
 
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