E-16/R blurs the line between a carbine and a rifle. At 57cm, it is only slightly longer than most carbines while the bullpup layout allows it a rifle’s long barrel and consequently a rifle’s hitting power
and long range accuracy. The rifle has two active power cell receptacles, drawing from one power pack until its depletion, then switching over to the second automatically. When one of the cells goes empty,
the rifle’s internal controller lights a tiny red LED above that cell’s receptacle and sets off a silent but powerful vibrator in the pistol grip to let the firer know one of their cells is empty.
Complementing this large power capacity is a blaster gas canister with capacity for 4,800 shots, and a refilling port like that equipped to the E-11 is also included.
Its construction is in part based off the Blascore 14 rifle for great durability. A highly adjustable stock allows the rifle to be customized for any manner of shooter, human or alien. This makes it more
comfortable to carry and easier to aim and maneuver. The pistol grip, trigger, and trigger guard are all the same as those on the E-11 series blasters, that way a veteran who is used to the E-11 can pick up
the E-16 and it will feel very much the same in their hands. Internally, the barrel and firing chamber are mounted along three recoil rods that allow up to 10cm of travel. This is just enough room to let
the barrel and chamber recoil from firing up to a 5 shot burst before recoil force is transmitted to the exterior body and shooter.
The firing selector switch above the trigger has 5 different selections being; safe, stun, single, multi, and auto fire. When put into the multi fire selection, the trigger itself then has two detents for
separate firing options. In multi-fire operation, the first trigger detent sends a 3 bolt burst and the second fires the 5 bolt burst. The burst modes fire at the weapon’s max cyclic rate of 3,000 shots per
minute, the full auto fires at a much reduced 700 shots per minute to reduce ammo use and muzzle rise. Forward of the fire selection switch is a button that engages the rifle’s boost option. All controls
(selection lever, boost button, power cell releases) are ambidextrous. The large lever seen on the right side of the rifle is a manual pump action. In the slim event of some mechanical or electronic failure,
the user can work this lever to inject a single shot of blaster gas into the firing chamber. This allows the rifle to keep working, but only firing as fast as the user can operate the manual pump.
Integrated rails along the top and bottom of the rifle allow for mounting all manner of sights, grips, lights, vibroblades, bipod or tripod, or projectile launchers. Additional rails can be added on to
either side of the barrel. Back-up to the typical computerized and/or add on sights, there is a set of flip up iron sights built in. Factory zeroed at 200 meters, the rear sight is just an open circle and
the front sight is a ring with a post in it(like the MP-5. This arrangement takes advantage of humans’ biology to easily line up concentric circles. These back-up sights are also in every otherE-16 variant.
As standard, the E-16 utilizes the same computerized sight as the E-11, plus the bipod as shown.
The boost option, designed to give additional damage and range in situations like close quarter encounters, long range shooting, and attacking well armored targets. It works by a secondary injection of
blaster gas taking place midway down the barrel. At that mid-barrel point, there is a ring of injectors that spray in atomized blaster gas just before the initial bolt from the firing chamber reaches the
midpoint. As the initial bolt passes through this cloud of gas, it excites the gas, causing it to laze and add more energy to the bolt. Since this action takes place mid-barrel, it creates little extra
recoil or surplus heat because the gas mist absorbed some heat from the initial bolt. It does however, use two and a half times the gas of a regular shot.
Lastly, there are a few interchangeable Muzzle Modifier tips. These screw into the end of the barrel to add various effects to the base bolt. Every barrel and tip has a marking arrow and number of
rotations inscribed onto them to get the threads lined up perfectly and avoid over tightening so the threads wont be stripped.
Name/Type: E-16/R Blaster Rifle
Designer/Manufacturer: Tom/SaintBlasTech Corp
Designation: Blaster Rifle
Size: 57 cm
Mass: 4.7 kg
Effective Range: 400 m, 700 m boosted range
Fire Modes: Stun, Single, Multifire, Auto, Boost Option
Damage Rating: 65, 110 boosted
Magazine: 100 Charges x 2
Ammunition: Blaster Powercell (25 credits each)
Standard Price: 1,600 Cr
Special: Entrainment Tip: This tip has three large baffles cut into its sides. As the bolt passes through it, the baffles generates a huge amount of static electricity. This attracts and ionizes
the local atmosphere and wraps it around the blaster bolt. This makes it into a combination blaster/concussion bolt. It converts 30% of the base bolt's energy to a concussive blast that is effective to a
3 meter radius out from the bolt's point of impact.
Scatter Tip: Self explanatory, this tip splits up the basic bolt into nearly a hundred smaller ones. It then spits them out across a 30 degree arc from the muzzle. Only stays effective to about 30 meters,
beyond that the bolts have spread too thin to reliably hit anyone, but still useful as suppression fire.
Ion Sheath Tip: This one draws a small extra charge from the rifle’s power cells to create an ion field around the base bolt. This field improves the bolt’s cohesion, extending the effective range by 40%.
It also causes between 10-15% additional damage to shielded targets or droids.
Amp Tip: This takes a page from the carronade program and mixes it with the supplementary gas injection system pioneered in the rifle itself. Physically, the tip has several internal baffles that deflect
the base bolt around inside the tip, spreading it out and increasing its diameter. The tip then ejects a could of blaster gas which the now widened base bolt lazes, generating about 75% more power than the
base bolt. The gas for that ejection comes from an integrated tank on the tip itself worth 8 shots. It has a special port which plugs into the E-16’s gas port to refill the tip. Use of this tip also causes
massive muzzle flash that’s actually dangerous to someone standing within about a meter of the muzzle.
Suppressor/Compensator Tip: This is handy for making a more accurate and/or stealthy shot. It does a great job at cutting down the sound and flash of firing. The angle cut into its end disperses and directs
a tiny portion of the bolt’s energy upwards, making muzzle climb negligible.
Advanced Suppressor Tip: Takes the above suppressor tip one step further. It mixes the regular Suppressor tip with an altered Amp Tip that is filled with the same Tibanna mixture that the Nightstinger
sniping blaster uses. The base bolt passes through the altered amp tip first to spread it out just slightly, then the bolt goes through the mist of Tibanna. Because it was widened in a different way than
the Amp tip, a greater percentage of the base bolt’s energy goes to lazing the mist of Tibanna gas. That then creates the invisible bolt characteristic of the Nightstinger. However, because some of the base
bolt remains, the tip doesn’t make a completely invisible shot. Instead it produces a 60% less bright bolt, very hard to pick out on a bright day and noticeably harder to pick out at night. Also still makes
the firing nearly silent and zero muzzle flash.