14-04-2023, 03:42 PM
Grenades of the Imperial Military:
Explosives of the Imperial Military:
Melee Weapons of the Imperial Military:
"The Jedi Civil War saw the technological gap between ranged and melee combat narrow significantly, where ranged and shield technology became evenly matched. Vibroblade technology uses ultrasonic vibrations within the blade of the weapon to increase cutting effectiveness many magnitudes greater than what would otherwise be possible, a combination of shield and Vibroblade technology became a viable option for literally cutting through ranged based opposition; leading to the development of Vibroknives, a smaller weapon that ranged focused soldiers could carry for a last ditch defence. It was easily outmatched by a Vibroblade but provided a soldier a last resort if a melee based opponent managed to close the gap."
"Blaster technology has since surpassed shield technology and melee combat is no longer a primary component of the Imperial war doctrine. However, a trade deal between Sergeant Trisdane and Darth Innerach saw the Imperial Quartermaster Division supplied with two-hundred Vibroknives; due to their unique organisational structure and close operations with Sith it was deemed as a suitable upgrade for soldiers within Task Force Leviathan."
"The VKN-07 was at the cutting edge of Imperial bladed technology during the Great Galactic War and has since been surpassed by more specialised technology, but its robust design has seen it re-enter into Imperial Military Services across the Special Operations centres of the Empire and within the Horuset Powerbase for any member of Task Force: Leviathan who is of the rank Specialist or above. The knife, much like its Vibroblade counterpart, is capable of cutting through most armours and personal shields and dealing significant damage to tissues underneath. However, unlike its Vibroblade counterpart, it lacks the cortosis weave element that makes it capable of surviving contact with a lightsaber. It remains a suitable weapon for any soldier who finds themselves forced into melee combat against other combatants despite this."
Skill Required:
Imperial Hand to Hand Combat Training
Rank:
Specialist
Weapon Size:
0, for first knife carried. 1 Equipment or Weapon slot for second knife carried.
Spoiler: Fragmentation Grenades:
"Fragmentation grenades are the most common and notorious grenade used by military personnel, they can greatly damage and maim unarmoured or lightly armoured targets. On the grenade itself is a timer which can be set to detonate after up to one minute has passed. There is also a magnetic grapple that can make the grenade into an improvised mine or to attach the grenade to a vehicle. A fragmentation grenade disperses metal shards and shrapnel to pierce flesh over a three to four meter radius and is especially effective against unarmored targets, whilst diminishing the effective protection and potentially the mobility armour."
Skill Required:
None
Specialisations:
Infantry
![[Image: sGXwdaF.png]](https://i.imgur.com/sGXwdaF.png)
Skill Required:
None
Specialisations:
Infantry
Spoiler: Thermal Detonators:
"Thermal detonators are deadly despite their size. They are a very secure and stable grenade even with the ability to be turned off after activation. It was designed to be thrown by military personnel, planted in a designated location, or sabotage a vehicle. However this has not stepped zealous grenadiers from raining down Thermal Detonators with Grenade Launchers. A Thermal Detonator can atomise anything within a six meter radius unless it has thermal energy or heat shielding due to the sheer destructive capability of such grenades."
Skill Required:
None
Specialisations:
Infantry
![[Image: oKVzglf.png]](https://i.imgur.com/oKVzglf.png)
Skill Required:
None
Specialisations:
Infantry
Spoiler: Ion Grenades:
"Ion grenades are similar to EMP grenades as they disables electronic equipment. However Ion grenades have the added benefit of detonating on impact by default. An ion grenade can take down personal shields, electronic armour, automated turrets, droids and smaller vehicles with ease, causing more permanent damage than the EMP counterpart. An ion grenade discharges an ionic burst over a three meter radius unless protected actively with a personal shield, offering any electronic armour and electronics under the active shield generator fields effect a one time protection."
Skill Required:
None
Specialisations:
Infantry
![[Image: 53g9qeq.png]](https://i.imgur.com/53g9qeq.png)
Skill Required:
None
Specialisations:
Infantry
Spoiler: Flashbang Grenades:
"A Flashbang Grenade is used to temporarily blind and deafen the target, this is done by creating a blinding light and creating a high pitched bang, hence the name ‘Flashbang’. It can be used offensively to blind a squad before moving in for the assault or defensively to distract enemy forces while your own squad retreats. The flash element is typically only effective when it occurs within a targets line of sight, becoming most effective the closer to its detonation and the sound of the detonation would deafens and disrupt the sense of balance of targets unless they were protected with sonic dampeners and armour with sonic dampening features."
Skill Required:
None
Specialisations:
Infantry
![[Image: z8kKVjz.png]](https://i.imgur.com/z8kKVjz.png)
Skill Required:
None
Specialisations:
Infantry
Spoiler: EMP Grenades:
"An EMP or Electromagnetic Pulse grenade is used to disrupt or outright disable electronics. The main use of such grenades is against droids or equipment that relies on power generators or engines to operate. The EMP grenade is suitable for use against electronic armour, such as the Imperial Heavy Trooper Armour if it is not guarded against such electronic warfare. An EMP grenade can disable all electronics within a three meter radius of its detonation unless protected by energy shields against its disruptive discharge in exhange for the shields being disabled."
Skill Required:
None
Specialisations:
Grenadier
![[Image: m4EMgz6.jpg]](https://i.imgur.com/m4EMgz6.jpg)
Skill Required:
None
Specialisations:
Grenadier
Spoiler: Gas Grenades:
"Gas grenades, once detonated, will erupt into a cloud of chemical agents that would incapacitate the intended target. There is a secondary use for these grenades as they act as a smoke grenade due to the cloud of gas that obscured the vision of anyone inside or outside of the cloud. More lethal gas grenades such as nerve gas grenades and poison grenades can be used as a more permanent solution to the problem that is opposition. Droids and the Gand were immune to this gas while Jedi and Sith can use the force to either dissipate the gas or rid themselves of the poisonous gas leaving gas grenades with only limited usage. Gas Grenades deploys its airborne chemical agents over a radius of six meters to affect targets with its intended biological effects unless protected by special masks or helmets filters designed for airborne pathogens that can offer protection by filtering out toxins."
Skill Required:
None
Specialisations:
Grenadier
![[Image: 6SErTVF.png]](https://i.imgur.com/6SErTVF.png)
Skill Required:
None
Specialisations:
Grenadier
Spoiler: Smoke Grenades:
"A Smoke grenade, once primed, would emit a cloud of obscuring smoke that temporarily blinded those who did not have access to Thermal vision or the Force. They also have a variety of uses, making them one of the most versatile grenades in a Soldier's arsenal. One such use being to signal a Landing Zone, or LZ, for air support to make a landing to pick up a squad in hostile territory with communications partially or totally jammed. A smoke grenade would disperse a thick cloud of dense smoke and obscure anything in the visible light spectrum inside its three meter radius radius."
Skill Required:
None
Specialisations:
Infantry
![[Image: n98Q657.png]](https://i.imgur.com/n98Q657.png)
Skill Required:
None
Specialisations:
Infantry
Spoiler: Sonic Grenades:
"Sonic grenades are a primarily sound based grenade, meaning no explosion would occur once primed and detonated. However depending on which type of sonic grenade used it could produce visible or invisible sound waves once the detonation occurred. The sound waves would then produce a high frequency noise to incapacitate the intended target, this was done by causing temporary deafness on the organic target. However it would not cause any impact on a droid. A sonic grenade can incapacitate targets within a distance of four meters unless protected by sonic dampeners which partially mitigates the sonic attack."
Skill Required:
None
Specialisations:
Grenadier
![[Image: vFuEZxY.png]](https://i.imgur.com/vFuEZxY.png)
Skill Required:
None
Specialisations:
Grenadier
Spoiler: CyroBan Grenades:
"The CryoBan grenade covered targets in its blast radius of four metres with supercooled chemicals, causing pain and temporarily trapping a person within the ice formed by the blast which could also damage droids and some vehicles. It was originally adapted from carbon freezing as it was meant to be a fire suppressant but later was turned into a grenade. Models had a distinct shape as it was shaped like a baton."
Skill Required:
None
Specialisations:
Grenadier
![[Image: 5kGYlbX.png]](https://i.imgur.com/5kGYlbX.png)
Skill Required:
None
Specialisations:
Grenadier
Explosives of the Imperial Military:
Spoiler: Fragmentation Mines:
"Land Mines have been used as part of military hardware for as long as history has been recorded. Fragmentation mines in particular have seen a wide variety of usage from low-tech alternatives up to true military hardware standard. A proximity sensor or alternatively a less sophisticated soft press button is placed in the centre of the mine. With the proximity sensor, militaries often have their troops linked in with the mines through their helmet's HUD so friendly soldiers can move through entire minefields, standing on the mines, without them triggering. The low-tech alternative of the soft press button sees a mine go off when the dirt above it is sufficiently disturbed or when someone directly steps on the mine, regardless of friend or foe, tagged or not.
The Fragmentation mine used by the Empire that the Imperial Quartermaster has seen the Horuset Powerbase use is a proximity sensor variant. Linked in with trooper's helmets, wrist or chest computers the mines will not trigger unless someone who is untagged goes near the mine. Troopers are able to tag allies through their Helmet's HUD. The explosive capabilities of each mine extends three metres in every direction from the mine and reaches two metres in the air at its apex. Covering a substantial blast radius, the fragmentation mine is no trifling explosive."
Skill Required:
Explosives Proficiency
Specialisations:
Demolitions Specialists
Combat Engineers
Equipment Size:
1
The Fragmentation mine used by the Empire that the Imperial Quartermaster has seen the Horuset Powerbase use is a proximity sensor variant. Linked in with trooper's helmets, wrist or chest computers the mines will not trigger unless someone who is untagged goes near the mine. Troopers are able to tag allies through their Helmet's HUD. The explosive capabilities of each mine extends three metres in every direction from the mine and reaches two metres in the air at its apex. Covering a substantial blast radius, the fragmentation mine is no trifling explosive."
![[Image: 4e33VRn.png]](https://i.imgur.com/4e33VRn.png)
Skill Required:
Explosives Proficiency
Specialisations:
Demolitions Specialists
Combat Engineers
Equipment Size:
1
Spoiler: EMP Mines:
"Land Mines have been used as part of military hardware for as long as history has been recorded. EMP mines however have only been introduced into galactic warfare with the onset of the Great Galactic War. A proximity sensor or alternatively a less sophisticated soft press button is placed in the centre of the mine. With the proximity sensor, militaries often have their troops linked in with the mines through their helmet's HUD so friendly soldiers can move through entire minefields, standing on the mines, without them triggering. Soldiers are able to tag allies through their Helmet's HUD. The low-tech alternative of the soft press button sees a mine go off when the dirt above it is sufficiently disturbed or when someone directly steps on the mine, friend or foe, tagged or not..
The EMP mine used by the Empire that the Imperial Quartermaster has seen the Horuset Powerbase use is a proximity sensor variant. Linked in with trooper's helmets, wrist or chest computers the mines will not trigger unless someone who is untagged goes near the mine. The EMP Mine's blast radius extends three metres into the air and only a metre either side, its blast radius designed to capture Vehicles such as walkers and tanks more so than spread out infantry. Capable of temporarily disabling bigger vehicles and permanently disrupting Speeders and electronic armour, an EMP mine will stop a convoy of vehicles in its tracks with one detonation."
Skill Required:
Explosives Proficiency
Specialisations:
Demolitions Specialists
Combat Engineers
Equipment Size:
1
The EMP mine used by the Empire that the Imperial Quartermaster has seen the Horuset Powerbase use is a proximity sensor variant. Linked in with trooper's helmets, wrist or chest computers the mines will not trigger unless someone who is untagged goes near the mine. The EMP Mine's blast radius extends three metres into the air and only a metre either side, its blast radius designed to capture Vehicles such as walkers and tanks more so than spread out infantry. Capable of temporarily disabling bigger vehicles and permanently disrupting Speeders and electronic armour, an EMP mine will stop a convoy of vehicles in its tracks with one detonation."
![[Image: hrv9yuE.jpg]](https://i.imgur.com/hrv9yuE.jpg)
Skill Required:
Explosives Proficiency
Specialisations:
Demolitions Specialists
Combat Engineers
Equipment Size:
1
Spoiler: Breaching Charges:
"Breaching Charges or Directional Explosive charges are charges designed to, as the name suggests, explode in a certain direction and not others. Such charges can be placed on walls and doors with Soldiers stacked on either side of the charge and be entirely safe as the charge goes off, obliterating the wall or door that is in its path. Breaching charges have a variety of uses beyond merely breaking through walls or doors. The direction that explodes, sticks to most surfaces. This means that sabotage can easily be done if such a charge can be placed at certain points and remotely detonated as a result. A breaching charge special explosive makeup constrains the explosion into a narrow plane with a blast distance of five meters capable of penetrating up to two meters of reinforced materials such as durasteel, in comparison to the typical thickness of a blast door of slightly over 1 meter.
The Breaching Charges available to the Imperial Forces of the Horuset Powerbase are standard Breaching Charges."
Skill Required:
Explosives Proficiency
Specialisations:
Demolitions Specialist
Imperial Breacher
Equipment Size:
1
The Breaching Charges available to the Imperial Forces of the Horuset Powerbase are standard Breaching Charges."
![[Image: UEAj6El.jpg]](https://i.imgur.com/UEAj6El.jpg)
Skill Required:
Explosives Proficiency
Specialisations:
Demolitions Specialist
Imperial Breacher
Equipment Size:
1
Spoiler: High Impact Charges:
"High Impact Charges are the stationary explosive alternative to the Breaching Charges. While the Breaching Charges are directional in nature, the High Impact Charges are not. Offering over double the explosive potential compared to the directional alternative, High Impact Charges are made primarily from detonite, a putty like explosive substance. In truth, High Impact charges are little more than wrapped detonite with a timer and a high-tech detonation system to allow for remote detonation and timed alike. High Impact Charges destroys fortified materials closest to the center of its ten meter radius, typically powerful enough to destroy medium tanks and through its explosive shockwave and heat is capable of turning the materials closest to its site of detonation into large debris and molten flaming shrapnel to shower neighbouring areas, possibly cause the collapse of fortified buildings when placed strategically.
The High Impact Charges available to the Imperial Forces of the Horuset Powerbase are standard High Impact Charges. The sheer destructive capability of such charges can destroy entire fortified positions with relative ease. Deploy with care."
Skill Required:
Explosives Proficiency
Specialisations:
Explosives Expert
Equipment Size:
1
The High Impact Charges available to the Imperial Forces of the Horuset Powerbase are standard High Impact Charges. The sheer destructive capability of such charges can destroy entire fortified positions with relative ease. Deploy with care."
![[Image: 6ft0Njq.jpg]](https://i.imgur.com/6ft0Njq.jpg)
Skill Required:
Explosives Proficiency
Specialisations:
Explosives Expert
Equipment Size:
1
Melee Weapons of the Imperial Military:
Spoiler: Standard Issue Knives:
"A Combat Knife has been a main tool on a Soldier's belt since before the creation of Blasters. Warfare and military doctrine have both remained the same in some places and changed vastly in others. One such place that has remained the same, is when it comes to the usage of knives. While Imperial Soldiers are not trained in knife based combat at the Academy, the versatility and usefulness of a knife can never be understated.
The Imperial Quartermaster has ensured that every Imperial Soldier has access to a Combat Knife. Standard issue, the blade is not a Vibroknife and will not cut through armour as if it was paper. Often kept on a belt or on the small of the back, the combat knife still sees dedicated usage throughout most galactic forces."
Skill Required:
Imperial Hand to Hand Combat Training
Specialisations:
Infantry
Weapon Size:
0
The Imperial Quartermaster has ensured that every Imperial Soldier has access to a Combat Knife. Standard issue, the blade is not a Vibroknife and will not cut through armour as if it was paper. Often kept on a belt or on the small of the back, the combat knife still sees dedicated usage throughout most galactic forces."
![[Image: zoLaZ6D.jpg]](https://i.imgur.com/zoLaZ6D.jpg)
Skill Required:
Imperial Hand to Hand Combat Training
Specialisations:
Infantry
Weapon Size:
0
Spoiler: Vibroknife:
"The Jedi Civil War saw the technological gap between ranged and melee combat narrow significantly, where ranged and shield technology became evenly matched. Vibroblade technology uses ultrasonic vibrations within the blade of the weapon to increase cutting effectiveness many magnitudes greater than what would otherwise be possible, a combination of shield and Vibroblade technology became a viable option for literally cutting through ranged based opposition; leading to the development of Vibroknives, a smaller weapon that ranged focused soldiers could carry for a last ditch defence. It was easily outmatched by a Vibroblade but provided a soldier a last resort if a melee based opponent managed to close the gap."
"Blaster technology has since surpassed shield technology and melee combat is no longer a primary component of the Imperial war doctrine. However, a trade deal between Sergeant Trisdane and Darth Innerach saw the Imperial Quartermaster Division supplied with two-hundred Vibroknives; due to their unique organisational structure and close operations with Sith it was deemed as a suitable upgrade for soldiers within Task Force Leviathan."
"The VKN-07 was at the cutting edge of Imperial bladed technology during the Great Galactic War and has since been surpassed by more specialised technology, but its robust design has seen it re-enter into Imperial Military Services across the Special Operations centres of the Empire and within the Horuset Powerbase for any member of Task Force: Leviathan who is of the rank Specialist or above. The knife, much like its Vibroblade counterpart, is capable of cutting through most armours and personal shields and dealing significant damage to tissues underneath. However, unlike its Vibroblade counterpart, it lacks the cortosis weave element that makes it capable of surviving contact with a lightsaber. It remains a suitable weapon for any soldier who finds themselves forced into melee combat against other combatants despite this."
![[Image: oVH4i6Y.png]](https://cdn.discordapp.com/attachments/708046326851698779/1066808327201361970/oVH4i6Y.png)
Skill Required:
Imperial Hand to Hand Combat Training
Rank:
Specialist
Weapon Size:
0, for first knife carried. 1 Equipment or Weapon slot for second knife carried.
Spoiler: Vibroswords:
"Revolutionary technology saw Melee based combat brought back to the forefront after a millennia of being sidelined by most but the Sith and Jedi. Vibroblade technology uses ultrasonic vibrations within the blade of the weapon to increase cutting effectiveness many magnitudes greater than what would otherwise be possible. Such technology came to a head when during the Jedi Civil War, Personal Shield Generator technology had caught up with Blaster technology. This saw two opposing forces having to whittle down their foes with blasters that were on par or even outmatched by their opponents shield technology. The Vibroblade was brought back as standard issue within the Republic at such a time, as a way to cut through the shields of their opponents.
With Blaster Technology once again outpacing Shield Technology, melee combat within the Sith Empire outside of the Sith takes a back seat compared to the ranged arsenal available to Imperial Soldiers. However, the Imperial Quartermaster has seen fit to make Vibroswords selectively available to certain specialised Soldiers within the Horuset Powerbase. Shield Technology may have fallen behind, but it is still more than sufficient to see an Imperial Soldier close the gap between them and their foe and cut them down before they can draw a knife."
Skill Required:
Weapons Training
Specialisations:
Close Quarters Combatant
Weapon Size:
2
With Blaster Technology once again outpacing Shield Technology, melee combat within the Sith Empire outside of the Sith takes a back seat compared to the ranged arsenal available to Imperial Soldiers. However, the Imperial Quartermaster has seen fit to make Vibroswords selectively available to certain specialised Soldiers within the Horuset Powerbase. Shield Technology may have fallen behind, but it is still more than sufficient to see an Imperial Soldier close the gap between them and their foe and cut them down before they can draw a knife."
![[Image: aCEa0MK.jpg]](https://i.imgur.com/aCEa0MK.jpg)
Skill Required:
Weapons Training
Specialisations:
Close Quarters Combatant
Weapon Size:
2
Spoiler: Riot Control Shields:
"Riot Control Shields have their basis with the most primitive form of protection known to the galaxy. A physical shield. Used by both Police and Military Forces alike, the Riot Control Shield has more uses than simply controlling a riot as one would expect. Riot Control Shields are two metres in height and slightly more than a metre wide. This enables a wielder to be mobile cover for a squadmate behind them. Such a tactic is common in areas of little cover. A Riot Shield can additionally be used to block a choke point, the physical nature of the shield likewise protection from explosions and slug rounds as well as blasters.
The Imperial Standard Issue Riot Shield is Blaster resistant up to and including both Sniper Rifle bolts and Blaster Cannon bolts. While the shield may disperse some of the energy each shot however, continual battering will wear down the shield until it breaks from such high powered rounds. Likewise, the user will feel each shot through their arm and shoulder as it hits and from repetitive fire from such high powered bolts, can easily be overwhelmed and pushed back from the weight of fire. Explosions can have a similar effect, while the shield can protect from the explosion, a Shield user can easily still be flung backwards. Due to being made of reinforced Duraplast, the Shield can also hold up to minor lightsaber strikes."
Skill Required:
Riot Control Shield Use
Specialisations:
Imperial Protector
Weapon Size:
2
The Imperial Standard Issue Riot Shield is Blaster resistant up to and including both Sniper Rifle bolts and Blaster Cannon bolts. While the shield may disperse some of the energy each shot however, continual battering will wear down the shield until it breaks from such high powered rounds. Likewise, the user will feel each shot through their arm and shoulder as it hits and from repetitive fire from such high powered bolts, can easily be overwhelmed and pushed back from the weight of fire. Explosions can have a similar effect, while the shield can protect from the explosion, a Shield user can easily still be flung backwards. Due to being made of reinforced Duraplast, the Shield can also hold up to minor lightsaber strikes."
![[Image: Z8kOj29.jpg]](https://i.imgur.com/Z8kOj29.jpg)
Skill Required:
Riot Control Shield Use
Specialisations:
Imperial Protector
Weapon Size:
2
Spoiler: Stun Prod:
"The Stun Prod is the useful training tool that any self-respecting Beast Handler should keep by their side. Very similar in nature to the training weapons of Sith Acolytes, it features a contained electro-generator in a sturdy casing, giving a long baton-like appearance. When activated the interior generator results in an electrical current running along the four conducting rails up the side of the weapon, with the possibility of jumping between rails. The Stun Prod has two settings, the higher of which is set to stun but the lower setting is no more than a painful shock; perfect for goading beasts in the correct direction and putting them in an aggressive mood.
The Imperial Quartermaster is able to supply these prods to Coordinators when deploying with beasts, and while it can be used as a melee weapon should the need arise that is not the intended use of the prod. Breakages of stun prods that come from being used as a weapon will require the soldier to earn back its replacement."
Skill Required:
Imperial Beast Handling
Specialisations:
Imperial Coordinator
Weapon Size:
2
The Imperial Quartermaster is able to supply these prods to Coordinators when deploying with beasts, and while it can be used as a melee weapon should the need arise that is not the intended use of the prod. Breakages of stun prods that come from being used as a weapon will require the soldier to earn back its replacement."
![[Image: 5BY2dqm.jpeg]](https://i.imgur.com/5BY2dqm.jpeg)
Skill Required:
Imperial Beast Handling
Specialisations:
Imperial Coordinator
Weapon Size:
2