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Imperial Quartermaster: Blaster Modifications

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The Imperial Quartermaster - Blaster Modifications

[Image: Zh5UB6l.jpg]





A small holorecording would play once the file was downloaded. A synthetic Imperial voice would speak, near entirely monotone.
“The Imperial Quartermaster can be accessed through the Imperial Training Room aboard Th’Asidra or within the Horuset Estate. Modifications for ranged based weaponry have been around longer than blaster weaponry itself, back to a time when slugthrowers were the go to ranged weapon, transcending back through the annals of the histories of war in the galaxy. Modern modifications to blaster weaponry come in the form of specialising a weapon towards certain tasks and making the weapon better suited for the soldier that wields it, aiming to create versatility in a squad of ranged weapon users. Divided up into eight categories, each modification enables a ranged weapon to become truly specialised towards the individual’s desires. By default, a blaster does not house a Prismatic Crystal that does anything but enable the blaster to fire its standard bolt and does not have an attachment as standard unless stated.
Three categories of Blaster or Vibrosword modification can be earned through military promotions of the Sith Empire. Beyond such three categories, the rest must be earned through exceptional deeds."
And as soon as it had started, the brief recording was done. Following, the file would go into detail concerning the blaster modifications that are available at the Imperial Quartermaster.


Blaster Grips:



Spoiler: Foregrip:


Spoiler: No Grip:



Triggers:


Spoiler: Hair Trigger:


Spoiler: ID'd Trigger:



Barrels:








Stocks:



Spoiler: No Stock:






Sights & Scopes:


Spoiler: Short Scope:



Spoiler: Medium Scope:

Spoiler: Long Scope:

Spoiler: Iron Sights:




Attachments:


Spoiler: Bipod:

Spoiler: Laser Sight:




Spoiler: Bayonet:

Spoiler: Flashlight:



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Power Packs:







Prismatic Crystals:









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Ongoing Crisis
The Republic Marches amongst lit fires!


The Balance of Power in the Northern Territories!

After the Republic liberated Pollus from Imperial influence, Anx Minor was devastated by I.T.E.C.’s nuclear mining and lingering Sith presence, while the Kesmere Ridge remained largely intact, enabling the Republic to steadily infiltrate and influence its powerful corporate systems. On Tertiary Kesmere—the largest hub—three megacorporations dominated: Oriyn Prospecting discovered resources, Kessdyne Resource Group extracted and profited from the capital Vethar’s Reach and its Ciivic Council, and Haeltor Maritime handled off-world transport. Beneath the façade of economic growth, however, The Republic secretly aimed to turn Tertiary Kesmere into a strategic launch point for operations in the Northern Territories. Contacted by Moff Vayen Korr, the Marshalling Prefect of the Northern Territories, the Pentarchy of House Horuset took on the job of delaying the Republic's actions. With preperations laid it culminated in a strike planetside lasting only two weeks to ignite anarchy. Acting covertly to sabotage Republic progress, they destabilized the region, leaving chaos in their wake as corporations collapsed under their own deception and local anti-corporate guilds rose up—unaware of the Empire’s hidden hand behind the unrest...

((OOC: Missions that relate to grand changes in the Northern Territories will have an impact on the balance of power shown above, with the end result being that the balance of power's state will determine how strong the Republic will be in given areas area. The balance of power can be pushing in our favour with bigger scale events aimed at taking the Republic down or fortifying ourselves in the North. This can be achieved through Operations, Adventures and Guild Events. The blue represents the Republic, and the Empire is red! This is organised by the Guild Team, so please direct OOC questions to them.))

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