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The Imperial Quartermaster - Equipment
Spoiler: OOC Information:
In this thread, you'll see all types of weapons that are available to Imperial personnel. Displayed pictures are included as examples, but are not necessarily the only ingame model that fits the role of the type of weapon it is a picture for. As a Private, you are given access to certain weapons be default under the Infantry role. Any other type of weapon you will have to ask a superior about using from the Quartermaster or have access to it by default due to the specialisation you picked.
The below list will give players the name of the item used as the demonstration item in the pictures of the equipment where applicable:
Blaster Rifle - DLA-13 Heavy Blaster Rifle
Blaster Rifle MK2 - Causality (Cartel Market)
Blaster Marksman Rifle - E-313 Heavy Repeating Disruptor. Acquired at Speciality Vendor, Tatooine.
Light Repeating Blaster - Mabari Heavy Assault Rifle
Blaster Carbine - Recon Carbine. Acquired at Speciality Vendor, Tatooine.
Blaster Pistol - Trainee's Blaster Pistol. Acquired at the Adaptive Gear Vendor, Imperial Fleet.
Holdout Blaster Pistol - Yolthra OverCorp DC-17 Blaster Pistol
Heavy Blaster Pistol - Insurrectionist's Blaster
Blaster Assault Cannon - Ordtech F7 Assault Cannon
Sniper Rifle - Recon's Sniper Rifle Mk-1
Scatterblaster - Imperial Operative's Rifle
Rocket Launcher - Mantellian Peacemaker Besh
Grenade Launcher - Revanite's Rifle Mk-2
Vibrosword - Classic Vibrosword
Flamethrower - Aftermarket Targeter's Blaster Rifle Mk-3
Ion Rifle - Commander's Blaster Rifle
Rudimentary Rocket Launcher - CD-35 Blaster Rifle
Quarantie Equipment - BK-0 Combustion Face Mask
Spoiler: OOC Carry Limit:
A small system has been implemented to roughly show that Imperials have a limit on how much equipment they can carry at once. The carry limit is split into two sections: weapons and equipment.
When carrying weapons you have 4 hooks to use for weapons. A long weapon is equivalent to 3 hooks, a medium to 2 hooks, and a short to 1 hook. Weapons can be matched together to come to a total of 4 hooks.
Equipment has 3 hooks, with almost being able to be filled as you see fit. Your standard 5 power packsfor your weapon, rations, and combat knife use 0 hooks, armour based equipment such as the Force Mask or Jump Pack use 0 hooks. Your standard grenade loadout for your Specialisation use 1 hook, and carrying any extra ammunition use an extra 1 hook.
Upon reaching the rank of Ensign and unlocking the Exo-suit it allows the wearer to have 5 hooks for weapons and 4 hooks for equipment. In this thread any item that takes up a carry weight slot will have it's size in the information for it's entry.
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 inside the Imperial Training Room, aboard Th'Asidra Harrower-Class Dreadnought. Only with the permission of Captain Chakad Igneel, Major Jackler Koren or Colonel Bastion can a soldier access any weapons beyond their default. For Privates, the default is a single Standard Blaster Rifle, a single Standard Blaster Pistol, Two grenades, a knife and five days of rations. For those who have taken a specialisation, the recommended arms and equipment is in addition to your default equipment, it does not replace it. Any soldier can if they choose, still use a Standard Blaster Rifle after taking a specialisation. Be wary of attempting to carry all that you have available for you to take. A soldier with a Rifle, a Launcher, a Pistol, A Scatterblaster and a Blaster Marksman Rifle, is a soldier that will collapse from exhaustion before meeting the target."
And as soon as it had started, the brief recording was done. Following, the file would go into detail concerning the weapons and equipment that are available at the Imperial Quartermaster.
Blasters of the Imperial Military:
Spoiler: Blaster Rifles:
"Blaster Rifles have been the main weapon of warfare within the galaxy for millennia. The Republic, the Empire, Pirates, anyone who has the credits or the manufacturing potential to see an army outfitted with blaster rifles is military grade opposition. Blaster Rifles fire a standard Blaster Rifle bolt, noticeably bigger and more dangerous than a Standard Blaster Pistol bolt but less deadly than a Blaster Cannon's bolt. The Imperial Quartermaster has seen the DLA-13s Blaster Rifle become the standard Blaster Rifle of the Imperial Forces within the Horuset Powerbase.
The DLA-13s Blaster Rifle is the 'short scope' variant of the DLA-13. The short scope allows higher accuracy at low and medium ranges, making the rifle more suited for accurately taking down opposition. The downside to such a scope is that it leaves the user at a disadvantage at providing covering fire for their squad mates, due to the scope making less accurate 'spray and pray' fire near impossible. Such a role is instead filled by other weapons of the Quartermaster's arsenal."
Heat Dispersion | Medium - Overheats on excessive use |
---|---|
Ammo Capacity per Power Pack | 50 |
Ammo Capacity Total | 250 - 1 loaded, 4 carried |
Bolt used in Weapon | Blaster Rifle Bolt |
Fire Modes | Single Shot, Three Burst, Fully Automatic |
Optimal Range & Sight | 80 Metres - Short Scope |
Maximum Range | 120 Metres - Short Scope |
Durability | Highly Durable |
Recoil Management | High Management - Easy to control, minor recoil |
Default Attachment | Laser Sight |
Weapon Size | 3 |
Skill Required:
Weapons Training
Specialisations:
Infantry
Spoiler: Blaster Marksman Rifles:
"Blaster Marksman Rifles have been around nearly as long as Blaster Rifles have within the galaxy. Used by most galactic military forces, the more accurate rifles allow even further pinpoint shots onto targets from longer distances without the user becoming a back line soldier. Marksman Rifles alike their counterpart fire the Standard Blaster Rifle bolt to great impact.
The Blaster Marksman Rifle of choice available within the Empire that the Imperial Quartermaster has bestowed onto the Horuset Powerbase is the 'VM-5s. The VM-5s is named for Grand Moff Odile Vaiken, with the full name of the VM-5s being the Vaiken Medium Mark 5 Scoped. The Medium Scope on the Marksman rifle allows the Soldier greater accuracy at medium and long ranges, but leaves the soldier without a true sight picture if the opposition gets close. Standard practise is to bring a sidearm with such a Marksman Rifle.'"
Skill Required:
Weapons Training
Specialisations:
Marksman
Specialised Infantry
The Blaster Marksman Rifle of choice available within the Empire that the Imperial Quartermaster has bestowed onto the Horuset Powerbase is the 'VM-5s. The VM-5s is named for Grand Moff Odile Vaiken, with the full name of the VM-5s being the Vaiken Medium Mark 5 Scoped. The Medium Scope on the Marksman rifle allows the Soldier greater accuracy at medium and long ranges, but leaves the soldier without a true sight picture if the opposition gets close. Standard practise is to bring a sidearm with such a Marksman Rifle.'"
Heat Dispersion | Medium - Overheats on excessive use |
---|---|
Ammo Capacity per Power Pack | 50 |
Ammo Capacity Total | 250 - 1 loaded, 4 carried |
Bolt used in Weapon | Blaster Rifle Bolt |
Fire Modes | Single Shot, Three Burst |
Optimal Range & Sight | 30 Metres - 120 Metres - Medium Scope |
Maximum Range | 200 Metres - Medium Scope |
Durability | Highly Durable |
Recoil Management | Medium Management - Intermediate to control, noticeable recoil |
Default Attachment | None |
Weapon Size | 3 |
Skill Required:
Weapons Training
Specialisations:
Marksman
Specialised Infantry
Spoiler: Blaster Rifle MK II:
"The Blaster Rifle remains the standard armament of most military forces in the galaxy. As the Third Galactic War has left its mark on the Empire a need arose for a new rifle that was easier to produce but did not sacrifice the famous reliability of the DLA-13s. The Empire's answer to this issue is the DLA-19, a new rifle for a new Army. Recently secured for use within the 142nd Division, the Horuset Powerbase now stands capable of producing the DLA-19.
The newer rifle is a stripped back model that is constructed from stamped and casted metal parts, giving a rigidity and weight that the DLA-13s was not able to achieve, making the new rifle noticably heavier but also nearly impossible for breakages to happen unless specifically broken down in an incorrect manner. Fitted with a mildly larger pack for more shots, it is capable of doing the same damage with an equal intensity blaster bolt. A shorter barrel leads to a barely noticable decrease in range, that should not affect most front line soldiers. The DLA-19 is best suited to close or medium range engagements where volume of fire is necessary."
Skill Required:
Weapons Training
Specialisations:
Infantry
The newer rifle is a stripped back model that is constructed from stamped and casted metal parts, giving a rigidity and weight that the DLA-13s was not able to achieve, making the new rifle noticably heavier but also nearly impossible for breakages to happen unless specifically broken down in an incorrect manner. Fitted with a mildly larger pack for more shots, it is capable of doing the same damage with an equal intensity blaster bolt. A shorter barrel leads to a barely noticable decrease in range, that should not affect most front line soldiers. The DLA-19 is best suited to close or medium range engagements where volume of fire is necessary."
Heat Dispersion | Medium - Overheats on excessive use |
---|---|
Ammo Capacity per Power Pack | 60 |
Ammo Capacity Total | 300 - 1 loaded, 4 carried |
Bolt used in Weapon | Blaster Rifle Bolt |
Fire Modes | Three Burst, Fully Automatic |
Optimal Range & Sight | 60 Metres - Iron Sights |
Maximum Range | 100 Metres - Iron Sights |
Durability | Highly Durable |
Recoil Management | High Management - Easy to control, minor recoil |
Default Attachment | Vaiken Barrel |
Weapon Size | 3 |
Skill Required:
Weapons Training
Specialisations:
Infantry
Spoiler: Light Repeating Blasters:
"Light Repeating Blasters were developed after holes were established in the military doctrines of the galaxy. Following on from a slugthrower past, the Light Repeating Blasters sacrifice accurate pinpoint shots in favour of hurtling a handful of bolts for every one a Standard Blaster Rifle can manage. Military Grade hardware, seeing a Light Repeating Blaster as part of an enemy squad should signal that they are either well funded, or very lucky to have such a weapon. The Light Repeating Rifle fires the standard blaster rifle bolt, but does so with a severely increased rate of fire, making it important to have backup Power Packs available.
The 'LRZ-2s' is the standard Light Repeater produced by the Empire that the Imperial Quartermaster has sent the way of the Horuset Powerbase. Its full name of 'Light Repeater Ziost Mark II Scoped' came to fruition as the second attempt at a Light Repeater that the Weapons Manufacturers of Ziost produced before its untimely fall. The design was picked up by Weapons Manufacturers on Dromund Kaas after the fall, but the weapon still remains named for its designers who gave their life when Ziost was ravaged. The 'short scope' on the LRZ allows both close and medium accuracy, but by design the weapon is made to fire a mass of bolts more than pinpoint accuracy. The weapon is perfectly suited for providing covering fire, suppressing a foe or simply causing abrupt mayhem along an enemy line. A bipod adorns the front of the LRZ-2s, enabling a user to stabilise their firing from either a prone or in cover position."
Skill Required:
Weapons Training
Specialisations:
Heavy Weapons Soldier
The 'LRZ-2s' is the standard Light Repeater produced by the Empire that the Imperial Quartermaster has sent the way of the Horuset Powerbase. Its full name of 'Light Repeater Ziost Mark II Scoped' came to fruition as the second attempt at a Light Repeater that the Weapons Manufacturers of Ziost produced before its untimely fall. The design was picked up by Weapons Manufacturers on Dromund Kaas after the fall, but the weapon still remains named for its designers who gave their life when Ziost was ravaged. The 'short scope' on the LRZ allows both close and medium accuracy, but by design the weapon is made to fire a mass of bolts more than pinpoint accuracy. The weapon is perfectly suited for providing covering fire, suppressing a foe or simply causing abrupt mayhem along an enemy line. A bipod adorns the front of the LRZ-2s, enabling a user to stabilise their firing from either a prone or in cover position."
Heat Dispersion | High - Overheats only on severe sustained fire |
---|---|
Ammo Capacity per Power Pack | 50 |
Ammo Capacity Total | 250 - 1 loaded, 4 carried |
Bolt used in Weapon | Blaster Rifle Bolt |
Fire Modes | Single Shot, Fully Automatic |
Optimal Range & Sight | 75 Metres - Short Scope |
Maximum Range | 120 Metres - Short Scope |
Durability | Highly Durable |
Recoil Management | Medium Management - Intermediate to control, noticeable recoil |
Default Attachment | Bipod |
Weapon Size | 3 |
Skill Required:
Weapons Training
Specialisations:
Heavy Weapons Soldier
Spoiler: Blaster Carbines:
"Blaster Carbine are at their core, shortened Blaster Rifles. Less modifiable and unable to be adapted, the robust Carbines are a main weapon for many Soldiers across the galaxy who do not rely solely on their rifle as a weapon of choice. Favoured by soldiers who cannot manage a longer barrelled main weapon with ease, the Carbine sees much use in support and naval roles across the galaxy. Carbines fire the standard Blaster Rifle bolt at a similar rate of of fire to their Blaster Rifle counterpart. However, the Carbines rely on more basic 'iron sights' or simple reflex sights than scopes.
The R2-Carbine is simply named. The 'Recon Mark II Carbine' gains its name from early on in the Sith Empire's history when newly conscripted soldiers were clearing large swathes of the Kaas Jungle for the construction of our great capital city. The Recon Carbine Mark I was born several centuries past and only with the onset of the Great Galactic War and the Sith Empire's resurgence was the weapon updated to more modern designs. With an iron sight and a short profile, the R2-Carbine is compact, robust and will survive the wear and tear of a battlefield better than most weapons. Reliable and efficient, most support soldiers have bet their lives on such a blaster and lived to tell about it."
Skill Required:
Weapons Training
Specialisations:
Demolitions Specialist
Close Quarters Combatant
Engineer
Combat Medic
Imperial Coordinator
Communications Specialist
The R2-Carbine is simply named. The 'Recon Mark II Carbine' gains its name from early on in the Sith Empire's history when newly conscripted soldiers were clearing large swathes of the Kaas Jungle for the construction of our great capital city. The Recon Carbine Mark I was born several centuries past and only with the onset of the Great Galactic War and the Sith Empire's resurgence was the weapon updated to more modern designs. With an iron sight and a short profile, the R2-Carbine is compact, robust and will survive the wear and tear of a battlefield better than most weapons. Reliable and efficient, most support soldiers have bet their lives on such a blaster and lived to tell about it."
Heat Dispersion | Medium - Overheats on excessive use |
---|---|
Ammo Capacity per Power Pack | 50 |
Ammo Capacity Total | 250 - 1 loaded, 4 carried |
Bolt used in Weapon | Blaster Rifle Bolt |
Fire Modes | Three Burst, Fully Automatic |
Optimal Range & Sight | 50 Metres - Iron Sights |
Maximum Range | 80 Metres - Iron Sights |
Durability | Highly Durable |
Recoil Management | High Management - Easy to control, minor recoil |
Default Attachment | None |
Weapon Size | 2 |
Skill Required:
Weapons Training
Specialisations:
Demolitions Specialist
Close Quarters Combatant
Engineer
Combat Medic
Imperial Coordinator
Communications Specialist
Spoiler: Blaster Pistols:
"Blaster Pistols are by far the most common weapon within the galaxy. Both civilian and military markets are flooded with such a standard weapon within every galactic market one can come across. From simple civilian pistols made for self-defense up to true military grade sidearms, a Blaster Pistol is a sight that few would be surprised at. Favoured amongst soldiers as a sidearm for when their main weapon is no longer suitable, the short length and easily accessible nature of a Blaster Pistol leaves a Soldier with many extra options when it comes to a firefight. Highly modifiable, single shot in nature and firing a standard Blaster Pistol bolt, the Blaster Pistol is noticeably weaker than a standard Blaster Rifle due to the bolts smaller size.
The 'CQ-7s' was named the 'Conqueror Mark 7 Scoped' and has been one of several standard issue sidearms available within the Sith Empire for over a decade. Named in honour of Moff Drog the Conqueror for their service in seeing outlying systems fall under the sway of the Sith Empire during our isolation, the CQ has gone through a multitude of upgrades since its first inception centuries ago. The Mark VII hosts a 'short scope' to enable the soldier more accurate shots at close range and due to the CQ being a Pistol, close range is truly its only effective range. Firing a standard Blaster Pistol bolt leaves it able to fire close to 50 shots before requiring reloading. However with a hair trigger this means that while the pistol is single fire, it can be fired as quickly as a soldier can pull the trigger."
Skill Required:
Weapons Training
Specialisations:
Infantry
The 'CQ-7s' was named the 'Conqueror Mark 7 Scoped' and has been one of several standard issue sidearms available within the Sith Empire for over a decade. Named in honour of Moff Drog the Conqueror for their service in seeing outlying systems fall under the sway of the Sith Empire during our isolation, the CQ has gone through a multitude of upgrades since its first inception centuries ago. The Mark VII hosts a 'short scope' to enable the soldier more accurate shots at close range and due to the CQ being a Pistol, close range is truly its only effective range. Firing a standard Blaster Pistol bolt leaves it able to fire close to 50 shots before requiring reloading. However with a hair trigger this means that while the pistol is single fire, it can be fired as quickly as a soldier can pull the trigger."
Heat Dispersion | Low - Overheats when fired rapidly |
---|---|
Ammo Capacity per Power Pack | 30 |
Ammo Capacity Total | 150 - 1 loaded, 4 carried |
Bolt used in Weapon | Blaster Pistol Bolt |
Fire Modes | Single Shot |
Optimal Range & Sight | 40 Metres - Short Scope |
Maximum Range | 60 Metres - Short Scope |
Durability | Highly Durable |
Recoil Management | High Management - Easy to control, minor recoil |
Default Attachment | None |
Weapon Size | 1 |
Skill Required:
Weapons Training
Specialisations:
Infantry
Spoiler: Holdout Blaster Pistols:
"While the standard Blaster Pistol is the most common weapon in the galaxy, the Hold-out blaster is not far behind. Both the civilian and military markets enjoy large quantities of hold-out blasters in various forms. Civilian versions of Hold-out Blaster Pistols have the smallest power cells available within the common galactic market, often finding that such a pistol cannot shoot more than seven shots before requiring to be reloaded. Such a small blaster makes it suitable for home or self defense, but engaging in an active firefight with a civilian Hold-out Blaster is not advised. On the contrary however, military grade Hold-out Blaster Pistols can fire as many shots as their standard Blaster Pistol counterparts. The smaller 'snub' size enables such blasters to be easily concealable, but the miniaturisation sees manufacturing cost for such pistols skyrocket. Hold-out Blaster Pistols fire a standard blaster pistol bolt, regardless of whether they are made for civilians or a military.
The 'CS-3' is simply named. 'Concealed Snub barrelled Mark III Pistol' was named as such due to the manufacturing requirements imposed by the Imperial Military on the designers. The first iteration of such a weapon was brought before the Imperial Military and when field tested, was sent back for an immediate overhaul. The Mark II was born from such experiments at the start of the Great Galactic War, only for the Mark III to receive ergonomic upgrades to the grip to make it more readily concealable. The CS has 'iron' sights' for its sight lines and despite its small size is comparable to a standard Blaster Pistol. Close range is the only suitable range that a Hold-out Blaster Pistol can be effective, the weapon simply not designed for medium or long range firefights. A suitable lightweight backup for a weapon that suffers at close range."
Skill Required:
Weapons Training
Specialisations:
Sharpshooter
Engineer
Combat Medic
Imperial Protector
Tank Commander
The 'CS-3' is simply named. 'Concealed Snub barrelled Mark III Pistol' was named as such due to the manufacturing requirements imposed by the Imperial Military on the designers. The first iteration of such a weapon was brought before the Imperial Military and when field tested, was sent back for an immediate overhaul. The Mark II was born from such experiments at the start of the Great Galactic War, only for the Mark III to receive ergonomic upgrades to the grip to make it more readily concealable. The CS has 'iron' sights' for its sight lines and despite its small size is comparable to a standard Blaster Pistol. Close range is the only suitable range that a Hold-out Blaster Pistol can be effective, the weapon simply not designed for medium or long range firefights. A suitable lightweight backup for a weapon that suffers at close range."
Heat Dispersion | Low - Overheats when fired rapidly |
---|---|
Ammo Capacity per Power Pack | 20 |
Ammo Capacity Total | 100 - 1 loaded, 4 carried |
Bolt used in Weapon | Blaster Pistol Bolt |
Fire Modes | Single Shot |
Optimal Range & Sight | 30 Metres - Iron Sights |
Maximum Range | 40 Metres - Iron Sights |
Durability | Highly Durable |
Recoil Management | High Management - Easy to control, minor recoil |
Default Attachment | None |
Weapon Size | 1 OR 2 Equipment slots |
Skill Required:
Weapons Training
Specialisations:
Sharpshooter
Engineer
Combat Medic
Imperial Protector
Tank Commander
Spoiler: Heavy Blaster Pistols:
"Known in some parts of the galaxy as 'Hand Cannons' the Heavy Blaster Pistol is unique amongst pistol weapons in that it fires a standard Blaster Rifle bolt. This makes the Heavy Blaster Pistol widely used amongst smugglers, mercenaries and some Soldiers who require a Blaster Rifle's power in a smaller more compact frame. The downside of the extra power is the Heavy Blaster Pistol's inability to match its Standard counterparts bolts per reload. Extra Power Packs are heavily advised when sporting a Heavy Blaster Pistol as a sidearm.
The 'VM-3s is named in full the "Vanquisher Medium Mark III Scoped'. One of several standard issue Heavy Blaster Pistols within the Sith Empire, the Vanquisher is noted for its heat sink directly under the front of the barrel and its 'medium scope' as a sight line. The larger muzzle gives away the Vanquisher's role as a Heavy Blaster Pistol, enabling the pistol to fire at short and medium ranges with pinpoint accuracy in the right hands. The heat sink underneath the barrel ensures that the small compact frame does not overheat from regularly shooting a standard Blaster Rifle bolt. Suitable as a sidearm for Soldiers who require extra kick that their main weapon may not deliver, or even as a primary weapon itself for dedicated support troopers who have roles dedicated away from directly shooting at the enemy combatants."
Skill Required:
Weapons Training
Specialisations:
Demolitions Specialists
Anti-Tank Specialist
Jumptroopers
Combat Medics
Sharpshooters
Imperial Protectors
Slicers
Droid Commander
Beast Handler
Tank Commander
The 'VM-3s is named in full the "Vanquisher Medium Mark III Scoped'. One of several standard issue Heavy Blaster Pistols within the Sith Empire, the Vanquisher is noted for its heat sink directly under the front of the barrel and its 'medium scope' as a sight line. The larger muzzle gives away the Vanquisher's role as a Heavy Blaster Pistol, enabling the pistol to fire at short and medium ranges with pinpoint accuracy in the right hands. The heat sink underneath the barrel ensures that the small compact frame does not overheat from regularly shooting a standard Blaster Rifle bolt. Suitable as a sidearm for Soldiers who require extra kick that their main weapon may not deliver, or even as a primary weapon itself for dedicated support troopers who have roles dedicated away from directly shooting at the enemy combatants."
Heat Dispersion | Medium - Overheats on excessive use |
---|---|
Ammo Capacity per Power Pack | 25 |
Ammo Capacity Total | 125 - 1 loaded, 4 carried |
Bolt used in Weapon | Blaster Rifle Bolt |
Fire Modes | Single Shot, Three Burst |
Optimal Range & Sight | 40 Metres - Short Scope |
Maximum Range | 60 Metres - Short Scope |
Durability | Highly Durable |
Recoil Management | Low Management - Difficult to control, significant recoil |
Default Attachment | None |
Weapon Size | 1 |
Skill Required:
Weapons Training
Specialisations:
Demolitions Specialists
Anti-Tank Specialist
Jumptroopers
Combat Medics
Sharpshooters
Imperial Protectors
Slicers
Droid Commander
Beast Handler
Tank Commander
Spoiler: Blaster Assault Cannons:
"Blaster Assault Cannons are often considered to have a close kinship with Heavy Repeater Rifles. Blaster Assault Cannons are the ultimate weapon of a squad who wants to suppress an enemy combatant. Shooting the Blaster Cannon bolt, the Assault Cannons are by far one of the most deadly rapid fire weapons available to the Imperial Military. The fastest firing with a bolt that is more destructive than a standard Blaster Rifle bolt, death and destruction meets anything that is hit by a bolt from one of these weapons. Operated by only the strongest of people, the sheer weight of a Blaster Assault Cannon and its ammunition deters most soldiers in favour of a Light Repeater Rifle. Blaster Cannons can be used with either a pair of carry handles in a 'hip fire' position interlinked with a Soldier's helmet's HUD to fire at targets somewhat accurately or with a Tripod for freestanding, stable firing. Blaster Cannons are often used on top of barricades as makeshift turrets.
The 'WDAC-II was originally designed for usage on Imperial War-Droids, hence its name. 'War Droid Assault Cannon Mark II'. Imperial Droids are often in such support roles due to their ability to carry the heaviest of weapons due to their robust frames. However, at the onset of the Cold War Imperial High Command saw fit to redesign the Blaster Assault Cannons on the Imperial War-Droids for Soldier use. The WDAC-II was born with its first recorded usage in the Battle of Corellia that was one of several battles that saw the Treaty of Coruscant broken and the Galactic War begin. The WDAC interfaces seamlessly with a trooper's helmet to provide suitable fire regardless of how the Blaster Cannons is held and as a result, lacks even iron sights. Most useful at medium ranges, the WDAC can keep an enemy combatant pinned near indefinitely, provided it doesn't run out of ammunition."
Skill Required:
Blaster Assault Cannon Training
Specialisations:
Gunner
The 'WDAC-II was originally designed for usage on Imperial War-Droids, hence its name. 'War Droid Assault Cannon Mark II'. Imperial Droids are often in such support roles due to their ability to carry the heaviest of weapons due to their robust frames. However, at the onset of the Cold War Imperial High Command saw fit to redesign the Blaster Assault Cannons on the Imperial War-Droids for Soldier use. The WDAC-II was born with its first recorded usage in the Battle of Corellia that was one of several battles that saw the Treaty of Coruscant broken and the Galactic War begin. The WDAC interfaces seamlessly with a trooper's helmet to provide suitable fire regardless of how the Blaster Cannons is held and as a result, lacks even iron sights. Most useful at medium ranges, the WDAC can keep an enemy combatant pinned near indefinitely, provided it doesn't run out of ammunition."
Heat Dispersion | Very High - Very rarely will overheat |
---|---|
Ammo Capacity per Power Pack | 100 |
Ammo Capacity Total | 500 - 1 loaded, 4 carried |
Bolt used in Weapon | Blaster Rifle Bolt |
Fire Modes | Three Burst, Fully Automatic |
Optimal Range & Sight | 15 Metres - 100 Metres - Computerised Sight |
Maximum Range | 110 Metres - Computerised Sight |
Durability | Highly Durable |
Recoil Management | Low Management - Difficult to control, significant recoil |
Default Attachment | None |
Weapon Size | 3 |
Skill Required:
Blaster Assault Cannon Training
Specialisations:
Gunner
Spoiler: Sniper Rifles:
"Sniper Rifles have been a common weapon in galactic warfare since even before the invention of Blasters. Blaster Sniper Rifles can shoot a bolt at hundreds of metres with pinpoint accuracy. Used anywhere from clandestine assassinations to taking out key combatants on a battlefield, a Sniper is feared for their ability to kill from ranges that most soldiers can't even see at. Interchangeably able to switch between firing a standard Blaster Rifle bolt and a Sniper Rifle Blaster bolt, Snipers are versatile weapons, but only suitable for the longest of ranges.
The 'OBF-2S' or 'Obliterator Field Sniper Mark II' is a Sniper that was first used by Imperial Agents of Imperial Intelligence in the prelude to the Great Galactic War. Planets were infiltrated and governments switched and Imperial Agents were often equipped with such a weapon in their arsenal to ensure that if a target needed assassinating, they had the right tool for the job. Able to switch between firing a standard Blaster Rifle bolt and a Sniper Rifle bolt, the versatility of such a long barrelled weapon enables the 'OBF' to shoot at both long and very long ranges effectively. The Sniper Rifle Bolt travels through the air at several speeds greater than even a fast fired slug, enabling the shooter to not have to adjust their shot massively compared to if they were trying to aim with a Blaster Rifle bolt."
Skill Required:
Sniper Rifle Training
Specialisations:
Sniper
The 'OBF-2S' or 'Obliterator Field Sniper Mark II' is a Sniper that was first used by Imperial Agents of Imperial Intelligence in the prelude to the Great Galactic War. Planets were infiltrated and governments switched and Imperial Agents were often equipped with such a weapon in their arsenal to ensure that if a target needed assassinating, they had the right tool for the job. Able to switch between firing a standard Blaster Rifle bolt and a Sniper Rifle bolt, the versatility of such a long barrelled weapon enables the 'OBF' to shoot at both long and very long ranges effectively. The Sniper Rifle Bolt travels through the air at several speeds greater than even a fast fired slug, enabling the shooter to not have to adjust their shot massively compared to if they were trying to aim with a Blaster Rifle bolt."
Heat Dispersion | Very Low - Will overheat very quickly |
---|---|
Ammo Capacity per Power Pack | 5 |
Ammo Capacity Total | 25 - 1 loaded, 4 carried |
Bolt used in Weapon | Sniper Rifle Bolt & Blaster Rifle Bolt |
Fire Modes | Single Shot |
Optimal Range & Sight | 40 Metres - 400 Metres - Long Scope |
Maximum Range | 500 Metres - Long Scope |
Durability | Highly Durable |
Recoil Management | Low Management - Difficult to control, significant recoil |
Default Attachment | None |
Weapon Size | 3 |
Skill Required:
Sniper Rifle Training
Specialisations:
Sniper
Spoiler: Scatterblasters:
"Scatterblasters are the common Blaster version of Scatter guns, which fired low velocity slug pellets made for short range shredding of opposition. The Scatterblaster inherits the idea of the Scatter gun in the form of when a Scatterblaster fires, it launches a spray of Blaster Pistol bolts towards its target. Used by mercenaries and soldiers primarily, a Scatterblaster is a true military weapon that is very rarely seen in a civilian's hands. Often relying on basic 'iron sights' or small reflex sights, Scatterblasters are designed for close range combat where the several launched bolts can hit one or several targets at once.
The 'TS-2B' or 'Tooth Scatterblaster Mark IIB' was a controversial design within the Empire. The short length was in line with a Blaster Carbine enabling it to be carried by similar soldiers. However, the initial design flaws saw the TS-2A often fall into disrepair with little use and constant field maintenance required to manage the weapon. The 'TS-2B' was brought in as replacement, but the manufacturing costs of such weapons skyrocketed as a result of the redesign. Most troops were outfitted with Blaster Carbines that once had the 'TS-2A' with the TS-2B' becoming a much more specialised weapon for certain soldiers within the Sith Empire. Firing five Blaster Pistol bolts at once, the 'TS-2B' burns through its power pack quickly, only able to manage 10 such shots before the a replacement Power Pack is needed. Iron sights adorn the Tooth, making it suitable only for close range."
Skill Required:
Weapons Training
Specialisations:
Demolitions Specialist
Engineers
Jumptroopers
Imperial Breacher
The 'TS-2B' or 'Tooth Scatterblaster Mark IIB' was a controversial design within the Empire. The short length was in line with a Blaster Carbine enabling it to be carried by similar soldiers. However, the initial design flaws saw the TS-2A often fall into disrepair with little use and constant field maintenance required to manage the weapon. The 'TS-2B' was brought in as replacement, but the manufacturing costs of such weapons skyrocketed as a result of the redesign. Most troops were outfitted with Blaster Carbines that once had the 'TS-2A' with the TS-2B' becoming a much more specialised weapon for certain soldiers within the Sith Empire. Firing five Blaster Pistol bolts at once, the 'TS-2B' burns through its power pack quickly, only able to manage 10 such shots before the a replacement Power Pack is needed. Iron sights adorn the Tooth, making it suitable only for close range."
Heat Dispersion | Medium - Overheats on excessive use |
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Ammo Capacity per Power Pack | 10 |
Ammo Capacity Total | 50 - 1 loaded, 4 carried |
Bolt used in Weapon | Blaster Pistol Bolt x5 |
Fire Modes | Single Shot |
Optimal Range & Sight | 35 Metres - Iron Sights |
Maximum Range | 45 Metres - Iron Sights |
Durability | Highly Durable |
Recoil Management | Low Management - Difficult to control, significant recoil |
Default Attachment | None |
Weapon Size | 2 |
Skill Required:
Weapons Training
Specialisations:
Demolitions Specialist
Engineers
Jumptroopers
Imperial Breacher
Spoiler: Ion Rifle:
"Ion blasters are uncommon weapons that fire an ion bolt, capable of distrupting electrical systems by melting fuses and destroying circuits, rendering most technology useless. Most often used to disable droids which can then be repaired afterwards, the Galactic Republic used them in high numbers during the Mandalorian Wars to counter heavily mechanised forces and war droids. Some expensive models have fire selectors to be able to counter some armoured vehicles, which typically have ion shielding which would prevent the use of ion weaponry.
The AN-35, or Artificial Neutraliser Mark 3 Revision 5, is a design produced by Effecient Arms Effeciently under the supervision of the InterGalactic Banking Clan, and only recently purchased by the Ministry of War for inclusion in the Imperial Army. Equiped with a short scope by default to make use of the short range nature of the weapon, it is not advised to use the weapon at longer ranges. A notable enhancement of the AN-35 is it's powershot crystal that allows it to increase fire power temporarily to deal with light ion shielding on armoured vehicles, though this reduces the range even further and is thus a risky option."
Skill Required:
Weapons Training
Specialisations:
Tank Commander
Combat Engineer
Anti-tank Specialist
Jump Trooper
The AN-35, or Artificial Neutraliser Mark 3 Revision 5, is a design produced by Effecient Arms Effeciently under the supervision of the InterGalactic Banking Clan, and only recently purchased by the Ministry of War for inclusion in the Imperial Army. Equiped with a short scope by default to make use of the short range nature of the weapon, it is not advised to use the weapon at longer ranges. A notable enhancement of the AN-35 is it's powershot crystal that allows it to increase fire power temporarily to deal with light ion shielding on armoured vehicles, though this reduces the range even further and is thus a risky option."
Heat Dispersion | Low - Overheats when fired rapidly |
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Ammo Capacity per Power Pack | 20 |
Ammo Capacity Total | 100- 1 loaded, 4 carried |
Bolt used in Weapon | Ion Rifle Bolt |
Fire Modes | Single Shot |
Optimal Range & Sight | 75 Metres - Short Scope |
Maximum Range | 120 Metres - Short Scope |
Durability | Highly Durable |
Recoil Management | Medium Management - Intermediate to control, noticeable recoil |
Default Attachment | Powershot Crystal |
Weapon Size | 3 |
Skill Required:
Weapons Training
Specialisations:
Tank Commander
Combat Engineer
Anti-tank Specialist
Jump Trooper
Launchers of the Imperial Military:
Spoiler: Rudimentary Rocket Launchers:
“Rocket Launchers fire an explosive projectile warhead. Most modern launchers can both fire the warhead 'free-firing' and where the weapon interfaces with a Soldier's helmet to align a non-vehicular target or with its own targeting system, that can lock directly onto a vehicle of sufficient size and mass. Rocket Launchers are as versatile as the warheads they fire, some being multi-barrelled and able to reload from a drop down point on the barrel, others that require loading rocket at a time. Rocket Launchers should not be used with fellow soldiers standing behind the user, due to the backblast from the Launcher firing. Rocket Launchers are most effective as a result at medium and long ranges."
“The RI-CL, Republic Issue - Commandeered Launcher, is far less advanced than the Imperial counterparts available to the Advanced Specialisations. Intended for insurgent and guerilla tactics the RI-CL is a compact launcher that can be easily carried and deployed quickly. The compact nature has sacrificed several of the more advanced functions, namely any form of target locking and the overall payload. The RI-CL cannot interface with Imperial HUDs and must be ‘dumb-fired’, resulting in it requiring a direct line of sight to the target and having a reduced range. The rocket propelled grenade is guided along a track and carries a payload capable of punching through light and medium armoured targets, requiring a second direct hit to pierce heavier armour. The RI-CL is a mass produced, cheap and easily replaceable weapon and it may be commonplace to see soldiers ditching the weapon once they have run out of ammunition.”
Skill Required:
Weapons Training
Rank:
Specialist
Weapon Size:
1 Weapon slot & 1 equipment slot. Additional ammo requires 1 equipment slot each..
Spoiler: Advanced Rocket Launchers:
"Rocket Launchers fire an explosive projectile warhead. Most modern launchers can both fire the warhead 'free-firing' and where the weapon interfaces with a Soldier's helmet to align a non-vehicular target or with its own targeting system, that can lock directly onto a vehicle of sufficient size and mass. Rocket Launchers are as versatile as the warheads they fire, some being multi-barrelled and able to reload from a drop down point on the barrel, others that require loading rocket at a time. Rocket Launchers should not be used with fellow soldiers standing behind the user, due to the backblast from the Launcher firing. Rocket Launchers are most effective as a result at medium and long ranges.
The 'K2-Launcher' is simply named 'Kaas Mark II Launcher'. The Rocket Launcher was designed by Kaas Weapons Manufacturers during the Empire's isolation and has fit the role it was asked for, for many decades now. Starting to become aged, talks of a K3-Launcher have been discussed since the onset of Zakuul and their wave of heavily armoured vehicles, but have not yet been rolled out to become standard equipment. The K2 is a single barrelled rocket launcher that has an inbuilt loading mechanise that houses one spare rocket. This makes the K2 a 'two shot' Launcher before it has to be reloaded. The rocket of the K2 is highly explosive to make up for its limited quantity, in the past having been able to take down the Republic's vehicles and emplacements with ease. The warhead is however comparable slow, making point defense a tough nut to crack with the K2."
Skill Required:
Rocket Launcher Training
Specialisations:
Anti-Tank Specialist
Weapon Size:
3, but when taken by an Anti-Tank Specialist counts as 2 plus 1 equipment slot.
The 'K2-Launcher' is simply named 'Kaas Mark II Launcher'. The Rocket Launcher was designed by Kaas Weapons Manufacturers during the Empire's isolation and has fit the role it was asked for, for many decades now. Starting to become aged, talks of a K3-Launcher have been discussed since the onset of Zakuul and their wave of heavily armoured vehicles, but have not yet been rolled out to become standard equipment. The K2 is a single barrelled rocket launcher that has an inbuilt loading mechanise that houses one spare rocket. This makes the K2 a 'two shot' Launcher before it has to be reloaded. The rocket of the K2 is highly explosive to make up for its limited quantity, in the past having been able to take down the Republic's vehicles and emplacements with ease. The warhead is however comparable slow, making point defense a tough nut to crack with the K2."
Skill Required:
Rocket Launcher Training
Specialisations:
Anti-Tank Specialist
Weapon Size:
3, but when taken by an Anti-Tank Specialist counts as 2 plus 1 equipment slot.
Spoiler: Grenade Launchers:
"Grenade Launchers are widely used by Pirates, Mercenaries and Soldiers alike throughout the galaxy. A less dedicated alternative to a Rocket Launcher, a grenade launcher is able to fire the various grenades that a squad has at their disposal at far greater ranges than they would be able to throw them and at greater speed. Capable of quelling an enemy squad with ease, a Grenade Launcher is far more capable of inflicting serious damage to enemy infantry than a Rocket Launcher. Grenade Launchers are most useful at a medium range, where the arc of the grenade is minimal.
The 'M-01 Grenade Launcher' is surprisingly named. In design for most of the Great Galactic War, the M-01 was to be named for the year it was first produced and thus took its name due to the signing of the Treaty of Coruscant one year before the Launcher's finalised production. The M-01 can house four grenades internally before requiring to be reloaded with a lever on the front manually cycling each grenade into the firing position, suitable if each grenade is a different type and a certain grenade is needed. Otherwise, the lever acts as a manual reloading mechanism to be used after a grenade has been fired. Each grenade is primed to detonate on impact after being fired. The unique scope on the M-01 works to counterbalance the small arc that may be needed to fire the launcher at further away targets."
Skill Required:
Grenade Launcher Training
Specialisations:
Grenadier
Weapon Size:
3, but when taken by an Grenadier counts as 2 plus 1 equipment slot.
The 'M-01 Grenade Launcher' is surprisingly named. In design for most of the Great Galactic War, the M-01 was to be named for the year it was first produced and thus took its name due to the signing of the Treaty of Coruscant one year before the Launcher's finalised production. The M-01 can house four grenades internally before requiring to be reloaded with a lever on the front manually cycling each grenade into the firing position, suitable if each grenade is a different type and a certain grenade is needed. Otherwise, the lever acts as a manual reloading mechanism to be used after a grenade has been fired. Each grenade is primed to detonate on impact after being fired. The unique scope on the M-01 works to counterbalance the small arc that may be needed to fire the launcher at further away targets."
Skill Required:
Grenade Launcher Training
Specialisations:
Grenadier
Weapon Size:
3, but when taken by an Grenadier counts as 2 plus 1 equipment slot.