14-04-2023, 03:43 PM
Specialised Equipment of the Imperial Military:
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Spoiler: Portable Handheld Terminals:
"Portable terminals are not an uncommon sight within the galaxy. Most appear like larger datapads, capable of bigger processes than such an item. Civilian use of these devices is more common than the military application, as various citizens of the various galactic governments go about their day to day lives with a necessity to be able to setup in one room and conduct their work before moving onto another location in several days time.
Military and unsavoury use of Portable Handheld Terminals both linger with the same use. Slicing into unsuspecting systems. Military Grade Hardware, the chosen terminal available to the Imperial Soldiers of the Horuset Powerbase through the Quartermaster has access to the latest in Imperial code cracking, both decryption and encryption analysis and ergonomically integrating into a foreign system. Such terminals can be used in the field to outright switch off electronic defences, override security systems and turn off or change the targeting data of droids."
Skill Required:
Slicing
Specialisations:
Slicer
Equipment Size:
1 and includes 2 Datapsikes
Military and unsavoury use of Portable Handheld Terminals both linger with the same use. Slicing into unsuspecting systems. Military Grade Hardware, the chosen terminal available to the Imperial Soldiers of the Horuset Powerbase through the Quartermaster has access to the latest in Imperial code cracking, both decryption and encryption analysis and ergonomically integrating into a foreign system. Such terminals can be used in the field to outright switch off electronic defences, override security systems and turn off or change the targeting data of droids."
Skill Required:
Slicing
Specialisations:
Slicer
Equipment Size:
1 and includes 2 Datapsikes
Spoiler: Portable Blaster Turrets:
"Portable turrets have been used as part of military defence lines for centuries. The Jedi Civil War saw the false Sith Empire make widespread use of Auto turrets that would hold the line alongside a handful of troops and a vast array of droids. Such tactics were used due to the lack of troopers that the false Empire suffered from with only a fraction of the Republic Navy having initially switched sides to the false Empire.
The Imperial Quartermaster has enabled the Imperial Soldiers of the Horuset Powerbase access to state of the art portable turrets. Tri-barrelled and able to hold three power packs, such a turret is compact enough before being setup to go on a soldiers back before being setup as part of a firing line or to assist with holding a position. An inbuilt friend/foe finder will register nearby hostiles and shoot at those designated. Interlinked with the Soldier's helmet, the turret can also be used to enhance the spotting capabilities of the Helmet's HUD when it runs out of ammunition. Approximately 150 Blaster Rifle bolts can be fired from such a turret before running empty with reloading the Tri-Barrelled Turret a minor hiccup compared to the damage it can deal."
Skill Required:
Engineering
Specialisations:
Combat Engineer
Equipment Size:
2
The Imperial Quartermaster has enabled the Imperial Soldiers of the Horuset Powerbase access to state of the art portable turrets. Tri-barrelled and able to hold three power packs, such a turret is compact enough before being setup to go on a soldiers back before being setup as part of a firing line or to assist with holding a position. An inbuilt friend/foe finder will register nearby hostiles and shoot at those designated. Interlinked with the Soldier's helmet, the turret can also be used to enhance the spotting capabilities of the Helmet's HUD when it runs out of ammunition. Approximately 150 Blaster Rifle bolts can be fired from such a turret before running empty with reloading the Tri-Barrelled Turret a minor hiccup compared to the damage it can deal."
Skill Required:
Engineering
Specialisations:
Combat Engineer
Equipment Size:
2
Spoiler: Medpacs:
"A Medpac is a recent addition to the Horuset forces, after a resounding victory on Orsus led to a substantial influx of basic medical supplies. Now issued out to the soldiers, a medpac is a clearly indicated supply box that can be attached to a soldier's belt and used as a stop gap between the more expert techniques and tools that is found inside an advanced medpac and surgery after that.
Within a medpac is eight metres of kolto soaked bandages. These bandages while kolto soaked will not see a wound heal while in the midst of battle and will need to be redressed several times over days with other kolto soaked bandages to see the faster healing affect that kolto provides. Digestible painkiller pills are included in the Medpac, suitably strong enough to stave off someone who is wounded from going into shock while they're patched up with bandages. Additionally, the Medpac is equipped with four Generic Imperial Tourniquets (G.I.T), that will slow blood flow to a damaged limb. Finally the Medpac contains an anti-septic spray, used to fight off infections from wounds that have been left to fester over the course of an entire battle. "
Skill Required:
First Aid
Specialisations:
Infantry
Equipment Size:
1
Within a medpac is eight metres of kolto soaked bandages. These bandages while kolto soaked will not see a wound heal while in the midst of battle and will need to be redressed several times over days with other kolto soaked bandages to see the faster healing affect that kolto provides. Digestible painkiller pills are included in the Medpac, suitably strong enough to stave off someone who is wounded from going into shock while they're patched up with bandages. Additionally, the Medpac is equipped with four Generic Imperial Tourniquets (G.I.T), that will slow blood flow to a damaged limb. Finally the Medpac contains an anti-septic spray, used to fight off infections from wounds that have been left to fester over the course of an entire battle. "
Skill Required:
First Aid
Specialisations:
Infantry
Equipment Size:
1
Spoiler: Advanced Medpacs:
"An Advanced Medpac is a small first aid kit that supported basic utility equipment and other life saving equipment that was stored within a small box, these small boxes could also be referred to as a ‘Health pack’. An Advanced Medpac is filled to the brim with equipment such as spray hypos, antiseptics, medical drugs, coagulants and stimulants such as a stim-shot. These small containers would hold a medisensor which was hand-held diagnostic scanner that would determine the patient's physical state enabling a medic to quickly know which of their tools they needed to fix the injured.
Notable items inside an Advanced Medpac include a Flexclamp which was a surgical instrument that would pinch off blood vessels in hard to reach areas, Synthflesh which is a translucent gel that bonded with real flesh and increased healing until actual healing treatment could be made,an irrigation bulb which is a small disposable container filled with cleansing fluid for small wounds and finally a Bone-Knitter which was a small electronic device used to set and men fractures bones. This was alongside bacta, a chemical substance that promotes rapid healing and cell regeneration and can be applied through salves, edible forms and patches along with Kolto. Kolto was a healing liquid and would be contained in small cylinders or injectors to stabilise a patient. The Advanced Medpac likewise contained everything that an ordinary Medpac contained."
Skill Required:
First Aid
Specialisations:
Combat Medic
Equipment Size:
1
Notable items inside an Advanced Medpac include a Flexclamp which was a surgical instrument that would pinch off blood vessels in hard to reach areas, Synthflesh which is a translucent gel that bonded with real flesh and increased healing until actual healing treatment could be made,an irrigation bulb which is a small disposable container filled with cleansing fluid for small wounds and finally a Bone-Knitter which was a small electronic device used to set and men fractures bones. This was alongside bacta, a chemical substance that promotes rapid healing and cell regeneration and can be applied through salves, edible forms and patches along with Kolto. Kolto was a healing liquid and would be contained in small cylinders or injectors to stabilise a patient. The Advanced Medpac likewise contained everything that an ordinary Medpac contained."
Skill Required:
First Aid
Specialisations:
Combat Medic
Equipment Size:
1
Spoiler: Jump and Jetpacks:
"Jump and Jetpacks alike have been made famous throughout the galaxy by the formidable Mandalorian Neo-Crusaders that fought against the Galactic Republic during the Mandalorian Wars. Sometimes used by Mercenaries and Bounty Hunters looking to imitate the Mandalorian's way of fighting, it is only in recent decades since the Sith Empire's resurgence that Jump and Jetpacks have become available to Imperial Soldiers. The key differences between Jump and Jetpacks is that a Jump-pack is suited for a jet assisted jump. Often taking a user several dozen metres in horizontal distance while only a dozen into the air, the Jump-pack is suited for quickly closing in on a foe in one leap. In contrast, the Jetpack is more suited for more manual control. Able to go where the user wishes but at a slower speed, the Jetpack can be used to climb to new heights with relative ease.
Since the Eternal Empire's conquests saw the Mandalorian Allies of the Empire confined to defending their own territory, the Sith Empire has needed to fill the void that has been in the place that the Mandalorian Jumptroopers used to fill. With integration of the Mandalorians into the Eternal Alliance, the Sith Empire has brought forward a new wave of Jump and Jetpacks that were field tested during the waning years of the Battle of Balmorra. The Imperial Quartermaster has saw fit to make such Jump and Jetpacks available to certain specialised soldiers within the Horuset Powerbase."
Skill Required:
Jump-pack Training
Jet-pack Training
Specialisations:
Jumptrooper
Equipment Size:
0
Since the Eternal Empire's conquests saw the Mandalorian Allies of the Empire confined to defending their own territory, the Sith Empire has needed to fill the void that has been in the place that the Mandalorian Jumptroopers used to fill. With integration of the Mandalorians into the Eternal Alliance, the Sith Empire has brought forward a new wave of Jump and Jetpacks that were field tested during the waning years of the Battle of Balmorra. The Imperial Quartermaster has saw fit to make such Jump and Jetpacks available to certain specialised soldiers within the Horuset Powerbase."
Skill Required:
Jump-pack Training
Jet-pack Training
Specialisations:
Jumptrooper
Equipment Size:
0
Spoiler: Personal Shield Generators:
"Personal Shield Generators have been an active part of galactic warfare for nearing on four centuries. Ever since Personal Shield Technology caught up with Blaster technology during the Mandalorian Wars it has led to an increase in the use of melee based combat as such physical weapons cut through most Personal Shield Generators as if they were near non-existent. However, the strength of the Personal Shield Generator comes from their ability to absorb blaster fire. While such shields would likely not absorb more than a pair of Blaster Assault Cannon bolts or even a single Sniper Rifle bolt, both Blaster Pistol bolts and Blaster Rifle bolts can be absorbed by these shields by the dozen.
The Imperial Quartermaster has enabled certain specialised soldiers within the Horuset Powerbase access to standard Imperial Personal Shield Generators. Dedicated for those troops who will need the extra protection due to unconventional tactics, the shield will stave off some shorts before being worn down. The Shield Generator itself is mounted onto the belt of the user, which then forms a just off skin tight shield around the entire body. This adds an extra layer of protection to any user beyond their armour."
Skill Required:
None
Specialisations:
Jumptrooper
Imperial Breacher
Equipment Size:
1
The Imperial Quartermaster has enabled certain specialised soldiers within the Horuset Powerbase access to standard Imperial Personal Shield Generators. Dedicated for those troops who will need the extra protection due to unconventional tactics, the shield will stave off some shorts before being worn down. The Shield Generator itself is mounted onto the belt of the user, which then forms a just off skin tight shield around the entire body. This adds an extra layer of protection to any user beyond their armour."
Skill Required:
None
Specialisations:
Jumptrooper
Imperial Breacher
Equipment Size:
1
Spoiler: Flamethrowers:
"Flamethrowers are primarily restricted to militaries of the galaxy and on occasion, police forces. Dedicated flamethrowers that are to last more than several dozen seconds of constant use require vast amounts of the liquid that is ignited that forms the flame for the weapon when fired. As such, common practise is for tanks to be strapped to the back of the Soldier's chestpiece and slight adjustments made to accommodate the change in weight. Commonly used in clearing out caves, bunkers and other internal fortified positions, Flamethrowers often kill from the smokes they cause en masse while the direct flames burn their intended victims. As such, masks with inbuilt rebreathers are required to operate such a devastating weapon on the battlefield.
The M-2 Flamethrower, simply known as the Mark II Flamethrower, is the second Flamethrower that the Empire has had dedicated towards its Ground Forces. The first was designed and produced centuries ago to work in tandem with the Recon Blaster Carbine when our glorious capital was first built. The Mark II came into production at the onset of the Great Galactic War in preparation for the Sullust Campaign. Sullust housing gigantic underground cities, such formidable destruction was necessary to force the Sullustans into surrender to capture their shipyards and manufacturing plants. The M-2 with the twin tanks attached, can last near indefinitely. However, as with all flamethrowers, the M-2 will explode if suitably damaged. Use with caution."
Skill Required:
Flamethrowers
Specialisations:
Engineer
Weapon Size:
3
The M-2 Flamethrower, simply known as the Mark II Flamethrower, is the second Flamethrower that the Empire has had dedicated towards its Ground Forces. The first was designed and produced centuries ago to work in tandem with the Recon Blaster Carbine when our glorious capital was first built. The Mark II came into production at the onset of the Great Galactic War in preparation for the Sullust Campaign. Sullust housing gigantic underground cities, such formidable destruction was necessary to force the Sullustans into surrender to capture their shipyards and manufacturing plants. The M-2 with the twin tanks attached, can last near indefinitely. However, as with all flamethrowers, the M-2 will explode if suitably damaged. Use with caution."
Skill Required:
Flamethrowers
Specialisations:
Engineer
Weapon Size:
3
Spoiler: Soldier's Toolkits:
"A Soldier's tool-kit would contain multiple essential tools to complete different tasks when the need arises. Tools that would see the most use would be Adhesive tapes for a temporary fix for exposed electronic equipment; a 14k hyrdoclamper designed for applying pressure on a certain unstable point to make sure it doesn’t move; a Vibrohammer for pushing nails or other sharp objects into place on mostly wooden structures; Monofilament cable which was strong cable to either fix tents to the ground or as a suspense cable for walls or various items; a Pilex bit driver which is a tool for fixing electronic equipment; a plasma drill which can make holes into any form of material; several Glow rods to Illuminate dark areas to ensure easier work at night or low visibility areas; a plasma welder designed to welds any material to another without any hassle; a hydrospanner used to loosen or fasten any nut, bolt, screws and pins along with a screwdriver to more effectively to loosen or tighten screws than what a hydrospanner offers.
The toolkit was attached to the lower back of an Imperial Soldier's armour by the back of their belt."
Skill Required:
Engineering
Specialisations:
Engineers
Equipment Size:
1
The toolkit was attached to the lower back of an Imperial Soldier's armour by the back of their belt."
Skill Required:
Engineering
Specialisations:
Engineers
Equipment Size:
1
Spoiler: Grappling Hooks:
"A grappling hook is a climbing device to scale up large mountains or buildings that cannot be accessed through conventional means. Its cable was long and strong, the hook itself would either be a magnetic or barbed hook, although grappling hooks would require muscle power to be thrown up great heights. An individual that wanted a more secure and reliable way of ascending a great height could also use a Repulsor grappling gun instead while others could be shot from an extension/attachment on the weapon the attachment would be more reliable than throwing. A user of the grappling hook could also inquire about a climbing harness for a more stable and secure way of ascending a mountain or a building."
Skill Required:
None
Rank:
Ensign
Equipment Size:
1
Skill Required:
None
Rank:
Ensign
Equipment Size:
1
Spoiler: Recon Spotter Remote:
"An unarmed remote that has repulsorlift engines coming out at key directions to ensure full mobility, the remote offers the user the ability to record and prioritise targets. Able to link in with a Soldier's helmet, the recording and zoom features of the remote mean that a Sniper could have targets picked out for them by the remote and transmitted onto the HUD of the Sniper's helmet, for them to see. Basic AI can put the remote on tier with some droids, despite its inability to speak basic. The remote does however understand such a language and can therefore be ordered about easily. A sidekick if there ever was one, a trust remote can mean the difference between life and death in the field."
Skill Required:
None
Specialisations:
Sniper
Artillery Soldier
Equipment Size:
1
Skill Required:
None
Specialisations:
Sniper
Artillery Soldier
Equipment Size:
1
Spoiler: Airdrop Jetpack:
"The Airdrop Jetpack is an item used very rarely by the most elite of Soldiers in the Sith Empire. When a landing zone cannot be established for the dropping off of a squad, a shuttle has the option to enter into the low atmosphere and from such a low orbit, let the infantry fly the small remainder of the journey. For such a Jetpack to be necessary, the circumstances already predictably make such flying perilous. Deploy with caution, the Airdrop Jetpack is suited for short uses only, with a limited amount of fuel compared to the Jump and Jetpacks that are the standard of Jumptroopers. Created to be used to get in and get out, excessive use of such Jetpacks could easily result in a soldier not having enough fuel to get back to the Shuttle."
Skill Required:
Jet-Pack Training
Specialisations:
None - Tactical Insertion equipment to be used on request.
Equipment Size:
0
Skill Required:
Jet-Pack Training
Specialisations:
None - Tactical Insertion equipment to be used on request.
Equipment Size:
0
Spoiler: Data Spike:
"Encased in a tough Plasteel casing, the Computer or Data Spike has been standardised and improved within the Sith Empire. A port on the right side of the Data Spike allows interfacing with any standard terminal out in the galaxy that operates on a variety of system types. The tough casing ensures that the Data Spike remains undamaged until used, the notable weight of the Spike at one kilogram a hefty weight for such a small item. While two ports are available on the bottom of the Data Spike to allow the Portable Terminals of Slicers to connect to, to act as a go-between if the targeted terminal's interface is damaged, it is entirely unnecessary in most other situations. Deployed with Black Ops 'Slicers' the Data Spike allows for easier slicing when at an enemy terminal compared to what would be able to be managed by less experienced Slicers on their Portable Terminals, slicing in wirelessly.
Data Spikes are one use items, however. The garbage data stored on such a device is pushed at such volume and speed into the targeted system that the device will ultimately not be usable a second time. Useful for getting into a secure system, a Slicer must still rely on their skills and fellow soldiers than a Data Spike."
Skill Required:
Slicing
Specialisations:
Slicer
Equipment Size:
1, includes two Dataspikes and a Portable Handheld Terminal
Data Spikes are one use items, however. The garbage data stored on such a device is pushed at such volume and speed into the targeted system that the device will ultimately not be usable a second time. Useful for getting into a secure system, a Slicer must still rely on their skills and fellow soldiers than a Data Spike."
Skill Required:
Slicing
Specialisations:
Slicer
Equipment Size:
1, includes two Dataspikes and a Portable Handheld Terminal
Spoiler: Commlink Booster:
"The Commlink Booster is an uncommon piece of equipment in the Imperial Army, though increasingly becoming one of the most valued. As warfare has advanced over the past half-century, communications-jamming has become more common and thus an increased need for powerful communicators that can push past the jamming signals that have entered into the Imperial-Republic arms race has arisen.
The Quartermaster's Office of the 142nd Division general staff has now secured access to the Omni-Augur MK2 Commlink Booster, a supplementary system to the Imperial heavy armour that replaces the standard medium frequency comms pack, as well as including shoulder-mounted ocular sensors that can feed into a Recon Spotter Remote or act as a low fidelity range finder. When linked with a Recon Spotter Remote the Commlink Booster is capable of transmitting targetting data to: orbital support vessels, naval bombers, or ground-based artillery cannons. At the rank of Sergeant an Artillery Soldier can request the aid of a B-28 Extinction, or equivalent, naval bomber irrespective of the typical rank requirements.
At the rank of Ensign and the Artillery Soldierspecialisation it also grants access to Bunker Buster Shells. Such a shell can be fired from ship-mounted concussion missile launchers or ground-mounted artillery cannons, these are specialised proton shells with a reinforced ballistic cap that is capable of penetrating reinforced ferrocrete up to a couple of meters, dependent on the toughness of it, and use a delayed explosion to detonate inside the bunker."
Skill Required:
None
Specialisations:
Communications Specialist
Equipment Size:
0
The Quartermaster's Office of the 142nd Division general staff has now secured access to the Omni-Augur MK2 Commlink Booster, a supplementary system to the Imperial heavy armour that replaces the standard medium frequency comms pack, as well as including shoulder-mounted ocular sensors that can feed into a Recon Spotter Remote or act as a low fidelity range finder. When linked with a Recon Spotter Remote the Commlink Booster is capable of transmitting targetting data to: orbital support vessels, naval bombers, or ground-based artillery cannons. At the rank of Sergeant an Artillery Soldier can request the aid of a B-28 Extinction, or equivalent, naval bomber irrespective of the typical rank requirements.
At the rank of Ensign and the Artillery Soldierspecialisation it also grants access to Bunker Buster Shells. Such a shell can be fired from ship-mounted concussion missile launchers or ground-mounted artillery cannons, these are specialised proton shells with a reinforced ballistic cap that is capable of penetrating reinforced ferrocrete up to a couple of meters, dependent on the toughness of it, and use a delayed explosion to detonate inside the bunker."
Skill Required:
None
Specialisations:
Communications Specialist
Equipment Size:
0
Spoiler: Shock Collar:
"Not the standard Shock Collar seen on Imperial Slaves, this pattern is significantly larger and is intended to be placed on the throat or ankle of a hostile or troublesome beast. A large and cumbersome item, though an effective tool of control over the entrusted beasts, as pain is a well-documented method of controlling large and dangerous animals. Able of delivering a voltage far past what a human would consider tolerable, it has an adjustable scale of power to suit beasts from a Ginx to a youth Rancor.
The beast Shock Collars are equipment provided by the Horuset Bestiary and are often pre-tuned to the animals contained and studied within the bestiary. For this reason, to use it on a new animal in the wild may require some tuning from the Beast Handler to ensure the electro shock is not too weak, or too strong, for the target in question. A Beast Handler deploying with Shock Collars independent of any beasts may carry one at a time, but with mission lead's permission can double up with a second one."
Skill Required:
Imperial Beast Handling
Specialisations:
Imperial Coordinator
Equipment Size:
2
The beast Shock Collars are equipment provided by the Horuset Bestiary and are often pre-tuned to the animals contained and studied within the bestiary. For this reason, to use it on a new animal in the wild may require some tuning from the Beast Handler to ensure the electro shock is not too weak, or too strong, for the target in question. A Beast Handler deploying with Shock Collars independent of any beasts may carry one at a time, but with mission lead's permission can double up with a second one."
Skill Required:
Imperial Beast Handling
Specialisations:
Imperial Coordinator
Equipment Size:
2
Spoiler: Droid Controller:
"An advanced data screen with specific medium-range transmitters designed to interact with the Imperial droids under the soldier's command. It has a wide array of functions that includes: receiving a visual feed from a droid, giving a droid remote commands, remotely controlling low-tier droids, and accessing the programming of a droid. A Droid Controller can only be connected to a single droid at one time, and connecting to a non-registered droid requires a physical link and a restraining bolt. The data screen has a retractable cable that allows it to interface with droids for diagnostics and programming assessment.
The Droid Controller provided by the Imperial Quartermaster is a very delicate piece of equipment, requiring care to ensure its continued function. In addition, attempting to interface with a notably high-tier droid or a droid without a restraining bolt may damage the controller."
Skill Required:
Droid Programming
Specialisations:
Imperial Coordinator
Equipment Size:
1
The Droid Controller provided by the Imperial Quartermaster is a very delicate piece of equipment, requiring care to ensure its continued function. In addition, attempting to interface with a notably high-tier droid or a droid without a restraining bolt may damage the controller."
Skill Required:
Droid Programming
Specialisations:
Imperial Coordinator
Equipment Size:
1
Spoiler: Restraining Bolts:
"A common device in the galaxy, the Restraining Bolt is attached to the exterior of a droid to ensure obedience. When pre-set by a Droid Controller it can restrict where the droid can move and force them to follow simple commands, such as "COME" and "STOP". It can also be specifically activated to completely deactivate a droid's motor controls while keeping the droid online.
The Imperial Quartermaster recognises that restraining bolts are not only common but also cheap, and for this reason when requisitioned by an Imperial Coordinator may take a selection of 3 restraining bolts. A Droid Commander that is rank Sergeant may take 6 restraining bolts."
Skill Required:
Droid Programming
Specialisations:
Imperial Coordinator
Equipment Size:
1
The Imperial Quartermaster recognises that restraining bolts are not only common but also cheap, and for this reason when requisitioned by an Imperial Coordinator may take a selection of 3 restraining bolts. A Droid Commander that is rank Sergeant may take 6 restraining bolts."
Skill Required:
Droid Programming
Specialisations:
Imperial Coordinator
Equipment Size:
1
Spoiler: Remote Camera:
"A niche device, a small holocam that is able to be fitted to small animals that allows a soldier to effectively see what an animal is seeing. Although the Remote Camera has no way of controlling the animal it is attached to, and with them being distant from a stun prod it is possible to lose the animal and the camera. Further to this, due to its small nature and the fact it must be sturdy, the picture quality is sacrificed.
The Imperial Quartermaster has decided to only supply one camera at a time, though it does come with the necessary Remote Viewer that is pre-linked, allowing a solider to easily set an animal up with the camera and immediately have a point of view."
Skill Required:
Imperial Beast Handling
Specialisations:
Beast Handler
Equipment Size:
1, includes a Remote Viewer
The Imperial Quartermaster has decided to only supply one camera at a time, though it does come with the necessary Remote Viewer that is pre-linked, allowing a solider to easily set an animal up with the camera and immediately have a point of view."
Skill Required:
Imperial Beast Handling
Specialisations:
Beast Handler
Equipment Size:
1, includes a Remote Viewer
Spoiler: Remote Viewer:
"The companion piece of equipment to the Remote Camera, the Remote Viewer is a simple viewscreen that is wirelessly linked to the holocam. It is able to receive signals up to (around) five hundred meters, though dense flora or extreme weather conditions can decrease this range significantly. It is possible to link to a Commlink Booster to boost the usable distance to a higher value, though it is not designed for this purpose.
The Remote Viewer is very delicate in its operation, though is supplied freely with each requisition of a Remote Camera. It is already pre-linked to a specific camera and is not easy to change that link to a new camera. And as standard, it cannot be linked to any standard Imperial body-mounted holocams."
Skill Required:
Imperial Beast Handling
Specialisations:
Beast Handler
Equipment Size:
1, includes a Remote Camera
The Remote Viewer is very delicate in its operation, though is supplied freely with each requisition of a Remote Camera. It is already pre-linked to a specific camera and is not easy to change that link to a new camera. And as standard, it cannot be linked to any standard Imperial body-mounted holocams."
Skill Required:
Imperial Beast Handling
Specialisations:
Beast Handler
Equipment Size:
1, includes a Remote Camera
Spoiler: Signal Jammer:
"A small and practical device intended to block communications signals in a half kilometer radius. Designed to be deployed as a stationary item it has a kick stand and extendable antena that emits a signal blocker. Designed to be portable and easy to use, it however will block all signals within it's radius including friendly signals, however a commlink booster will have enough strength to be able to push past the jamming effect. It is recommended to never take a signal jammer without a commlink booster also present.
The signal jammer is a delicate piece of equipment, and while equiped with a strap to hang around the neck it is not advised to use it on the move as the antena may become damaged. Further to this, use without the approval of a surperior officer is also advised against due to the disruption it will inevitably cause. If more than one is available, then they can be linked together, up to three at a time, to provide a much larger converage of blockage."
Skill Required:
None
Specialisations:
Communications Specialise
Equipment Size:
1
The signal jammer is a delicate piece of equipment, and while equiped with a strap to hang around the neck it is not advised to use it on the move as the antena may become damaged. Further to this, use without the approval of a surperior officer is also advised against due to the disruption it will inevitably cause. If more than one is available, then they can be linked together, up to three at a time, to provide a much larger converage of blockage."
Skill Required:
None
Specialisations:
Communications Specialise
Equipment Size:
1
Spoiler: Electrobinoculars:
"Handheld viewing device using electro cameras and enhacement technology to allow users to observe distant objects with varying degrees of artificial zoom and through multiple lenses. The internal display is capable of outputting extra information such as relative azimuth bearings as well as elevation from the users point of view. The in-built computers allow the zoom feature to provide clear images, no matter if using the standard zoom or up to x24 zoom, it is also capable of adjusting the lense to widen the depth of field for wide scan observations. Standard military models will also support night vision filters.
Man soldiers have grown used to rifle scopes acting as a tool for observing distant objects, however weapon scopes are limited in the depth of field and a limited scope of the target, as well as being cumbersome to move. The electrobinoculars are much smaller and easier to use, will providing a high zoom with a wide depth of field, allowing for a much more effective and comfortable method of long range observation."
Skill Required:
None
Specialisations:
Infantry, at Specialist Rank
Equipment Size:
1
Man soldiers have grown used to rifle scopes acting as a tool for observing distant objects, however weapon scopes are limited in the depth of field and a limited scope of the target, as well as being cumbersome to move. The electrobinoculars are much smaller and easier to use, will providing a high zoom with a wide depth of field, allowing for a much more effective and comfortable method of long range observation."
Skill Required:
None
Specialisations:
Infantry, at Specialist Rank
Equipment Size:
1
Spoiler: Quarantine Equipment:
"An adjustment of gear to the Medium and Heavy armour sets, the Quarantine Equipment includes extra seals to fit around the boots and gauntlets, providing a true environmental seal against foreign toxins. The primary difference is the adjusted helmet, with an internal rebreather and gas filter it is capable of providing the soldier with several hours of protection from dangerous environments as well as some biological weapons.
The new helmet however does lose some functionality of the Imperial Medium and Heavy helmets, namely the sacrifice of thermal visions. However the heads up display does remain, in a slightly limited format with just the ability to track ammunition used and an internal compass, losing the target tracking and thread indicators. The Quarantine Equipment however can only be taken with the approval of the missions lead, and in such a case it must be taken by all soldiers on the mission."
Skill Required:
Armour Training
Specialisations:
Infantry
Equipment Size:
0, it replaces the standard helmet
The new helmet however does lose some functionality of the Imperial Medium and Heavy helmets, namely the sacrifice of thermal visions. However the heads up display does remain, in a slightly limited format with just the ability to track ammunition used and an internal compass, losing the target tracking and thread indicators. The Quarantine Equipment however can only be taken with the approval of the missions lead, and in such a case it must be taken by all soldiers on the mission."
Skill Required:
Armour Training
Specialisations:
Infantry
Equipment Size:
0, it replaces the standard helmet
Spoiler: Tracking Device:
"A magnetic fob that can be attached to most metal alloys or slipped into the folds of machines or clothes, that then emits locational signal that can be read on a datapad, using smart calculations in the device to calculate it's location. The tracking device gives an accurate location reading to within one hundred meters.
When supplied by the Quartermaster a soldier is provided with two tracking devices and an accompanying datapad to observe the location of the devices. The tracking devices have a range of up to several kilometers, however if the datapad is plugged into a Commlink Booster the receive range can be extended to dozens of kilometers."
Skill Required:
None
Specialisations:
Stealth Trooper
Equipment Size:
1
When supplied by the Quartermaster a soldier is provided with two tracking devices and an accompanying datapad to observe the location of the devices. The tracking devices have a range of up to several kilometers, however if the datapad is plugged into a Commlink Booster the receive range can be extended to dozens of kilometers."
Skill Required:
None
Specialisations:
Stealth Trooper
Equipment Size:
1
Spoiler: Stealth Field Generator:
"Stealth field generators are based off older ship based technology, decreased in size to be portable for soldiers. The name of stealth field generator often gives the idea of complete invisibility, but this is not the case; rather the user becomes semi-transparent with a faint shimmer to the body. This shimmer can be noticable when looked at by a perceptive eye at cloe range, so it is possible to be spotted and for this reason the user should remain in shadows. However it does not hide a user from scanners.
The stealth field generator requires intensive training to operate, as moving with it active will cause the effect to flicker and become less effective, though with training this can be minimised so that a user can move slowly and attempt to time their movements and flickers to where they are hding. Further to this, the generator is highly demanding in terms of power and so it will usually only last for 30 to 60 minutes before requiring a recharge, and extensive movement will reduce the effective time."
Skill Required:
Stealth Field Usage
Specialisations:
Stealth Trooper
Equipment Size:
1
The stealth field generator requires intensive training to operate, as moving with it active will cause the effect to flicker and become less effective, though with training this can be minimised so that a user can move slowly and attempt to time their movements and flickers to where they are hding. Further to this, the generator is highly demanding in terms of power and so it will usually only last for 30 to 60 minutes before requiring a recharge, and extensive movement will reduce the effective time."
Skill Required:
Stealth Field Usage
Specialisations:
Stealth Trooper
Equipment Size:
1
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