14-04-2023, 10:28 PM
Attempting to Access Server 'Imperial;Archives'...
Accessing...
Accessing...
Conducting Security Check...
Security Clearance Granted...
Access Granted...
Displaying File...
The Imperial Quartermaster - Blaster Modifications
Spoiler: OOC Information:
In this thread, you'll see all the different types of blaster based modifications that the Imperial Quartermaster has available to Imperial personnel. Importantly, a modification will only take affect in an emote if the player using the modification both says that they have it on their weapon and emotes what it does. As an example, this includes a player emoting their weapon has a foregrip and using it to control recoil, for a closer shot grouping for where they are aiming. Each type of modification must be earned separately of becoming a Specialist who is now permitted to use what modifications they have available to themselves. A Corporal earns access to a Category, as does an Ensign and a Captain, meaning 3 types of categories can be unlocked through promotions. These modifications are limited to one per category, for example meaning that you can't have two barrel modifications on a single blaster and most of these modifications are pulled from what we see in lore. The Sith Order Rpers of the Horuset Powerbase do not have access to these modifications by default and would require the permission of the Imperial Quartermaster directly to get access to them, just the same as any Imperial Solider. Both Imperials and Sith can achieve access to different categories of modifications by attending and succeeding in deadly events and asking for such as a reward, where both types of Rpers will unlock a 'category' of modification such as the 'barrels' at a time.
A small holorecording would play once the file was downloaded. A synthetic Imperial voice would speak, near entirely monotone.
“The Imperial Quartermaster can be accessed through the Imperial Training Room aboard Th’Asidra or within the Horuset Estate. Modifications for ranged based weaponry have been around longer than blaster weaponry itself, back to a time when slugthrowers were the go to ranged weapon, transcending back through the annals of the histories of war in the galaxy. Modern modifications to blaster weaponry come in the form of specialising a weapon towards certain tasks and making the weapon better suited for the soldier that wields it, aiming to create versatility in a squad of ranged weapon users. Divided up into eight categories, each modification enables a ranged weapon to become truly specialised towards the individual’s desires. By default, a blaster does not house a Prismatic Crystal that does anything but enable the blaster to fire its standard bolt and does not have an attachment as standard unless stated.
Three categories of Blaster or Vibrosword modification can be earned through military promotions of the Sith Empire. Beyond such three categories, the rest must be earned through exceptional deeds."
And as soon as it had started, the brief recording was done. Following, the file would go into detail concerning the blaster modifications that are available at the Imperial Quartermaster.
Blaster Grips:
Spoiler: Comfort Grip (Default):
"The Comfort Grip refers to both the grip behind the trigger and the potential second grip upon which the wielder's other hand is placed under the barrel as a place to steady their weapon if the weapon is longer than a Blaster Pistol. The Comfort grip has two major advantages, the first being its name sake and its ease of use with the wielder and the latter being its durability in warfare. The Comfort Grip is designed to be able to take hits and knocks and keep the weapon together and accurate despite damage that would see other modifications break outright due to sheer complexity. The Comfort Grip is standard throughout the Sith Empire on its ranged weapons when unmodified, ensuring that each soldier can easily transition from one weapon to the next and feel the familiarity while aiming down sight at the foes of the Empire."
Advantage:
- Durability
- Comfort
Disadvantage:
- None
Spoiler: Foregrip:
"The Foregrip modification can be used on most weaponry that has a longer barrel, making it a modification that would not be suitable on short weapons, such as Blaster Pistols. A Foregrip allows a user to have a more natural grip on their weapon at a more controllable angle, allowing easier recoil control and thus more precision when firing for extended periods where the ability to hit the target would sharply drop while also enabling a quick aim from a resting stance compared to other weaponry. An easy attachment to place onto most weaponry, the recoil control will not extend the effective range of a weapon, but enhance its capabilities within its already established comfort zone. A Foregrip however is not as durable as the Comfort Grip, and if the weapon is knocked or even shot at with another blaster bolt, the Foregrip can come clean off the weapon, leaving an uncomfortable nub behind and a difficult weapon to hold."
Advantage:
Disadvantage:
Advantage:
- Precision (More likely to keep the weapon controlled under sustained fire)
- Quick Draw (Able to bring the weapon to point at a target quickly)
Disadvantage:
- Durability
Spoiler: Sharpshooter Grip:
"The Sharpshooter Grip is a grip that refers to both the grip behind the trigger and the potential second grip upon which the wielder's other hand is placed under the barrel as a place to steady their weapon if the weapon is longer than a Blaster Pistol. The Sharpshooter Grip uses a material designed to garner a high amount of friction and a bevelled surface to enable a user to have as much contact with the grip as possible. This manifests in a soldier having greater, steadier control over their weapon that directly impacts the accuracy of the weapon, enabling more accurate shooting from the very first shot. A Sharpshooter Grip does not enable greater recoil control and is notably heavier and less durable than a Comfort Grip leaving it as a modification best used when a soldier's position doesn't need to change and shot from a safe distance from immediate fire."
Advantage:
Disadvantage:
Advantage:
- Accuracy (More likely to hit a target with an opening shot)
Disadvantage:
- Durability
Spoiler: No Grip:
"If a Soldier looks at their weapon and sees much of it as superfluous, they can be given the required tools and authority to go into battle without a grip for their second hand. Such a modification is necessary for a soldier to create a weapon light enough to dual wielded effectively and it cannot be applied to short weapons, such as Blaster Pistols, due to them already only having only one grip behind the trigger or the Blaster Assault Cannon and Sniper Rifles. No Grip shortens the effective range of a weapon, lowers its accuracy and lowers the soldier's ability to control recoil, but makes the weapon lighter due to the removal of what could be seen by some, as excess material."
Advantage:
Disadvantage:
Advantage:
- Less Weight
- Dual Wielding Potential
Disadvantage:
- Accuracy (Less likely to hit a target with an opening shot)
- Precision (Less likely to keep the weapon controlled under sustained fire)
- Range (Reduces Maximum Range of a weapon. Blaster Rifle by 20m. Marksman Rifle by 50m. Light Repeater by 25m. Carbine by 10m. Scatterblaser by 5m. Ion Rifle by 20m.)
Triggers:
Spoiler: Contoured Trigger (Default):
"A Contoured Trigger is designed to be comfortable, easy to pull and with some resistance to ensure that the trigger is not easily knocked by accident or the twitch of a finger. Durable and easy to use, the Contoured Trigger is the standard for all weaponry throughout the entirety of the Sith Empire, making it a familiar feel for any soldier who reaches for a weapon of the Empire from a rack or armoury. Durable, the trigger mechanism of a contoured trigger is capable of taking several knocks and even a blaster shot before it would break, ensuring a weapon keeps working even after sustaining punishment."
Advantage:
Disadvantage:
Advantage:
- Durability
- Comfort
Disadvantage:
- None
Spoiler: Hair Trigger:
"The Hair Trigger modification is perhaps one of the most widely known modifications a blaster can take. Simultaneously losing all resistance to the trigger pull and uncapping the limit of shots, a hair trigger can activate on a mere twitch leaving a soldier capable of firing as fast as they can pull their finger. Such a mechanism is its own downside however, as a mere knock or unintended twitch from sudden fear can see the weapon go off, potentially even within the holster. Known to many across the galaxy as the modification necessary for gunslingers who tote a pair of blaster pistols, the hair trigger is highly publicised and well known."
Advantage:
Disadvantage:
Advantage:
- Less trigger resistance (Semi-Automatic firing is faster)
Disadvantage:
- Sensitive trigger, easy to go off unintentionally
Spoiler: Double Trigger:
"The Double Trigger is an essential modification for anyone who wants to make use of a different Prismatic Crystal to their standard. The double trigger works by having two trigger pull mechanisms built into the one trigger, with two contoured pulls on the physical trigger itself. This leaves a soldier with such a trigger capable of pulling from the upper part of the trigger and releasing their normal, standard, bolt and capable of pulling from the lower part of the trigger to release their special bolt from their advanced Prismatic Crystal. Because of the dual mechanism, it is noted that the resistance on the trigger is higher than that of its contoured counterpart, leaving it more difficult to achieve a high semi-automatic rate of fire."
Advantage:
Disadvantage:
Advantage:
- Can use modified prismatic crystals
Disadvantage:
- More trigger resistance (Semi-Automatic firing is slower)
Spoiler: ID'd Trigger:
"The ID'd Trigger, while complex in construction is simple in design. With an ID'd Trigger on a weapon, the weapon is assigned to a single user and thus cannot be used by another. If another tries to pull an ID'd Trigger, then the weapon itself will not fire. The ID'd Trigger works through a dual matrix of interfacing with a squad's HUD to know who and where its user is based off of proximity and through a soldier's fingerprint, leaving it capable of quickly identifying whether a soldier is or is not its intended user. Such a complex mechanism however, leaves the weapon open to being sliced to circumvent the trigger and its complex nature leaves the weapon far less durable than its counterparts."
Advantage:
Disadvantage:
Advantage:
- Can only be used by the assigned wielder
Disadvantage:
- Durability
- Can only be used by the assigned wielder
Barrels:
Spoiler: Vented Barrel (Default):
The Vented Barrel is the standard formation of barrel used across all blasters within the Sith Empire. Durable and capable of taking several knocks without being damaged, the vented barrel has vents at the front of its barrel to allow for an air cooling system to keep the weapon from overheating. Known more for its ability to stand up to a blaster bolt or its durability in being used as the shaft of a spear in combination with a Bayonet, the Vented Barrel is an inexpensive way to ensure that the Sith Empire's hardware, does not go to waste."
Advantage:
- Durability
- Comfort
Disadvantage:
- None
Spoiler: Marksman Barrel:
"The Marksman Barrel is a longer, thinner, barrel that allows the fired bolts to remain on target and thus be more accurate over longer ranges. This delaying of drop off ensures that a Marksman Barrel is usable in most fields of combat, even with shorter range weaponry through which it can enhance the range. As a whole, the modification adds a set amount of maximum range dependent on the base weapon. However the Marksman barrel is neither vented nor light, meaning that it will overheat more rapidly and is heavier than some of its other counterparts, leaving faster actions with the weapon more cumbersome and difficult to achieve. The Marksman Barrel cannot be applied to either the Blaster Marksman Rifle or the Sniper Rifle, as both already have it."
Advantage:
Disadvantage:
Advantage:
- Range (Increases Maximum Range of a weapon. Blaster Rifle by 20m. Light Repeater by 25m. Carbine by 10m. Pistols by 5m Scatterblatser by 5m. Ion Rifle by 20m.)
Disadvantage:
- Durability
- More Weight
- Slow draw
Spoiler: Vaiken Barrel:
"The Vaiken Barrel is named after Odile Vaiken, the first Grand Moff of the Sith Empire after its settling on Dromund Kaas as the new capital of all Sith society. A snub barrel by definition, the Vaiken Barrel is primarily a modification dedicated towards close quarters combat, despite being one used for ranged weapons. The barrel is light, with vents up and down its shaft enabling the barrel to have a high heat dispersion, but abysmal range and accuracy. Such a modification is necessary to enable a weapon to be dual wielded on Blaster Carbines and Scatterblasters. The Vaiken Barrel cannot be used on Blaster Assault Cannons or Sniper Rifles. The short barrel nature of the weapon enables it to be nimbly used, able to be drawn up far quicker and to quickly fire and retaliate in close quarters fighting."
Advantage:
Disadvantage:
Advantage:
- Less Weight
- Dual Wielding Potential
- Quick draw
Disadvantage:
- Accuracy (Less likely to hit a target with an opening shot)
- Precision (Less likely to keep the weapon controlled under sustained fire)
- Range (Reduces Maximum Range of a weapon. Blaster Rifle by 20m. Marksman Rifle by 50m. Light Repeater by 25m. Carbine by 10m. Scatterblatser by 5m. Ion Rifle by 20m.)
Spoiler: Finned Barrel:
"The Finned Barrel is a barrel that has heat sink fins built into the sides of it in an arrangement of a hexagon. These heat sinks act as outlets that siphon off the inbuilt heat that a blaster charges up, and disperses it safely out in a controlled mechanism that allows a blaster to keep firing long beyond what it was originally built to do so, for fear of overheating. The Finned Barrel maintains precision through recoil dispersion, ensuring that with it's heat sinks, a Soldier will have nothing to worry about and will be able to hold down the trigger for as long as necessary to see an opponent overwhelmed. However, the heat sinks protruding from the barrel have the downside of being overly long, meaning that if a weapon is fitted with such a modification, it cannot house any sight besides an Iron Sight or Computerised Sight."
Advantage:
Disadvantage:
Advantage:
- Heat dispersion
- Precision (More likely to keep the weapon controlled under sustained fire)
Disadvantage:
- Restricts sight picture (Can only use Computerised Sight or Iron Sights)
- Durability
Stocks:
Spoiler: Comfort Stock (Default):
"The Comfort Stock is the part of a weapon that when the weapon is raised, pushes against the Soldier's shoulder to provide a stable firing platform and to compensate for any recoil that the weapon might have. Stocks are primarily weapons used for two handed ranged weapons and are not found on Blaster Pistol based weaponry. The Comfort Stock has the advantage of being made of a highly durable material that absorbs the tremors of recoil, ensuring that the shoulder of the soldier does not bruise or bleed upon impact with the weapon. Standard throughout most weapons of the Sith Empire, such wide spread mass production enables a soldier to quickly change from one weapon to another and feel the familiarity and be able to setup a firing position swiftly. Able to take some shots from a blaster, the stock is durable enough to even act as part of the shaft of a spear if a bayonet is attached."
Advantage:
- Durability
- Comfort
Disadvantage:
- None
Spoiler: No Stock:
"The No Stock modification, is simply the absence of a stock on a weapon. Such a modification cannot be applied to Blaster Pistols or Blaster Assault Cannons, as they already have no stock upon them. Compared to other stock based modifications, the absence of a stock sees the weapon with less accuracy, less precision and as a result lessening the maximum range of the weapon significantly. With such clear drawbacks, the weapon is however much lighter than previous due to the absence of a core piece of a weapon and such a modification is required to enable Blaster Carbines and Scatterblasters to be effectively dual wielded. Likewise, the lack of a stock allows for a quicker draw."
Advantage:
Disadvantage:
Advantage:
- Less Weight
- Dual Wielding Potential
- Quick draw
- Makes a Blaster Rifle, Ion Rifle or Light Repeating Blaster take 2 weapon hooks instead of 3.
Disadvantage:
- Accuracy (Less likely to hit a target with an opening shot)
- Precision (Less likely to keep the weapon controlled under sustained fire)
- Range (Reduces Maximum Range of a weapon. Blaster Rifle by 20m. Marksman Rifle by 50m. Sniper Rifle by 250m. Light Repeater by 25m. Carbine by 10m. Scatterblaser by 5m. Ion Rifle by 20m.)
Spoiler: Marksman Stock:
"The Marksman Stock is a modification designed towards a higher accuracy. It achieves this by being made of a composite material that adapts into the shoulder of the user while offering a rigid frame that ensures a soldier's first shot will be on target. Such a stock modification has the dual benefit of ensuring a weapon is more accurate and can be fired at a longer maximum range, provided the weapon's recoil is not too much for the soldier to handle. Such rigidity in the stock and the material used does leave the Marksman Stock as notable less durable than the standard, with it being unable to absorb a blaster bolt or a severe knock without snapping completely off. As a whole, the modification adds a set amount of maximum range dependent on the base weapon. The Marksman Stock cannot be used on the Blaster Marksman Rifle or the Sniper Rifle because they already use it. It also cannot be used on the Blaster Assault Cannon or Blaster Pistols, because they lack a stock to replace."
Advantage:
Disadvantage:
Advantage:
- Accuracy (More likely to hit a target with an opening shot)
- Range (Increases Maximum Range of a weapon. Blaster Rifle by 20m. Light Repeater by 25m. Carbine by 20m. Scatterblaster by 10m. Ion Rifle by 20m.)
Disadvantage:
- Durability
- Makes a Scatterblaster or Blaster Carbine require 3 instead of 2 weapon hooks.
Spoiler: Compact Stock:
"The Compact Stock, is a folding framed stock that can be folded down into the edge of the weapon, making it highly sought after as a way to to decrease some weight but maintain an effective firing platform. Telescopic in nature, parts of the stock will unfurl from one another while others fold, leaving the stock capable of compacting down to be barely noticeable and certainly not get in the way if a soldier requires to keep their weapon concealed. Due to not being a full bodied stock and foldable however, such weak points can easily see the stock bent out of shape if abused or damaged."
Advantage:
Disadvantage:
Advantage:
- Less Weight
- Makes a Blaster Rifle, Ion Rifle or Light Repeating Blaster take 2 weapon hooks instead of 3.
Disadvantage:
- Precision (Less likely to keep the weapon controlled under sustained fire)
- Accuracy (Less likely to hit a target with an opening shot)
- Durability
Spoiler: Recoil Dampening Stock:
"The Recoil Dampening Stock is a stock designed specifically for its namesake. By having micro shock absorbers built into the modification itself, the robust frame is able to absorb a significant portion of the recoil before it impacts into the soldier's shoulder, ensuring that they are capable of remaining on target for longer periods when fully automatic and maintain tight shot groupings when semi automatic. Such a modification is however capable of being broken under duress, such as taking a shot from a blaster bolt or being significantly knocked and can result in the shock absorbers working out of sync, leaving the stock unreliable when damaged. The Recoil Dampening Stock cannot be used on a Blaster Assault Cannon."
Advantage:
Disadvantage:
Advantage:
- Precision (More likely to keep the weapon controlled under sustained fire)
Disadvantage:
- Durability
Sights & Scopes:
Spoiler: Short Scope:
"The Short Scope and Red Dot Sight, is two separate modifications that are bundled into a singular listing as both serve a similar purpose. Capable of adding a sight picture that is slightly magnified to be usable at short ranges of around 80 metres on a longer weapon and up to 40 metres on pistols. The sight or scope both enable a soldier to see an opponent clearly and gives an unobstructed sight picture when used within the effective range. The sight picture of both the scope and the sight consists of a singular red dot within the centre of its frame, with a clear magnified pane of transparisteel to house it. An easy modification to make for any soldier, choosing a sight that best suits their weapon and the purpose they wish for it is an easy way to distinguish one weapon from another. By default, the Short Scope is on the Blaster Rifle, Light Repeating Rifle, Ion Rifle Blaster Pistol and Heavy Blaster Pistol used within the Horuset Powerbase. It cannot be used on the Blaster Assault Cannon."
Advantage:
Disadvantage:
Advantage:
- Blaster Rifle Effective Range: 0 - 80 metres
- Blaster Marksman Rifle Effective Range: 0 - 100 metres
- Light Repeating Blaster Effective Range: 0 - 75 metres
- Blaster Carbine Effective Range: 0 - 80 metres
- Blaster Pistol Effective Range: 0 - 40 metres
- Heavy Blaster Pistol Effective Range: 0 - 40 metres
- Sniper Rifle Effective Range: 0 - 100 metres
- Scatterblaster Effective Range: 0 - 50 metres
- Ion Rifle Effective Range: 0 - 75 metres
Disadvantage:
- Durability
- Sight Picture will be lost if EMP'd
Spoiler: Medium Scope:
"The Medium Scope is capable of adding a sight picture that is somewhat magnified to be usable at medium ranges of around 120 metres. The scope allows a soldier to see an opponent clearly and gives an unobstructed sight picture when used within the effective range. The sight picture of the scope consists of a singular green dot within the centre of its frame, with a clear magnified pane of transparisteel to house it. An easy modification to make for any soldier, choosing a sight that best suits their weapon and the purpose they wish for it is an easy way to distinguish one weapon from another. By default, the Medium Scope is on the Blaster Marksman Rifle used within the Horuset Powerbase. A Medium Scope cannot be used on a Blaster Assault Cannon."
Advantage:
Disadvantage:
Advantage:
- Blaster Rifle Effective Range: 30 - 120 metres
- Blaster Marksman Rifle Effective Range: 30 - 120 metres
- Light Repeating Blaster Effective Range:30 - 90 metres
- Blaster Carbine Effective Range: 30 - 90 metres
- Blaster Pistol Effective Range: 15 - 60 metres
- Heavy Blaster Pistol Effective Range: 15 - 60 metres
- Sniper Rifle Effective Range: 30 - 200 metres
- Scatterblaster Effective Range: 12 - 60 metres
- Ion Rifle Effective Range: 30 - 100 metres
Disadvantage:
- Durability
- Sight Picture will be lost if EMP'd
Spoiler: Long Scope:
"The Long Scope is capable of adding a sight picture that is somewhat magnified to be usable at long ranges of up to 400 metres while being ineffective at ranges under 40 metres. The scope allows a soldier to see an opponent clearly and enhances the accuracy of the soldier significantly when used within the effective range of the weapon. The sight picture of the scope consists of a singular amber dot within the centre of its frame, with a clear magnified pane of transparisteel to house it. An easy modification to make for any soldier, choosing a sight that best suits their weapon and the purpose they wish for it is an easy way to distinguish one weapon from another. By default, the Long Scope is on the Sniper Rifle used within the Horuset Powerbase. A Long Scope cannot be used on a Blaster Assault Cannon."
Advantage:
Disadvantage:
Advantage:
- Blaster Rifle Effective Range: 40 - 200 metres
- Blaster Marksman Rifle Effective Range: 40 - 250 metres
- Light Repeating Blaster Effective Range: 40 - 150 metres
- Blaster Carbine Effective Range: 40 - 120 metres
- Blaster Pistol Effective Range: 20 - 80 metres
- Heavy Blaster Pistol Effective Range: 20 - 80 metres
- Sniper Rifle Effective Range: 40 - 400 metres
- Scatterblaster Effective Range: 40 - 80 metres
- Ion Rifle Effective Range: 40 - 200 metres
Disadvantage:
- Durability
- Sight Picture will be lost if EMP'd
Spoiler: Iron Sights:
"Iron Sights, is the sights that a weapon has built into it upon construction, with no scope nor additional sights modified to take over from it. Often merely little more than two posts at the rear of the weapon with a centre sight at the end of the barrel in an open sight configuration, iron sights are robust in nature and while effective compared to hip firing are the worst sight within the modification pool. Capable of allowing a soldier to be effective up to a set range dependent on the weapon in question, the advantage of iron sights is that as they are part of a weapon by default, they are accessible by merely removing a sight or scope if one was previously on a weapon and are one of the most durable parts of a weapon and as a result, cannot be EMP'd. A Blaster Assault Cannon can use these sights, but would be best using them if the front of the weapon is perched on cover to effectively turn the weapon into a turret."
Advantage:
Disadvantage:
Advantage:
- Blaster Rifle Effective Range: 0 - 60 metres
- Blaster Marksman Rifle Effective Range: 0 - 80 metres
- Light Repeating Blaster Effective Range: 0 - 50 metres
- Blaster Carbine Effective Range: 0 - 50 metres
- Blaster Assault Cannon Effective Range: 0 - 70 metres
- Blaster Pistol Effective Range: 0 - 30 metres
- Heavy Blaster Pistol Effective Range: 0 - 30 metres
- Sniper Rifle Effective Range: 0 - 80 metres
- Scatterblaster Effective Range: 0 - 35 metres
- Ion Rifle Effective Range: 0 - 60 metres
Disadvantage:
- None
Spoiler: Computerised Sight:
"The Computerised Sight is more software than hardware. A box that is placed infront of the rear sights on the Iron Sight of a weapon, the box links in with the HUD of a soldier's helmet and can if necessary, provide a camera feed. However its main use is to provide the HUD of the user's helmet with targeting assists and geometric analysis to quickly and lively update a soldier on where their weapon is pointing exactly and what the sight lines of the weapon they have. Such a modification is necessary to be accurate with dual-wielding, due to the nature of not being able to look down the sights of either weapon and is likewise the default sight on the Blaster Assault Cannon, due to being held and fired at the hip. The Computerised Sight can maintain its effectiveness within short ranges and is most advantageous to use the camera and point the weapon over a wall, while the shooter remains behind cover safely."
Advantage:
Disadvantage:
Advantage:
- Blaster Rifle Effective Range: 15 - 70 metres
- Blaster Marksman Rifle Effective Range: 15 - 90 metres
- Light Repeating Blaster Effective Range: 15 - 60 metres
- Blaster Carbine Effective Range: 15 - 50 metres
- Blaster Assault Cannon Effective Range: 15 - 100 metres
- Blaster Pistol Effective Range: 10 - 40 metres
- Heavy Blaster Pistol Effective Range: 10 - 40 metres
- Sniper Rifle Effective Range: 15 - 80 metres
- Scatterblaster Effective Range: 15 - 40 metres
- Ion Rifle Effective Range: 15 - 70 metres
Disadvantage:
- Durability
- Sight Picture will be lost if EMP'd
Attachments:
Spoiler: Bipod:
"A bipod attachment is placed under the barrel of the weapon and can be used to significantly enhance the stability of firing when in use. Able to be mounted on cover or the ground alike, the Bipod ensures that the soldier who uses it is capable of increased accuracy, stability and higher recoil control by enabling the soldier to focus their hands on the rear of the weapon while the front is supported by the bipod. Attached to the rail near the front grip of most longer weapons, a Bipod cannot be attached to a Blaster Pistol and by default, a Bipod is attached to the Light Repeating Blaster used by the Horuset Powerbase. The Light Repeating Blaster, already has the extra maximum range factored into it's entry elsewhere in the Imperial Archives and as a result, the bipod will need to be removed if another attachment is wanted which will see the maximum range decrease. A Bipod cannot be used on Blaster Pistols."
Advantage:
- Precision (More likely to keep the weapon controlled under sustained fire)
- Increases the Maximum Range of the Blaster by 10 metres.
Disadvantage:
- Weight
Spoiler: Laser Sight:
"A Laser Sight attachment is an underbarrel modification that beams a mostly invisible line to a target and upon hitting the surface that the weapon is pointing towards, is visible as a small colored circle. The attachment is standard on the Blaster Rifle used within the Horuset Powerbase and enhances the accuracy of its shooters by providing a clear indication when a shot is on target. The Blaster Rifle, already has the extra maximum range factored into it's entry elsewhere in the Imperial Archives and as a result, the Laser Sight will need to be removed if another attachment is wanted which will see the maximum range decrease. Only usable over medium ranges at maximum, the laser sight can paint a target up to 200 metres away and can be used as a reference point to call in support, either by focusing a squad's fire or enlisting support from elsewhere. A Laser Sight can be used on Blaster Pistols."
"Coming in colors of red, green, cyan, and amber, each has more efficacy in different environments. There is claim that it is easier to take aim with the green and cyan models, but they are also less energy efficient and easier to trace back to the user. It is up to the job and the soldier for which is best."
Advantage:
Disadvantage:
"Coming in colors of red, green, cyan, and amber, each has more efficacy in different environments. There is claim that it is easier to take aim with the green and cyan models, but they are also less energy efficient and easier to trace back to the user. It is up to the job and the soldier for which is best."
Advantage:
- Accuracy (More likely to hit a target with an opening shot)
- Increases the Maximum Range of the Blaster by 10 metres.
Disadvantage:
- Weight
- Can give away the soldier's position
Spoiler: Underbarrel Grenade Launcher:
"The Underbarrel Grenade Launcher, is a modification that attaches to the underside rail of a two handed weapons barrel just infront of the front grip. Housing a single mechanism in which a grenade can be placed, the Underbarrel Grenade Launcher is difficult and time consuming to reload, due to needing to be detached and then reattached to the weapon to do so. Such a fact leaves the Underbarrel Grenade Launcher practically a one shot modification per engagement. A trigger on the underside of the modification acts as the mechanism to fire, with the left hand able to reach for it with ease. With no sight attached to it, the modification is only usable over short distances of under 70 metres, where after it becomes impossible to accurately aim. The modification does however, turn each grenade into a detonate on impact and is usable with standard grenades from the Imperial Quartermaster. An Underbarrel Grenade Launcher cannot be used on Blaster Pistols."
Advantage:
Disadvantage:
Advantage:
- An Underbarrel Grenade Launcher
- Accurate to 70 metres
Disadvantage:
- Very difficult to reload
- No sight picture
Spoiler: Underbarrel Scatterblaster:
"The Underbarrel Scatterblaster is similar to the underbarrel Grenade Launcher in how it is attached to a weapon. Much smaller however, the modification houses a micro Scatterblaster, with a micro Power Pack that can be used as a one shot punch of five blaster pistols to be used over an incredibly short range. Due to the micro nature of the Power Pack, it is expended fully after its first and only shot and has to be replaced to be reloaded. With such a scarcity of these miniature power packs, only one, the one loaded into the modification, is assigned out per deployment. An Underbarrel Scatterblaster cannot be used on Blaster Pistols."
Advantage:
Disadvantage:
Advantage:
- An Underbarrel Scatterblaster
- Accurate to 15
Disadvantage:
- Only 1 shot per deployment
Spoiler: Underbarrel Flamethrower:
"Where dedicated flamethrowers are often found only within a galactic military, underbarrel or wrist-mounted flamethrowers are more common due to their versatile miniaturisation. The miniaturisation of the flamethrower comes at the cost of quantity. Only a small amount of liquid fuel can be used due to the compact nature of both wrist mounted and underbarrel flamethrowers. As such, barely thirty seconds can go by before the attachment is completely empty. Useful in a situation where a flamethrower is only briefly necessary, such an attachment does not replace the necessity for a dedicated flamethrower in certain situations. An Underbarrel Flamethrower cannot be used on Blaster Pistols."
Advantage:
Disadvantage:
Advantage:
- An Underbarrel Flamethrower
- Accurate to 30 metres
Disadvantage:
- If shot, will explode
Spoiler: Bayonet:
"The Bayonet is perhaps the simplest modification that a ranged weapon can receive. In essence a simple metallic ring that is attached to the underside of a long weapon, the ring allows a soldier to put their standard issue knife's grip within it to effectively create a spear. Such a Bayonet can be used to charge at an opponent or quickly divert aside a melee weapon if an opponent is so close to the weapon's user without destroyed the ranged weapon's apparatus. Protruding from the end, a soldier's hands can remain around their stock and grip to keep near their trigger and can quickly switch for fighting for their life in melee to firing at range within a flash. A Bayonet cannot be used on Blaster Pistols."
Advantage:
Disadvantage:
Advantage:
- A Bayonet
- Can effectively change a Blaster into a spear
Disadvantage:
- None
Spoiler: Flashlight:
"The Flashlight is a simple modification to understand. Attaching to the underrail infront of the foregrip of most longer weaponry, the Flashlight enables a soldier to cast a large swathe of light onto wherever their weapon is pointing, up to an effective range of 40 metres. The Flashlight is most useful for missions that involve search and destroy and not ambushing, as the beams of light can easily give away a soldier's position in the dark. Able to be turned on and off at will through a switch attached to the side of the modification, the flashlight has a long battery life that will not see it go out due to low power when in an engagement. The flashlight however is noticeably fragile compared to some other modifications, and a knock or shot will disrupt it's ability to work. A Flashlight can be used on Blaster Pistols."
Advantage:
Disadvantage:
Advantage:
- A Flashpoint pointed at your target
Disadvantage:
- Durability
Spoiler: Quickdraw Power Pack:
"The Quickdraw Power Pack is a modification housed onto the side of a weapon that acts as a holster for a single standard Power Pack. Able to be quickly reloaded into the weapon, the Quickdraw Power Pack ensures that a user's fire for at least one reload will not be stifled by the necessity of getting a Power Pack out of its place on a soldier's belt. As a result, it also acts as an extra Standard Power Pack for the soldier to carry into battle, regardless of whether they are carrying a different type of Power Pack on their belt. A Quickdraw Power Pack can be used on Blaster Pistols."
Advantage:
Disadvantage:
Advantage:
- Extra Standard Power Pack
- Swift Reload
Disadvantage:
- Weight
Spoiler: Motion Sensor:
"The Motion Sensor is a side mounted sensor beacon that displays a feed to the soldiers heads up display. When a humanoid sized object or person moves it generates very weak vibrations, this sensor is able to read those vibrations and calculate rough placement and direction and give that information to the soldier. The sensor also uses the data of allied Imperial soldiers to ignore their movements using the same technology as Imperial mines. The sensor will not detect movement if it is a slow walking pace or if it is outside of a 30 meter radius. A motion sensor cannot be used on Blaster Pistols."
Advantage:
Disadvantage:
Advantage:
- Extra Power Pack
- Swift Reload
Disadvantage:
- Weight