New Imperial Federation - Imperial Database: Imperial Armoury
Imperial Armoury
Imperial Database > Imperial Armoury > Melee > Holdout > Pistols > Carbines > Rifles > Support > Launchers > Grenades > Charges > Special

Arms and equipment used by Imperial Forces.

Melee

COMFUT Spade

The COllapsible Multi-Functional UTility Spade is a simple but effective tool that can be used for many things. The NIF Army issues COMFUT to its troops when based in the field. It can be used for digging, cutting, slashing and sawing. It functions as a hammer, a screwdriver, an anchor, a cutter, an axe, and much more. It also comes with optional add-ons such as a larger blade, bayonet, larger sawblade, axe head, and an extended handle. It also works as an improvised melee weapon or small shield. It is designed in lightweight but durable carbon composite material and includes a small vibro generator, which makes it somewhat expensive.


ORIGINAL DESIGN

Specifications:

Name/Type: COMFUT Spade
Designer/Manufacturer: Czerka Supplies Corp.
Designation: Multifunctional e-tool
Size: 60 cm (unfolded and unextended)
Mass: 0.9 kg
Effective Range: ~1.5 m
Fire Modes: N/A
Damage Rating: ~1-10
Magazine: N/A
Ammunition: n/a
Standard Price: 150 Cr

Vibrodagger

Extremely common weapon which features a high frequency vibrating generator and a small powerpack. A vibroweapon can slice through any material given sufficent strength behind it. It emits a slight humming noise when activated.


Specifications:

Name/Type: Vibrodagger
Designer/Manufacturer: Various
Designation: Vibro enchanced dagger
Size: ~10-25 cm
Mass: ~.25-.5 kg
Effective Range: 0.15-0.3 m
Fire Modes: N/A
Damage Rating: ~1-5
Magazine: N/A
Ammunition: Powercell
Standard Price: 25-40 Cr

Vibroblade

All vibro weapons are basic melee weapons enhanced with an ultrasonic generator, usually fitted in the hilt. The ultrasonics reverbate along the blade edge, granting the user improved cutting power with less effort. They emit a slight humming noise when activated.

A vibroblade is a short sword improved with a vibrogenerator, although the term is also loosely used for vibroknifes and vibrodaggers. It is one of the most basic and common weapons in the galaxy.


Specifications:

Name/Type: Vibroblade
Designer/Manufacturer: Various
Designation: Vibro enhanced short blade
Size: ~50 cm
Mass: ~1 kg
Effective Range: ~0.5 m
Fire Modes: N/A
Damage Rating: ~1-10
Magazine: N/A
Ammunition: Powercell
Standard Price: 80 Cr

Force Glaive

Force Glaive is a common name for what is actually an enhanced Echani Ritual Brand double-bladed vibrosword. It is specifically used by the Royal Guard, and particularly the Sovereign Protectors.

In addition to having exceptional vibrosonic cutting power, the Force Glaive also carries a lethal electrical charge, much like the Force Pikes also used by the Royal Guard. This charge can be used to stun an opponent, or even down a powerful alien creature in a single hit. Furthermore, the Glaive is specially treated and can withstand or even deflect blaster bolts, in the hands of a Force trained Royal Guard, even back at the original shooter. It is an exquisitely balanced and versatile weapon, especially suited to the custom Echani combat styles employed by the Imperial Royal Guard.

Specifications:

Name/Type: Enhanced Echani Double-bladed Vibrosword
Designer/Manufacturer: Imperial Munitions
Designation: Force Glaive
Size: ~150 cm
Mass: ~3 kg
Effective Range: ~2 m
Fire Modes: N/A
Damage Rating: ~5-15 + 1-10 Electric Damage
Magazine: N/A
Ammunition: Powercell
Standard Price: 300 Cr (not for sale).

Battle Lance

This spear-like melee weapon is used by Stormtrooper cavalry, most typically by Sandtroopers utilizing local creatures for transportation. Cavalry still fills a specialized niche in galactic wars since many beasts are incredibly resilient and adapted to their local environment where standard vehicles may experience problems. Sometimes droid beasts are used to carry cavalry, and Sandtrooper have been known to use Battle Lances with Speederbikes, in the tradition of the Clone Lancer Troopers. Some famous cavalry includes the IG Lancer Droids and the Mon Calamari Knights. Cavalry can be surprisingly effective when used as surprise shock troops.

The battle lance is a powered weapon similar to Force Pikes or Power Lances. Upon contact, the tip of the weapon can release a powerful stun shock that can known out an adult wookie. It is also enhanced with a powerful vibro generator that enables the weapon to rip through durasteel or flesh with relative ease, if used on maximum power. The lance is too long and unwieldy to be used in close combat, although a shorter version (~250cm) exists.

All vibro weapons are basic melee weapons enhanced with an ultrasonic generator, usually fitted in the hilt. The ultrasonics reverbate along the blade edge, granting the user improved cutting power with less effort. They emit a slight humming noise when activated.


Picture credited to Cage Matsumiya

Specifications:

Name/Type: Battle Lance
Designer/Manufacturer: Various
Designation: Vibro enhanced spear
Size: ~350 cm
Mass: ~5 kg
Effective Range: ~3.5 m
Fire Modes: N/A
Damage Rating: ~5-15
Magazine: N/A
Ammunition: Powercell
Standard Price: 200 Cr

Stealth Knife

Bladed weapons are often a common sight in the field of battle, owing to their utility and killing ability. Too often, though, the latter is compromised in favor of the former. In addition, standard blades are bulky and conspicuous, requiring obvious motions to draw and utilize in a close-quarters battle scenario, and offering the intended target the opportunity to defend and negate the attack. To combat this failing, the Mark I Stealth Knife was developed.


Specifications:

Name/Type: Stealth Knife
Designer/Manufacturer: SPECWARCOM
Designation: Retractable Dagger
Size: ~50 cm
Mass: ~1 kg
Effective Range: Length of users reach
Fire Modes: N/A
Damage Rating: ~1-10
Magazine: N/A
Ammunition: N/A
Standard Price: 500 Cr (Only by SPECWARCOM and Spec Ops personnel)

Holdout

HSB-200 Holdout Blaster Pistol

Favoured by security forces and undercover operatives, because of its quick, semi-repeating action. While it only holds 8 shots, the charge-cartridge is located at the heel of the gun, and thus, easy to reload quickly.

Specifications:

Name/Type: HSB-200 Holdout Blaster Pistol
Designer/Manufacturer: BlasTech
Designation: Holdout Pistol
Size: ~22 cm
Mass: 0.75 kg
Effective Range: 25 m
Fire Modes: Single & Stun
Damage Rating: 32
Magazine: 12 Charges
Ammunition: Blaster Powercell
Standard Price: 360 Cr

Q-2s5 MOA Holdout Blaster Pistol

Developed for and used by the Imperial Scout Corps, this is a high quality, compact, very lightweight, rugged and reliable weapon. All holdout blaster pistols are last resort personal defence weapons with short range and low magazine capacity, and this is no exception. It is easily concealed, and scout troopers carry them in boot holsters. Holdout blasters are popular among agents and criminals, anyone who wants to carry a low profile weapon.

Specifications:

Name/Type: Q-2s5 MOA Holdout Blaster Pistol
Designer/Manufacturer: SoroSuub Corp
Designation: Holdout Pistol
Size: ~22 cm
Mass: ~0.25 kg
Effective Range: 25 m
Fire Modes: Single
Damage Rating: 32
Magazine: 6 Charges
Ammunition: Blaster Powercell
Standard Price: 300 Cr

Pistols

DL-18 Pistol

The most common weapon in the galaxy. It is popular with urban police forces, traders and anyone else who needs to pack respectable firepower in a compact package. Ownership of these weapons is restricted in many systems. The DL-18 has a fair amount of firepower and decent fire rate without any major flaws. Civilian models are single fire, but military versions come with a multifire mode.

Specifications:

Name/Type: DL-18
Designer/Manufacturer: BlasTech Corp
Designation: Pistol
Size: ~22 cm
Mass: ~1,2 kg
Effective Range: 120 m
Fire Modes: Single, Multifire
Damage Rating: 40
Magazine: 100 Charges
Ammunition: Blaster Powercell
Standard Price: 500 Cr

M44 Pistol

The second most common pistol in service, it is preferred by fighter pilots, tank crews and others that need a slightly more compact weapon. It is a top quality pistol, easily equal in build and reliabilty to its BlasTech DL-18 competitor. It fires a thin, high velocity bolt.

Specifications:

Name/Type: M44
Designer/Manufacturer: Merr-Sonn Corp
Designation: Pistol
Size: ~25 cm
Mass: .8 kg
Effective Range: 110 m
Fire Modes: Single & Stun
Damage Rating: 50
Magazine: 110 Charges
Ammunition: Blaster Powercell
Standard Price: 480 Cr

DL-44 Pistol

A pistol with a heavy compression chamber. It fires powerful bolts at a slightly slower rate than standard pistols, but its firepower makes up for it. It is basically a heavy pistol crammed into the frame of a regular pistol, making this a compact weapon. They are illegal or heavily restricted for civilian use in many systems. The standard weapon fires a single bolt each time the trigger is pressed, but some smugglers and other fringe elements trick out their DL-44s with a burst mode, firing two or three bolts in rapid succession for every shot. This increases their lethality considerably at short range (and accuracy since the subsequent bolts are fired before weapon recoil kicks in), but also quickly chews up the limited magazine capacity.

Specifications:

Name/Type: DL-44
Designer/Manufacturer: BlasTech Corp
Designation: Pistol
Size: ~22 cm
Mass: ~1,2 kg
Effective Range: 50 m
Fire Modes: Single, Multifire
Damage Rating: 50
Magazine: 25 Charges
Ammunition: Blaster Powercell
Standard Price: 750 Cr

"Razor" series MX

The "Razor" is a heavy blaster pistol with firepower enough to down an enemy in a single shot. It is a somewhat bulky but reliable weapon recognizeable by its silvery flash suppressor. It is the standard sidearm for Imperial security forces.

Specifications:

Name/Type: "Razor" series MX
Designer/Manufacturer: Epel'jaken
Designation: Pistol
Size: ~30 cm
Mass: ~2,3 kg
Effective Range: 50 m
Fire Modes: Single, Stun
Damage Rating: 52
Magazine: 30 Charges
Ammunition: Blaster Powercell
Standard Price: ~1000 Cr

Model 434 "DeathHammer" Blaster Pistol

Nicknamed "DeathHammer" by its users, the 434 is a compact heavy blaster pistol with durasteel plating. It is popular with professionals and is the standard sidearm for the Imperial Royal Guard. It combines the range of lighter pistols with the firepower of a rifle, and it is extremely reliable under all conditions. Mercenaries and bounty hunters often decorate their 434s with kill markings. The 434 also has a lower power setting which still compares to regular blaste pistols and allows 100 shots before a recharged powercell is required.

Specifications:

Name/Type: Model 434 "DeathHammer"
Designer/Manufacturer:Merr-Sonn Munitions, Inc
Designation: Pistol
Size: ~24 cm
Mass: 1,2 kg
Effective Range: 120 m
Fire Modes: Single, Multifire
Damage Rating: 53 (40 with lower setting)
Magazine: 25 Charges (100 with lower setting)
Ammunition: Blaster Powercell
Standard Price: 650 Cr

Merr-Sonn IR5 Intimidator Blaster Pistol

This fully-automatic pistol lacks a strong punch, but can fire off an incredible amount of blasts in a short period of time. It is a bulky weapon, and quite expensive for its features. Standard market price is 1,250 Credits.

Specifications:

Name/Type: IR5 Intimidator Blaster Pistol
Designer/Manufacturer: Merr-Sonn
Designation: Pistol
Size: ~30 cm
Mass: 1 kg
Effective Range: 50 m
Fire Modes: Single, Stun, Auto
Damage Rating: 50
Magazine: 50 Charges
Ammunition: Blaster Powercell
Standard Price: 1,250 Cr

Shatter Gun Pistol

The Verpine Shatter Gun uses a highly advanced and miniaturized magnetic coil to accelerate small alloy projectiles to extreme velocity. This gives the weapon very high armour penetration and exceptional accuracy for a projectile gun, but it also produces high stopping power from hydrostatic shock since the bullet shatters after impact, causing large, gapong wounds that requires immediate medical attention. This shatter gun provides the firepower of a blaster rifle in a small pistol, and with extreme range for a handgun. The shattergun is also nearly silent when fired, however the projectile causes a low but high pitched screeching sound. Presumably the Verpine has built in some form of silencer into the weapon. The shattergun is one of few projectile weapons effective against armoured stormtroopers. Shatterguns come in both pistol and rifle form. Multiple power settings allow a wide variation in velocity, energy useage, and impact shock. The small size of the projectile plus its high velocity makes it very difficult to deflect with a lightsabre, although it is no stretch for a veteran Force user with Force Speed.

The main drawback, aside from very high cost and rareness, is that the weapon is highly sensitive and fragile. Any sort of mishandling, such as dropping it on the ground, could cause it to malfunction and require repairs. Shatterguns of non-Verpine origin and lower quality has also appeared on the market.

Picture courtesy of First Strike Mod for Battlefield II.

Specifications:

Name/Type: Shatter Gun Pistol
Designer/Manufacturer: Verpines
Designation: Pistol
Size: ~26 cm
Mass: ~1.0 kg
Effective Range: 1500 m
Fire Modes: Single
Damage Rating: 60
Magazine: 100
Ammunition: Metal alloy projectiles.
Standard Price: ~1500 Cr (1 reload clip costs 1000 Cr)

DC-15s Blaster Pistol

The DC-15s became better known as the "commando pistol" since it was the Republic Clonetroopers that primarily used it. Later it came into more widespread use by Imperial forces, for instance as a backup weapon for Darktroopers. It is a light, small, reliable, compact weapon with fair power. For some reason the DC-15s pistol is often confused with other weapons.

However it features one special detail. Instead of a regular powercell, it is fitted with a self-recharging powercell (essentially a nuclear battery with low reaction level that takes years to run out). The weapon recharges 7 to 8 shots per second and pauses after emptying the clip. It's a perfect solution for a backup weapon since the user can essentially never run out of ammunition, but it shouldn't be relied upon as the primary sidearm as it cannot provide sustained fire.

Specifications:

Name/Type: DC-15s Blaster Pistol
Designer/Manufacturer: BlasTech Ind.
Designation: Pistol
Size: ~20 cm
Mass: ~2.1 kg
Effective Range: 120 m
Fire Modes: Single, Multifire
Damage Rating: 30
Magazine: 20 Charges
Ammunition: Self-Recharging Powercell (7-8/sec)
Standard Price: ~1000 Cr

SE-14C Light Repeating Blaster

This pistol is one of the lesser known standard sidearms used by Imperial Stormtroopers. The earliest version of the pistol was the SE-14 which was used during the Clone Wars when it was known as the Separatist Pistol. This variant had no scope, multifire, or autofire, and was limited to an effective range of 25m, hence earning it the alternate name short-range combat pistol. Then came the SE-14R which featured an optical scope which improved range to 50m, plus multifire mode.

This latest model of the weapon has an optical/IR scope for long-range use, a recharge valve (so the pistol can be recharged in a charge rack where you also can recharge your E-11) and adds full auto, although full range accuracy can only be used with single fire. On multifire the effective range is more like 50m, and only 25m on full auto.

The pistol is considered a standard backup to the basic E-11. The weapon is primarily used by Imperial Scout Troopers, Sandtroopers, and sometimes officers. Alternate names for the weapon is short-range combat pistol and Imperial repeating pistol. Imperial Army High Command recommends the pistol for snipers and Sandtroopers who typically utilize long-range weaponry while still needing an effective close combat backup weapon.

The infamous criminal Dr. Evazan used a version of this pistol modified with an IR scope and a hairtrigger while earning his death sentence in 12 systems.

Specifications:

Name/Type: SE-14C Light Repeating Blaster
Designer/Manufacturer: BlasTech Corp.
Designation: Pistol
Size: 32.385 cm
Mass: ~1,2 kg
Effective Range: 100 m
Fire Modes: Single, Multifire, Autofire
Damage Rating: 40
Magazine: ~100 Charges
Ammunition: Blaster Powercell
Standard Price: ~1,000 Cr

Vul-9 Blaster Pistol Sidearm

The VUL-9 is a hardy blaster pistol ideal for multirole infantry. It has a selective fire system, selecting between semi-automatic mode, burst mode, and full automatic fire mode, and is very compact, meaning it can fit more tightly to an operator’s chest, in his “work station,” and yet is projected to be very effective up to around 100 meters. A terrific weapon for dealing with close-in enemies covered in armor one second, and then firing at enemies at range who are fleeing the next, and then fire through the enemy’s cover (if he takes cover behind anything that would just barely stop a lower-powered blaster), without having to change anything about your weapon system. For any operator who needs to travel light—a perfect package/load-out for such an operator might be to carry an R-9 Carbine or a Katipo Sniper Rifle along with the VUL-9, with a Camoleon suit as their armor/stealth suit.

Specifications:

Name/Type: Vul-9 Blaster Pistol Sidearm
Designer/Manufacturer: BlasTech Industries
Designation: Pistol
Size: 7.21 inches
Mass: .6 kg
Effective Range: 40 m (optimum); 125 m (maximum)
Fire Modes: Single; Multifire; Autofire; Stun
Damage Rating: 40 (Stun: 10)
Magazine: 90 shots per gas chamber clip; 50 shots through power pack
Ammunition: Metal alloy projectiles
Standard Price: 1,150Cr

E-16/P Blaster Pistol

This variant was developed due to soldiers’ requests for a pistol or carbine sized weapon that’s compatible with the larger E-16 family weapons and the interchangeable Muzzle Modifiers. It started with the E-16/R and then removed the stock, rear power cell, the backup manual gas pump, and most of the barrel and forestock that is forward of the front power cell. A much smaller gas canister is also fitted to this variant to reduce size, but because the /P uses less gas per shot compared to the /R, it still has a 2,000 shot capacity and retains the refilling port. Mechanically, the /P has the same triple rail recoil absorption system, chamber, and barrel diameters as the /R. Therefore it can fire the same three and five shot bursts as the /R though the auto fire function was reduced to 200 rounds per minute to compensate for the lower weight of the weapon. This variant couldn’t take the boost function that the other E-16 family weapons have simply because its barrel is too short to incorporate it, but its muzzle is tapped to accept the different Muzzle Modifiers. To make the pistol a bit easier to carry around a retaining catch was added onto the bottom rear of the Xciter unit and a folding metal stud below it. The idea being that when the pistol is safed, a mechanical link will rotate the stud up then the barrel and Xciter can be pushed rewards so the stud will engage that catch and hold the whole group back. As the recoil dampener for the /P would have a length of 8cm this would effectivly shorten the pistol by 8cm when it's safed. Then whenever the firing selector is moved to anything but safe, the stud would rotate back down and the recoil dampener's mechanism would drive the barrel group back out to full length. This bring's the /P's length down to 31cm when safed.

Specifications:

Name/Type: E-16/P Blaster Pistol
Designer/Manufacturer: Tom Saint/ BlasTech Corp
Designation: Blaster Pistol
Size: 39 cm (31 cm safed)
Mass: 2 kg
Effective Range: 130 m
Fire Modes: Single; Multifire; Autofire; Stun
Damage Rating: 45
Magazine: 100 charges
Ammunition: Power Cell
Standard Price: 900Cr

Carbines

E-11 Carbine

Once the standard weapon for Imperial Stormtroopers. Highly versatile, powerful, lightweight, durable and very reliable. It features a folding stock to extend the lenght of the weapon and increase accuracy, plus a powered computer-enhanced scope that can be used for long range shots. This scope also filters out smoke, haze and other battlefield distractions. The E-11 is not well suited for fully automatic fire as it expends two charges per shot fired in this mode. In burst mode, it will fire two bolts but only expending a single charge. Slow recharge time makes this setting dangerous to use in close-quarters battle. However, recoil is minimal in multifire mode, while it will quickly become a problem with automatic fire (also known as "crimson rain").

One minor problem with the original design is that the blaster gas cylinder, good for 500 discharges, requires the weapon to be disassembled to be replaced. This problem was later minimized with a gas cylinder good for 3000 discharges (plus it can be refilled without disassembly from special blaster refuelling racks). The E-11 is capable of a firing mode known as "the burning", firing a low energy continuous beam. This setting is sometimes used to pain and torture captives during interrogation. Another use for it is to prevent easy identification of bodies. Sorosuub manufactures a copy under licence known as the Stormtrooper One which is slightly better. Merr-Sonn also manufactures the original design under license. With over 70 billion copies made, it is one of the most commonly found weapons, even sold to the civilian market under heavy regulation, as well as a brisk trade on the black market.


Specifications:

Name/Type: E-11
Designer/Manufacturer: BlasTech Corp / Merr-Sonn Corp.
Designation: Carbine
Size: 43.8 cm
Mass: 2.6 kg
Effective Range: 300 m
Fire Modes: Single, Multifire, Autofire, Stun, Burn
Damage Rating: 50 (Stun: 10)
Magazine: 100 Charges
Ammunition: Blaster Powercell
Standard Price: 1000 Cr

E-11 Mk II Carbine

Once the improved Mk II version of the famous E-11 carbine came out, the orignal is considered obsolete and is no longer issue to troops. It has longer range, more firepower, and can use many more modern attachments.

Specifications:

Name/Type: E-11 Mk II
Designer/Manufacturer: BlasTech Corp / Merr-Sonn Corp.
Designation: Carbine
Size: 43.8 cm
Mass: 2.6 kg
Effective Range: ~375 m
Fire Modes: Single, Multifire, Autofire, Stun, Burn
Damage Rating: ~60 (Stun: 12)
Magazine: 100 Charges
Ammunition: Blaster Powercell
Standard Price: 1000 Cr

E-11/C Carbine

This is a slightly more compact ("C") version of the standard E-11 blaster carbine. It has the same advantages as its cousin, versatile, powerful, light, durable and reliable. But the shortened barrel and shorter extendable stock means the gun has less accuracy and is difficult to use over 200 m distances. If you prefer shooting from your hip, it doesn't suffer. For these reasons it is less popular with the Imperial forces and is predominantly used by local militia and mercenaries. In the Empire, mosty fighter pilots and vehicle drivers use it, as it is still a powerful short to medium range weapon with volume firepower in a format little larger than a pistol. Ref note: While this weapon isn't officially named the E-11/C, it is a perfect match.

Specifications:

Name/Type: E-11/C Carbine
Designer/Manufacturer: BlasTech Corp
Designation: Carbine
Size: ~40 cm
Mass: ~2.3 kg
Effective Range: 200 m
Fire Modes: Single, Multifire, Autofire, Stun, Burn
Damage Rating: 50 (Stun: 10)
Magazine: 100 Charges
Ammunition: Blaster Powercell
Standard Price: 1100 Cr

SoroSuub 36T QuickSnap Carbine

A variant of SoroSuub's enormously popular ST-I model, the 36T is a shade lighter and more compact, useful for commandos and rear-guard soldiers.

The 36T is well known throughout the galaxy as a blaster that can be disassembled and reassembled quickly. The carbine can be broken down into four separate sections: the housing chamber, the barrel, the handle assembly and the power pack. These sections can be separated with ease in as little as 10 seconds and reassembled in approximately 30 seconds.

It is 54.5 cm in length when assembled. A standard power pack, housed in front of the trigger guard, provides 50 shots to the user. Although not a standard accessory with the carbine, a 2X-5X magnification scope may be purchased as an option for 75 credits over the regular price. In addition, a specialized carrying case designed for the carbine may be purchased for an additional 150 credits.

The ability to disassemble and hide the 36T under a long coat makes this particular carbine popular with spies, underworld assassins and other people that work in secrecy. It is rumored that the QuickSnap 36T was once used by one of the Emperor's Hands. A model called 36T/I (Inhibitor) is allowed for the civilian market. It fires less powerful shots but consequently the powerpack lasts longer.


Specifications:

Name/Type: 36T QuickSnap Carbine
Designer/Manufacturer: SoroSuub Corp.
Designation: Carbine
Size: 54.5 cm
Mass: 2.1 kg
Effective Range: 250 m
Fire Modes: Multifire
Damage Rating: 50
Magazine: 40 Charges
Ammunition: Blaster Powercell
Standard Price:900 Cr

ST-II/C Blaster Carbine

The BlasTech TC-21/C ST-II/C carbine is standard-fare equipment for Radiation Zone stormtroopers.Based on the same parts as the notorious TL-21 Light Repeater, the ST-II/C was born when ingenious Stormtroopers hacked apart their long-barreled repeaters in order to use a much more devastating weapon in close quarters assaults.Remarkably, the weapon kept much of its characteristic traits, such as high accuracy (for a carbine), low kick, and heavy damage rating.

Specifications:

Name/Type: TC-21/C ST-II/C "Stormtrooper Two" Carbine
Designer/Manufacturer: BlasTech Corporation
Designation: Blaster Carbine
Size:
Mass:
Effective Range:
Fire Modes:
Damage Rating:
Magazine:
Ammunition:
Standard Price:

DC-17m ICWS

The Interchangeable Combat Weapon System is a light, compact, rapid-firing blaster carbine which can be easily transformed into a sniper rifle or an anti-armour weapon with attachable weapon modules. It was the Old Republic commando weapon of choice during the Clone Wars.

It can take on three roles; assault, tactical sniper, or anti-armor weaponry. Though the DC-17M is not quite as effective in its sniper or anti-armor roles as weapons dedicated to those roles, the weapon holds its own in such situations, giving the trooper an unparallelled amount of flexibility in a single weapons system. It can take as little as three seconds to switch out a modular attachment. The standard assault module is an ion pulse blaster, effective against droids, less so on biologicals.

The key component of the DC-17M is the highly-modular stock mount, which features special mounting points designed to accommodate different types of ammo, barrel extensions, and other modifications, such as the electromag scope for the sniper attachment. A few of these weapons made it onto the black market and outlaw techs continue to create new weapon modules. They are highly illegal to buy and own outside the Imperial miltary. In addition to the standard modules, the DC-17m can like the DC-15a and E-15a blaster rifles be fitted with the "over-under" underbarrel grenade launcher which can fire a variety of grenades.


Specifications:

Name/Type: DC-17m Interchangeable Combat Weapons System
Designer/Manufacturer: BlasTech Corp.
Designation: Modular Carbine
Size:
Ion Pulse Assault Module
Mass: 5.8 kg
Effective Range: 300 m
Fire Modes: Multifire
Damage Rating: 50
Magazine: 60 Charges
Ammunition: Ion Powercell
Ion Pulse Sniper Module
Mass: 5.5 kg
Effective Range: 600 m
Fire Modes: Single
Damage Rating: 50
Magazine: 20 Charges
Ammunition: Ion Powercell
Anti-Armour Grenade Launcher Module
Mass: 6.0 kg
Effective Range: 300 m
Fire Modes: Single
Damage Rating: 80
Magazine: 4 Charges
Ammunition: Explosive Impact Charges
Standard Price:1900 Cr

Rilctur Carbine

Named after High General Rilctur, this carbine is based on Rebel Alliance needler carbines, except more lightweight and compact. It has a soft recoil which makes this an accurate weapon. It is also noted for ruggedness and durability, although the low recoil has its price in shorter range and less damage and penetration. For these reasons it is a relatively rare weapon in the Imperial armoury even though it is easily handled and comes with a high refire rate. The weapon has also become popular with bounty hunters.

Specifications:

Name/Type: Rilctur Carbine
Designer/Manufacturer: Imperial Munitions
Designation: Carbine
Size: ~67 cm
Mass: ~2.2 kg
Effective Range: ~350 m
Fire Modes: Single, Multifire, Autofire
Damage Rating: ~35-40
Magazine: ~100 Projectiles
Ammunition: Projectile needles, powerpack
Standard Price: ~1500 Cr

SFOR Carbine

The SFOR carbine is very old, first having seen service in with the Old Republic in the Mandalorian Wars. It has been upgraded numerous times since then and is still a very effective weapon which fires a shockwave that can rip opponents apart. Essentially this is a concussion rifle in a lighter, more handy package. The weapon has very high precision for a carbine, and could be used as a sniper´s weapon if it wasn´t for its relatively limited range, comparable with other carbines. Mustafarian pirates got hold of a large amount of SFOR carbines and modified them to cryofreeze targets in addition to ripping them apart. This kind of customization is still often found. The primary limitation of the weapon is moderate refire rate, which makes it less useful for suppressive fire.

Specifications:

Name/Type: SFOR Carbine
Designer/Manufacturer: Stouker?
Designation: Carbine
Size: ~50 cm + stock
Mass: ~2.5 kg
Effective Range: ~375 m
Fire Modes: Single, multifire.
Damage Rating: ~60
Magazine: 100 Charges
Ammunition: Blaster Powercell
Standard Price: 1000 Cr

DC-19 Carbine

The DC-18 "Stealth" Carbine was first used by Old Republic clone Shadow Troopers. It features a sound suppressor and an alternate fire mode which utilizes a special tibanna gas variant that allows it to shoot invisible blaster bolts. The same technology was later implemented in the Xerrol Nightstinger. While this makes the invisible bolt impossible to track without scanners, it only has a magazine of ten shots and requires a cooldown time between each firing, meaning that it can only use single fire mode while in stealth configuration.

Specifications:

Name/Type: E-11
Designer/Manufacturer: BlasTech Corp
Designation: Carbine
Size: ~45 cm
Mass: ~2.8 kg
Effective Range: 300 m
Fire Modes: Single Stealth, Single Normal, Multifire, Autofire, Stun, Burn
Damage Rating: 50 (Stun: 10)
Magazine: 10 Charges in Stealth Mode, 500 Charges in Normal Mode.
Ammunition: Blaster Powercell
Standard Price: ~5000 Cr

IR-6 "Tyrant" Carbine

The "Tyrant" is equipped with a laser aiming module and holographic sight as default attachments, and can be equipped with a 2x sight smart-linked to the carrying trooper's heads-up-display. In addition, a small foregrip can be flipped down from underneath the sight mount on the weapon's dorsal surface. The IR-6 is also noticeably devoid of extraneous angles, which prevents it from getting caught on loose items in the operations area that the IR-5 would find difficult to avoid. Gas canisters are inserted into the bottom of the grip while power packs are inserted into the side of the weapon underneath the sight mount.

Specifications:

Name/Type: IR-6 "Tyrant" Carbine
Designer/Manufacturer: New Imperial Federation/Merr-Sonn Munitions
Designation: Blaster Sub-Carbine
Size: 40 cm (Retracted); 55 cm (Extended)
Mass: 1.2 kg
Effective Range: 75 m
Fire Modes: Single, 5 Round Multifire, Autofire, Stun
Damage Rating: 40
Magazine: 75 Charges
Ammunition: Blaster Powercell
Standard Price: 1,350 Cr

Rifles

A280 Blaster Rifle

The A280 is rumoured to be the best armor-piercing rifle in the Galaxy. At medium range, it can cut an armoured man in half. It cannot stop a charging AT-AT, but has been known to cause fist-sized dents in the walker's massive bulk. The power pack is housed in front of the trigger, and the rifle is often fitted with a scope. Unfortunately, the weapon is extensively used by the New Republic and the predecessor the Rebel Alliance. The A280 also comes in a carbine version.

Specifications:

Name/Type: A280 Blaster Rifle
Designer/Manufacturer: BlasTech Corp.
Designation: Heavy Assault Rifle
Size: ~99.1 cm
Mass: ~4.5 kg
Effective Range: 300 m
Fire Modes: Single, Semi-Auto
Damage Rating: 56
Magazine: 100 Charges
Ammunition: Blaster Powercell
Standard Price: 1,400 Cr

DLT-19 Heavy Blaster Rifle

The DLT-19 is a heavy rifle typically used by Imperial Stormtroopers and Enlisted Army Troopers, in particular Sandtroopers and Imperial Medics. It used to be nicknamed "The Defender" but is now better known as "The Sweeper". There are more powerful light repeaters, but this weapon's large ammo capacity allows a trooper to fire a large amount of bolts in short time, hence its nickname. It is also considerably longer barreled than other standard weapons and very suitable for long range use. It is capable of shooting down swoops and light airspeeders. Since it is somewhat bulky and takes longer time to assemble than the standard E-11, is is primarily favoured by those who want accurate and heavy automatic fire. It is often modified with a powered scope and a bipod for sniper use. When connected to a portable power generator, it can fire continously for days, or more likely, until the mechanism jams from lack of maintenance. All in all an excellent and reliable weapon for squad support and long range combat.

Specifications:

Name/Type: DLT-19 Heavy Blaster Rifle
Designer/Manufacturer: BlasTech Corp.
Designation: Light Repeater
Size: 121.9 cm
Mass: 12.10 kg
Effective Range: 300 m
Fire Modes: Single, Multi-Fire, Autofire
Damage Rating: 50
Magazine: 50. Optional larger clip with 200 shots.
Ammunition: Blaster Powercell / Power Generator
Standard Price: 1,300 Cr

T-21 Light Repeating Blaster

A highly reliable design that has been in continuous use since the Clone Wars. It is a standard support rifle for Imperial Stormtroopers, but has unfortunately also become popular with the rebels and the later New Republic. It is usually paired with a 25 kg backpack containing a power generator which allows the T-21 virtually unlimited fire. The weapon is highly accurate and can use a bipod for extra long range fire. A fire team of Sandtroopers euipped with a few of these weapons once easily destroyed a 36.8 meter long Jawa Sandcrawler.

Specifications:

Name/Type: T-21 Light Repeating Blaster
Designer/Manufacturer: BlasTech Corp.
Designation: Light Repeater
Size: 96.5 cm
Mass: ~11.8 kg
Effective Range: 300 m
Fire Modes: Single, Multi-Fire, Autofire
Damage Rating: 60
Magazine: 25
Ammunition: Blaster Powercell / Power Generator
Standard Price: 2,000 Cr

Imperial Arms Light Repeater Rifle

A very fast firing, accurate and compact repeater. Each individual bolt is however not very powerful. It also features a secondary fire mode which fires three shots at once. A grenade launcher can also be fitted under it.

Specifications:

Name/Type: Light Repeater Rifle
Designer/Manufacturer: Imperial Arms
Designation: Light Repeater
Size: 107.8 cm (133.5 cm with stock)
Mass: 4.2 kg (5.8 kg with stock and bipod)
Effective Range: 300 m
Fire Modes: Auto, Three round burst, & Grenades
Damage Rating: 40
Magazine: 75 Charges
Ammunition: Heavy Blaster Powercell
Standard Price: ~1,200

Merr-Sonn LD-1 Blaster Rifle

An expensive and rare sniper rifle popular with sports shooters and hunters. It comes with auto-steadying gyrogimbles and is typically fitted with a macroscopic sight to increase accuracy and effective range.

Specifications:

Name/Type: LD-1 Blaster Rifle
Designer/Manufacturer: Merr-Sonn
Designation: Sniper Rifle
Size: 133 cm
Mass: 4 kg
Effective Range: 500 m
Fire Modes: Single
Damage Rating: 40
Magazine: 50 Charges
Ammunition: Heavy Blaster Powercell
Standard Price: 1,100

Xerrol Nightstinger Blaster Rifle

The weapon of choice for elite Imperial Snipers. It fires an invisible blaster bolt with tremendous firepower. One bolt can vapourize a half cubic metre durasteel. Since the weapon is slow firing and unwieldy in close quarters, snipers also carry a blaster pistol. The sniper's prime weapon is however his subspace radio, with which he can call down air strikes or reinforcements on the hapless enemy.

Specifications:

Name/Type: Nightstinger Blaster Rifle
Designer/Manufacturer: Xerrol
Designation: Sniper Rifle
Size: 145.3 cm
Mass: 6 kg
Effective Range: Classified
Fire Modes: Single
Damage Rating: Classified (Rumored to melt half cubic metre durasteel)
Magazine: 5 Charges
Ammunition: Heavy Blaster Powercell
Standard Price: (Unpurchasable)

Heavy Repeater Rifle

The Imperial heavy repeater rifle replaced the light repeater. It is an unusual weapon in that it fires metallic bullets and not blaster bolts. Most slugthrowers are primitive, low-accuracy weapons on industrial, pre-stellar worlds, but this is not the case for the Imperial repeater. It has an extremely high rate of fire with a moderate spread pattern and is valued by Imperial troops for its ability to lay down suppressive fire, earning it the nickname "autogun". Highly effective at clearing out stacks of enemy troops. It also has an underslung launcher which can lob concussive explosives for heavy support with indirect fire. Although developed for the Empire, several other groups have come to use it. It is particularly popular with Trandoshan mercenaries, which tend to favour heavy weapons with raw, brutal firepower.

Specifications:

Name/Type: Heavy Repeater Rifle
Designer/Manufacturer:
Designation: Heavy Repeater
Size: ~120 cm
Mass: ~22 kg
Effective Range: 300 m
Fire Modes: Automatic, Grenade
Damage Rating: ~25 (grenades: 40).
Magazine: 400/50
Ammunition: Metal Bullets, Grenades
Standard Price: ~2,500 Cr

LJ-90 Concussion Blast Rifle

The LJ-90 is a newer model derived from the LJ-50 concussion rifle which was used by the Grand Army of the Republic. It fires a compressed bullet of ionized air which explodes on contact in a concussive blast with approximately 4-5 m radius. It also has a secondary firing mode with less spread, but with an even more devastating impact on the target. Although concussion rifles have notoriously short range, they are exceedingly lethal weapons at short distance. Watch out so that you aren't caught in the blast. Concussion rifles are also considered favoured anti-Jedi weapons since the bullet will explode on contact with a lightsabre, where regular blaster bolts and projectiles are usually deflected. It is also highly effective in taking out enemy stacks, killing several at once. It also doesn't require accurate aiming due to the blast radius.

Specifications:

Name/Type: LJ-90 Concussion Blast Rifle
Designer/Manufacturer: Blastech
Designation: Heavy Rifle
Size: ~90 cm
Mass: ~7.9 kg
Effective Range: ~120 m
Fire Modes: Single
Damage Rating: ~80
Magazine: 100 Charges
Ammunition: Powercell
Standard Price: ~3,000 Cr

AFD-43 "Sniper" Blaster Rifle

This unique sniper rifle has a special manual pumping system which improves range and damage greatly. As a result, the Prax is known as a "one shot, one kill" weapon, perfect for hostage situations. However, this method also causes a very low rate of fire and high use of ammo, however neither drawback critical in a sniper's weapon. One can spend up to three pumping actions to increase power; if more are used, the weapon may explode from overcharge. At maximum firepower it takes approximately 5 to 7 seconds to prepare the weapon, however it is possible to pump less for a higher rate of fire with less power and less range. The special scope, sold seperately, can zoom in on the target. This weapon has no stun setting available.

Specifications:

Name/Type: AFD-43 "Sniper" Blaster Rifle
Designer/Manufacturer: Prax Arms
Designation: Sniper Rifle
Size: ~110 cm
Mass: ~6.2 kg
Effective Range: 3500 m
Fire Modes: Single
Damage Rating: 60
Magazine: 15 Charges
Ammunition: Blaster Powercell
Standard Price:1,500 Cr. Scope 250, Bipod 250.

R-88 Suppressor Riot Rifle

This rifle is especially made with non-lethal riot control in mind. Not only does it fire accurate stun blasts, it also features an underbarrel chemical sprayer which delivers Brix-C stun fluid onto targets up to 100 meters away with an area effect of 8 meters radius. Incapacitated victims remain unconscious around five minutes. The weapon is also lightweight fairly compact, and easy to handle.

Specifications:

Name/Type: R-88 Suppressor Riot Rifle
Designer/Manufacturer: Merr-Sonn
Designation: Heavy Rifle
Size: ~69 cm
Mass: ~2.1 kg
Effective Range: 100 m
Fire Modes: Single, Multi-Fire, Autofire
Damage Rating: ~50
Magazine: 50 Stun Blast / 10 Stun Fluid.
Ammunition: Blaster Powercell, Brix-C Canister.
Standard Price: 2,000 Cr

StarAnvil Heavy Blaster Rifle

The Star Anvil was created by Imperial Munitions, the Empire's in-house arms company. This weapon is only used by Stormtroopers (legally). It was created to inspire fear and to unleash a large amount of destruction, while at the same time improve aim. The Star Anvil is known for its accuracy and comes with a retractable stock and an optional scope to further improve aim. What this rifle gains in firepower it loses in ammunition capacity and range.

Specifications:

Name/Type: 36T StarAnvil Heavy Blaster Rifle
Designer/Manufacturer: Imperial Munitions
Designation: Assault Rifle
Size: 76.5 / 84.4 cm (est.)
Mass: 2.52 kg (est.)
Effective Range: 250 m
Fire Modes: Single, Multifire
Damage Rating: 56
Magazine: 50 Charges
Ammunition: Blaster Powercell
Standard Price:1,250 Cr

Stouker Concussion Blast Rifle

This Trandoshan weapon is a development from the LJ-50 concussion rifle which was used by the Grand Army of the Republic. It fires a compressed bullet of ionized air which explodes on contact in a concussive blast with approximately 4-5 m radius. It also has a secondary firing mode with less spread, but with an even more devastating impact on the target. Although concussion rifles have notoriously short range, they are exceedingly lethal weapons at short distance. Watch out so that you aren't caught in the blast. Concussion rifles are also considered favoured anti-Jedi weapons since the bullet will explode on contact with a lightsabre, where regular blaster bolts and projectiles are usually deflected. It is also highly effective in taking out enemy stacks, killing several at once. It also doesn't require accurate aiming due to the blast radius, although long-range versions with scopes exists.

Specifications:

Name/Type: Stouker Concussion Blast Rifle
Designer/Manufacturer: Stouker
Designation: Heavy Rifle
Size: ~80 cm
Mass: ~8.5 kg
Effective Range: 30 m (long-range: 110 m)
Fire Modes: Single
Damage Rating: ~60-80
Magazine: 100 Charges
Ammunition: Powercell
Standard Price: 3,500 Cr

DLT-20a Blaster Rifle

Also referred to as a "longblaster", this is an upgraded version from the older CDEF rifle and the DLT-20 which are in common use. This model was made solely for the Republic/Empire during the Clone Wars and is used by Imperial Desert Assault Troopers and Imperial Marksmen. It features magnatomic adhesion which makes it stick firmly to the user's grip, top-mounted rangefinder and electronic sight. It shares design qualities with the BlasTech A280 rifle.

Specifications:

Name/Type: DLT-20a Blaster Rifle
Designer/Manufacturer: BlasTech Corp.
Designation: Heavy Assault Rifle
Size: ~94 cm
Mass: ~4.5 kg
Effective Range: ~450 m
Fire Modes: Single, Semi-Auto, Auto
Damage Rating: ~60-70
Magazine: 100 Charges
Ammunition: Blaster Powercell
Standard Price: ~1,250 Cr

MG-15 Heavy Blaster Rifle

This rifle was first devised as an anti-air defence weapon but was later converted for infantry use. While called a heavy blaster rifle, it actually is a light repeater with moderate punch per shot, but a fire rate of 1000 rpm. Early models had several shortcomings, including emptying a 75 round magazine in 4.5 seconds and having insufficient cooliing which lead to the weapon unable to fire after changing a few clips. These early models, if still in use, are only used in defensive placements.

Later models have been much improved. The design is modular and allows several attachments, including two scopes for use at both medium and long range with good accuracy, and a bipod or tripod for best accuracy. The weapon is reliable and easy to use, changing clips is a simple and quick action. To alleviate the problem with only a few seconds of fire, the rifle was given a blaster cannon powercell which extends the magazine capacity to 575 bolts, (34.5 seconds of fire). Unfortunately, this means the MG-15 cannot use standard blaster powercells. The repeater is mainly used as a squad support weapon, especially by troops who require accurate long range fire, such as Sandtroopers. Ref Note: There is no official data for this weapon. The above entry was created using prop gun data.


Specifications:

Name/Type: MG-15 Heavy Blaster Rifle
Designer/Manufacturer: BlasTech Corp.
Designation: Light Repeater
Size: 107.8 cm (133.5 cm with stock)
Mass: 8.1 kg (12.7kg with stock and bipod)
Effective Range: 400 m
Fire Modes: Auto
Damage Rating: ~40
Magazine: 575 Charges
Ammunition: Heavy Blaster Powercell
Standard Price: ~1,500 Cr

Xerrol Twilightstriker Blaster Rifle

First and foremost, by using high strength and lightweight polymers, we can reduce the weight of the rifle itself down to a lighter frame. This is important since the less weight someone has to lug around, the less tired they'll get upon arriving to their target destination, thus keeping a heightened sense of alertness about them. Other benefits of a lighter rifle include larger ammo carrying capacity for instance. Changing the rifle design to a bullpup configuration to shorten the rifle length will further reduce its weight while keeping the same barrel length. The Nightstinger fires invisible bolts which is great since it makes it harder for an enemy to find you however, these bolts are not only invisible, but powerful too. Because of this, a lot of blaster gas is consumed in the process, limiting the rifle to only five shots with a long, near bolt-action speed, reload time. The rifle also has the power to vaporize a half cubic metre of durasteel which translates to, roughly, someone's head. If a rifle was to be picked for a politically sensitive assassination job, this rifle would be out since no other weapon has the ability to vaporize something without being seen, unless you're talking about cloaked ships. The proposed solution to this problem is to add another power setting, allowing for a lower powered shot to be fired. While it won't be able to vaporize a half cubic meter of durasteel, it will still have enough power and range to kill an armored foe all the while remaining invisible. Since this lower powered shots will consume less blaster gas, the ammo capacity is likewise increased. More research will be necessary to determine the exact amount. Also, since less power is needed, the refire rate can be increased to a more semi-automatic firing rate. Next problem, reloading. This weapon contains both a sizable canister of blaster gas as well as powerpacks and reloading the canister alone can be cumbersome but when both need to be reloaded, seconds can pass that might mean the difference between a wasted opportunity and a dead commander, high priority target, etc. Solution: Replace the powerpacks with self-recharging powerpacks which don't need to be replaced during a mision, using two or more for redundancy and to prevent extra reloading as much as possible. A silencer will be added to the rifle as an obvious improvement to reduce noise and muzzle flash which will be especially useful when combined with the invisible bolt. Lastly, another proposed improvement revolves around the scope of the rifle. Most sniper rifle scopes are simple sets of crosshairs and maybe a gauge for helping measure distance and firing angles the further away you are. Also, snipers usually need spotters to check for other things like wind speed and direction, potential hazards and other elements. By giving the scope a built-in HUD, much of the guess work and measuring can be done by the rifle itself. An infrared laser can measure distance to target, a power sensor can keep track of shots remaining which will be especially useful if the sniper starts switching back and forth between high powered and low powered shots. It is important that these numbers and bits of information remain unobtrusive enough to allow clear and easy sight of the target so careful fine tuning will be necessary.

Specifications:

Name/Type: Twilightstriker Blaster Rifle
Designer/Manufacturer: Xerrol
Designation: Sniper Rifle
Size: 145.3 cm
Mass: 6 kg
Effective Range: Classified but extended
Fire Modes: 1 on high power, 5 on medium power, 10+ low power.
Damage Rating: Classified (Rumored to melt half cubic metre durasteel)
Magazine: 5 Charges
Ammunition: Heavy Blaster Powercell
Standard Price: (Unpurchasable)
  • Lightweight, bullpup configuration (gas canister placed behind trigger mount).
  • Built-in self-recharging powerpacks x2 (can be replaced manually but generally only necessary once they've reached the end of its lifespan)
  • Advanced HUD scope with built in rangefinder, sensors (for wind conditions and barometric pressure) and microprocessor (to compile information and provide highly accurate firing solution). Also has built in IR/Nightvision.
  • Modified Novaless Soni-Optics Target Imager (Designed to work at extreme ranges. Cuts through most forms of concealment such as vegetation, smoke and darkness and highlights the target in the scope's HUD.)
  • Detachable silencer. (Degrades faster depending on power setting).
  • Built in micro-gyro-stabilizers to allow for steadier aims over longer distances.
  • Short-range wireless connectivity to the HUDs on any type of stormtrooper (spacetrooper, scout trooper, swamp trooper etc.) helmet.
  • Hassay Model 54

    The Rifle's design is similar to the A280, but it also features an enlarged compression chamber and a high caliber barrel for increased firepower. At the end of the barrel, is a particle accelerate, which gives each bolt a "Spin" as it exits the barrel, and increases the weapon's accuracy. It's hollow stock is made from a lightweight composite, and can be used to store a cleaning and maintenance kit, as well as any other supplies the soldier deems necessary. A bayonet lug can also be mounted beneath the barrel to increase it's effectiveness in Close Quarters. The Scope from the Blastech E-11 can also be mounted as well for increased accuracy over longer ranges.

    Specifications:

    Name/Type: Hassay Model 54
    Designer/Manufacturer: New Imperial Federation/Seamus Hassay
    Designation: Heavy Assault Rifle
    Size: ~70 cm
    Mass: ~3.8 kg
    Effective Range: 280 m
    Fire Modes: 3 round Multifire, Semi-Auto, Auto
    Damage Rating: 60
    Magazine: 75 Charges
    Ammunition: Blaster Powercell
    Standard Price: 1,600 Cr

    E-16/R Blaster Rifle

    E-16/R blurs the line between a carbine and a rifle. At 57cm, it is only slightly longer than most carbines while the bullpup layout allows it a rifle’s long barrel and consequently a rifle’s hitting power and long range accuracy. The rifle has two active power cell receptacles, drawing from one power pack until its depletion, then switching over to the second automatically. When one of the cells goes empty, the rifle’s internal controller lights a tiny red LED above that cell’s receptacle and sets off a silent but powerful vibrator in the pistol grip to let the firer know one of their cells is empty. Complementing this large power capacity is a blaster gas canister with capacity for 4,800 shots, and a refilling port like that equipped to the E-11 is also included. Its construction is in part based off the Blascore 14 rifle for great durability. A highly adjustable stock allows the rifle to be customized for any manner of shooter, human or alien. This makes it more comfortable to carry and easier to aim and maneuver. The pistol grip, trigger, and trigger guard are all the same as those on the E-11 series blasters, that way a veteran who is used to the E-11 can pick up the E-16 and it will feel very much the same in their hands. Internally, the barrel and firing chamber are mounted along three recoil rods that allow up to 10cm of travel. This is just enough room to let the barrel and chamber recoil from firing up to a 5 shot burst before recoil force is transmitted to the exterior body and shooter. The firing selector switch above the trigger has 5 different selections being; safe, stun, single, multi, and auto fire. When put into the multi fire selection, the trigger itself then has two detents for separate firing options. In multi-fire operation, the first trigger detent sends a 3 bolt burst and the second fires the 5 bolt burst. The burst modes fire at the weapon’s max cyclic rate of 3,000 shots per minute, the full auto fires at a much reduced 700 shots per minute to reduce ammo use and muzzle rise. Forward of the fire selection switch is a button that engages the rifle’s boost option. All controls (selection lever, boost button, power cell releases) are ambidextrous. The large lever seen on the right side of the rifle is a manual pump action. In the slim event of some mechanical or electronic failure, the user can work this lever to inject a single shot of blaster gas into the firing chamber. This allows the rifle to keep working, but only firing as fast as the user can operate the manual pump. Integrated rails along the top and bottom of the rifle allow for mounting all manner of sights, grips, lights, vibroblades, bipod or tripod, or projectile launchers. Additional rails can be added on to either side of the barrel. Back-up to the typical computerized and/or add on sights, there is a set of flip up iron sights built in. Factory zeroed at 200 meters, the rear sight is just an open circle and the front sight is a ring with a post in it(like the MP-5. This arrangement takes advantage of humans’ biology to easily line up concentric circles. These back-up sights are also in every otherE-16 variant. As standard, the E-16 utilizes the same computerized sight as the E-11, plus the bipod as shown. The boost option, designed to give additional damage and range in situations like close quarter encounters, long range shooting, and attacking well armored targets. It works by a secondary injection of blaster gas taking place midway down the barrel. At that mid-barrel point, there is a ring of injectors that spray in atomized blaster gas just before the initial bolt from the firing chamber reaches the midpoint. As the initial bolt passes through this cloud of gas, it excites the gas, causing it to laze and add more energy to the bolt. Since this action takes place mid-barrel, it creates little extra recoil or surplus heat because the gas mist absorbed some heat from the initial bolt. It does however, use two and a half times the gas of a regular shot. Lastly, there are a few interchangeable Muzzle Modifier tips. These screw into the end of the barrel to add various effects to the base bolt. Every barrel and tip has a marking arrow and number of rotations inscribed onto them to get the threads lined up perfectly and avoid over tightening so the threads wont be stripped.

    Specifications:

    Name/Type: E-16/R Blaster Rifle
    Designer/Manufacturer: Tom/SaintBlasTech Corp
    Designation: Blaster Rifle
    Size: 57 cm
    Mass: 4.7 kg
    Effective Range: 400 m, 700 m boosted range
    Fire Modes: Stun, Single, Multifire, Auto, Boost Option
    Damage Rating: 65, 110 boosted
    Magazine: 100 Charges x 2
    Ammunition: Blaster Powercell (25 credits each)
    Standard Price: 1,600 Cr
    Special:
  • Entrainment Tip: This tip has three large baffles cut into its sides. As the bolt passes through it, the baffles generates a huge amount of static electricity. This attracts and ionizes the local atmosphere and wraps it around the blaster bolt. This makes it into a combination blaster/concussion bolt. It converts 30% of the base bolt's energy to a concussive blast that is effective to a 3 meter radius out from the bolt's point of impact.
  • Scatter Tip: Self explanatory, this tip splits up the basic bolt into nearly a hundred smaller ones. It then spits them out across a 30 degree arc from the muzzle. Only stays effective to about 30 meters, beyond that the bolts have spread too thin to reliably hit anyone, but still useful as suppression fire.
  • Ion Sheath Tip: This one draws a small extra charge from the rifle’s power cells to create an ion field around the base bolt. This field improves the bolt’s cohesion, extending the effective range by 40%. It also causes between 10-15% additional damage to shielded targets or droids.
  • Amp Tip: This takes a page from the carronade program and mixes it with the supplementary gas injection system pioneered in the rifle itself. Physically, the tip has several internal baffles that deflect the base bolt around inside the tip, spreading it out and increasing its diameter. The tip then ejects a could of blaster gas which the now widened base bolt lazes, generating about 75% more power than the base bolt. The gas for that ejection comes from an integrated tank on the tip itself worth 8 shots. It has a special port which plugs into the E-16’s gas port to refill the tip. Use of this tip also causes massive muzzle flash that’s actually dangerous to someone standing within about a meter of the muzzle.
  • Suppressor/Compensator Tip: This is handy for making a more accurate and/or stealthy shot. It does a great job at cutting down the sound and flash of firing. The angle cut into its end disperses and directs a tiny portion of the bolt’s energy upwards, making muzzle climb negligible.
  • Advanced Suppressor Tip: Takes the above suppressor tip one step further. It mixes the regular Suppressor tip with an altered Amp Tip that is filled with the same Tibanna mixture that the Nightstinger sniping blaster uses. The base bolt passes through the altered amp tip first to spread it out just slightly, then the bolt goes through the mist of Tibanna. Because it was widened in a different way than the Amp tip, a greater percentage of the base bolt’s energy goes to lazing the mist of Tibanna gas. That then creates the invisible bolt characteristic of the Nightstinger. However, because some of the base bolt remains, the tip doesn’t make a completely invisible shot. Instead it produces a 60% less bright bolt, very hard to pick out on a bright day and noticeably harder to pick out at night. Also still makes the firing nearly silent and zero muzzle flash.
  • E-16/S Support Blaster

    The Support Blaster is visually nearly identical to the E-16/R. It is built into the same skeleton as the rifle after all. Internally however, the E-16/S uses much denser and higher grade metals in its barrel and firing chamber. This allows for higher gas pressures in the chamber for extra damage and range. More importantly, the additional density and strength allows the weapon to stand up to long periods of sustained fire. The second largest change between the /S and /R is the recoil system. Where the /R has the three recoil dampening rails to which the chamber and barrel are fixed, in the /S, the firing chamber and barrel are rigidly fixed to the rest of the gun’s skeleton. This is necessary for two reasons. One, it allows heat to migrate from the barrel and chamber to the rest of the weapon faster because of the greater area of contact. Two, had the recoil rails been kept, they would be quickly worn to the breaking point by sustained auto-fire. The dual power cells are very useful in this variant, allowing shooters to change cells on the fly without interrupted firing. The power cell receptacles are also slightly expanded to fit optional extra high capacity cells. Likewise, part of the extra length is due to an expanded gas tank in the rear of the rifle, now with a 10,000 standard shot capacity and still has the refilling port. The other part of its extended length is a partial liquid cooling system. This draws heat from the firing chamber forward to radiator units mounted on both sides of the barrel up front. This does mean that the E-16/S cannot use the side mounted utility rails, though the top and bottom ones are still useable. Firing modes are the same as those in the E-16/R, but without the stun. The backpack power generator plugs into the E-16/S through one of its power cell receptacles, plus a separate armored line into its gas refill port. The generator can power the Support Blaster practically indefinitely, but is limited by blaster gas. The backpack therefore contains a tank worth 75,000 standard shots. As a complete unit, this backpack would weigh nearly 30 kilos, but an integrated repulsor disk makes it feel like 10 to the wearer. To support a higher rate of fire, the E-16/S operator can also opt for an extra radiator unit. This radiator panel is strapped on over the armor of the user’s forearm and plugs into a port on either side of the blaster. It also has an extra tank of coolant. Use of this extra radiator increases the auto-fire mode’s firing rate by 50%. This variant’s barrel is also threaded to accept the same Muzzle Modifiers as the E-16/R.

    Specifications:

    Name/Type: E-16/S Support Blaster
    Designer/Manufacturer: Tom/SaintBlasTech Corp
    Designation: Light Repeater
    Size: 66 cm
    Mass: 9.3 kg
    Effective Range: 450 m, 750 m boosted range
    Fire Modes: Single, Multifire, Auto, Boost Option
    Damage Rating: 73, 124 boosted
    Magazine: 100 Charges x 2, optional 250 charge cells
    Ammunition: Blaster Powercell (25 credits each, extended: 60 Cr)/backpack power generator + gas reserve (650 Cr)
    Standard Price: 1,950 Cr

    E-16/M Marksmen's Blaster

    This variant’s most noticeable change over the E-16/R is a much longer barrel machined to greater tolerances, but also uses the firing chamber from the /S variant. This combination yields the greatest power in a single bolt and excellent accuracy. The other difference, this one internal, is a free floating barrel. In this configuration, the barrel of the rifle has no contact with the rest of the blaster except its connection to the firing chamber. This variant can, like the /R and /S, accept any of the different Muzzle Modifiers. It also comes with an enhanced optical and IR scope that can zoom out to the maximum range of the rifle.

    Specifications:

    Name/Type: E-16/M Marksmen's Blaster
    Designer/Manufacturer: Tom/SaintBlasTech Corp
    Designation: Sniper Rifle
    Size: 88 cm
    Mass: 5.4 kg
    Effective Range: 1,200 m, 2,040 m boosted range
    Fire Modes: Single, Multifire, Boost Option
    Damage Rating: 82, 140 boosted
    Magazine: 80 Charges x 2
    Ammunition: Blaster Powercell (25 credits each)
    Standard Price: 1,850 Cr

    Support

    E-WEB Heavy Repeating Blaster

    A heavy infantry support weapon developed as a joint project between BlasTech and Merr-Sonn which comes with a high-demand portable Eksoan class-4T3 power generator fitted with the Gk3 Cryocooler which together gives the weapon sustained full automatic fire, however the weapon eventually overheats. It takes less than two minutes to set up, but calibrating the power generator can take up to 15 minutes. For this reason, some Imperial crews pre-charge the generator for faster setup, but this makes it prone to power surges and possibly overload unless carefully calibrated, typically by the support trooper. The weapon can be used by a single trooper, but then the gunner must select a preset power generator configuration which results in greatly reduced rate of fire, however there is no risk of overload or overheat. The limited fire control system includes Starvision light enhancers and IR for night targeting and unusual enviroments. A built-in, encrypted com unit enables the crew to coordinate fire with other E-Web emplacements if command communication channels should become disabled. Merr-Sonn's version is named EWHB-10. The F-WEB model is used by the Corporate Sector and the rebels is identical to the original E-WEB except that it adds a small shield generator which is strong enough to deflect hand blasters, but requires an additional crew member to handle. Another version is the E-WAB which is less powerful but designed for burst fire of 10 shots as an additional firing mode.

    Specifications:

    Name/Type: Emplacement Weapon, Heavy Blaster (E-WEB)
    Designer/Manufacturer: BlasTech Industries, Merr-Sonn Munitions, Inc
    Designation: Heavy Support Weapon
    Size: ~120 cm
    Mass: ~20 kg
    Effective Range: 500 m
    Fire Modes: Semi-Auto, Automatic
    Damage Rating: ~80
    Magazine: 100 Charges (unlimited with power generator)
    Ammunition: Powercell
    Standard Price: 5,000 Cr

    E-WEB (15) Heavy Repeating Blaster

    This improved version of the E-WEB came out on the market five years after the Battle of Yavin IV. It has better fire control and and targeting software. It also comes with the more advanced Gk7 Cryocooler which gives the weapon full automatic fire for one hour without overloading or overheating. Many E-WEBs of this model also comes equipped with a shield generator for protection of the crew. The shield is strong enough to deflect hand blasters, but requires an additional crew member to handle.

    Specifications:

    Name/Type: Emplacement Weapon, Heavy Blaster model 15 (E-WEB 15)
    Designer/Manufacturer: BlasTech Industries, Merr-Sonn Munitions, Inc
    Designation: Heavy Support Weapon
    Size: ~120 cm
    Mass: ~20 kg
    Effective Range: 500 m
    Fire Modes: Semi-Auto, Automatic
    Damage Rating: ~80
    Magazine: 100 Charges (unlimited with power generator)
    Ammunition: Powercell
    Standard Price: ~8,000 Cr

    CR-1 Blaster Cannon

    The CR-1 is actually a Republic and Imperial weapon from the Clone Wars, but it has come into use by the rebel alliance, primarily by engineers and elite pilots, who may require a weapon which doesn't require much aiming proficiency. It has an extendable shoulder stock to increase stability and limit recoil. While it has a scope, it is seldom used at long range since the multiple bolts it fires per shot tend to spread considerably. The CR-1 was prized for tremendous close-range firepower but limited by their short supply and high power requirements.

    Specifications:

    Name/Type: CR-1 Blaster Cannon
    Designer/Manufacturer: Golan Arms
    Designation: Heavy Close Combat Blaster Cannon
    Size: ~88 cm
    Mass: ~10 kg
    Effective Range: ~10 m
    Fire Modes: Burst
    Damage Rating: ~80
    Magazine: ~50
    Ammunition: Blaster Powerpack
    Standard Price: ~2,500 Cr

    Z-6 Rotary Blaster Cannon

    A heavy infantry support weapon from the Clone Wars, the Z-6 was the most advanced of rotary blasters at its time. A blaster weapon using multiple rotating barrels faces problems of forming bolt quickly enough. The Z-6 makes away with that problem by using separate galvanizing circuits for each barrel. This results in longer barrels. Imperial era heavy support weapons like the E-WEB doesn't require additional barrels to achieve high rates of fire thanks to improved technology and cooling. The Z-6 can fire 166 rounds per second, almost 10,000 RPM, but this obviously also means it chews up ammunition at an alarming rate.

    The weapon is also heavy and suffer from recoil. While Merr-Sonn has experimented with gyroscopic mounts and repulsorlift load balancers, this makes an already complex weapon exceedingly complicated and prone to breakdown particularly in diffcult natural elements. While troopers have found it incredibly effective in clearing landing zones, its too cumbersome and glitch-prone to be used widespread. It is instead used for missions with specific requirements. Since the electromotors running the spin uses chained powercells, it has been nicknamed the "chaingun".


    Specifications:

    Name/Type: Z-6 Rotary
    Designer/Manufacturer: Merr-Sonn Munitions
    Designation: Blaster Cannon
    Size: ~120 cm
    Mass: ~22 kg
    Effective Range: ~100 m
    Fire Modes: Automatic
    Damage Rating: ~100
    Magazine: ~2500
    Ammunition: Blaster Powerpack
    Standard Price: ~3,500 Cr

    Assault Cannon Mk I

    While the Imperial heavy repeater rifle was originally meant for the Darktrooper's use, Imperial engineers took the design and improved it even further. The assault cannon was the result. This is a five-piped rapid-fire projectile weapon which fires plasma shells that explodes upon contact with a superheated blast. Light to medium vehicles pose no problem, and multiple light infantry may be destroyed in a single hit. Should this not prove sufficient, the weapon also has an alternate firing mode with long-range explosive rockets that can destroy even heavy vehicles.

    Specifications:

    Name/Type: Assault Cannon Mk I
    Designer/Manufacturer:
    Designation: Heavy Projectile Autocannon / Rocket Launcher
    Size: ~147 cm
    Mass: ~80 kg
    Effective Range: ~300 m (Rockets: ~2 km)
    Fire Modes: Automatic (plasma shells, 500 rpm), Single (Rockets).
    Damage Rating: ~80 (Rockets: ~300).
    Magazine: 400/20
    Ammunition: Plasma Shells, Hi-Ex Rockets
    Standard Price: ~4,800 Cr

    Assault Cannon Mk II

    While the Imperial heavy repeater rifle was originally meant for the Darktrooper's use, Imperial engineers took the design and improved it even further. The assault cannon was the result. The original five-piped version had tremendous firepower but quickly used up its ammunition, so the Mk II with just two pipes and larger magazine was created. This is a two-piped rapid-fire projectile weapon which fires plasma shells that explodes upon contact with a superheated blast. Light to medium vehicles pose no problem, and multiple light infantry may be destroyed in a single hit. Should this not prove sufficient, the weapon also has an alternate firing mode with long-range explosive rockets that can destroy even heavy vehicles.

    Specifications:

    Name/Type: Assault Cannon Mk II
    Designer/Manufacturer:
    Designation: Heavy Projectile Autocannon / Rocket Launcher
    Size: ~154 cm
    Mass: ~120 kg
    Effective Range: ~300 m (Rockets: ~2 km)
    Fire Modes: Automatic (plasma shells, 200 rpm), Single (Rockets).
    Damage Rating: ~80 (Rockets: ~300).
    Magazine: 800/20
    Ammunition: Plasma Shells, Hi-Ex Rockets
    Standard Price: ~5,750 Cr

    StreakHammer Anti-Armor Missile

    Since electronic jamming is so prevalent on the modern battlefield, the first design criteria of the StreakHammer were high speed a unique guidance system. High speed allows the missile to reach its target before jamming has time to reach its full potential. However, speed is only so good by itself, the missile needs to be able to reach its peak speed as quickly as possible. As such, the missile has two separate solid rocket stages. The first is much faster burning to produce enormous thrust and capable of pushing the missile up to 8,500 Kph within 500 meters of travel. The second stage burns slower and gets the StreakHammer to its maximum 12,000kph after 4 kilometers of travel. Next is the guidance system. The primary system is a laser, “beam rider” arrangement that uses two separate infrared beams. One beam serves to mark the target precisely for the aiming unit. The second laser, integrally mounted just above the first and aligned exactly parallel to the first, is what guides the missile. In the rear of the missile is a small window behind which is an IR camera that looks for the laser. The missile’s guidance computer and fins them maneuver the missile so that the beam is pointed dead center into the window. So as long as the laser remains on target, the missile will impact within centimeters of that point. While this method is basically unjammable, it requires the target be lazed from firing to impact, and is limited to line of sight range and only guiding one missile at a time per designator. To get around those weaknesses, the StreakHammer has a secondary guidance mode using Millimeter Wave Radar in combination with a crude inertial navigation system and an IFF interrogator. The radar operates above 100 Ghz frequencies to avoid most atmospheric distortions. Once the operator has selected a target, the launcher’s firing computer dumps the target’s location, in relation to the launcher, and approximate dimensions to the StreakHammer’s own computer. After launch, the StreakHammer flies itself toward this pre-determined location while its radar looks for a target at that location. If it doesn’t find any target at first, the radar scans across a gradually larger area. Once it does find something, it checks for an IFF signal to ensure it doesn’t attack a friendly unit. Then, thanks to the radar’s capabilities of very high resolution and ability to see through many organic and other soft materials, it picks out a metallic target of the same approximate dimensions as those it was preloaded with. Then of course, the strengths and weaknesses of the radar guided mode are opposite of the laser mode. In radar guidance, the missiles can fly out to their max range, don’t require continuous target designation from the launcher, and several can be in flight at once. In fact, when fired in radar guided mode by the PHX-8 launcher, the target designation unit on that launcher can prepare three StreakHammers for launch at once. The operator selects the three targets they want taken out and the designator unit loads one target to each missile. Once they’ve selected their targets, the operator just holds down the trigger and the launcher ripple fires the magazine of missiles. Finally, the warhead selection. As all Republic tanks are equipped with shields that provide as much protection as their armor, a multistage warhead is required to meet the primary design goal for this weapon system. Therefore, the initial warhead is a small but effective plasma warhead whose blast is entirely directed forward and causes massive interference to shields. Behind that warhead are the missile’s computers, power supply, and the control fin actuators. Aft of all that gear is the main HEAT warhead, capable of blasting through a meter and a quarter of armor plate, it will penetrate just about any modern armored vehicle. Directly behind that main warhead is the top bulkhead of the solid fuel rocket casing. It was decided to reinforce this bulkhead with some neutronium and additional durasteel to make it into a heavy armor piercing warhead using the terminal speed of the StreakHammer missile.

    Specifications:

    Name/Type: StreakHammer Anti-Armor Missile
    Designer/Manufacturer: Tom Saint/ Golan Arms
    Designation: Heavy Missile
    Size: 1.1 m
    Mass: 27 kg
    Effective Range: 30 Km max
    Fire Modes: Single
    Damage Rating: ~200 DP plasma, 220 DP HEAT, 50 DP KE
    Magazine: 5 rounds
    Ammunition: Plasma; Heat; Metal Projectiles
    Standard Price: N/A (250 Cr per round used)

    Launchers

    FC-1 Flechette Launcher

    This missile launcher is a versatile and popular support weapon in use by Imperial Stormtroopers. It can be loaded with different types of explosive grenades which can be selected by a light tap on the trigger.

    In standard anti-personnel mode, the trooper can set a cannister to explode the moment before impact upon a target, spraying it with hundreds of lethal flechette needles. The effected area is 10m2, which can elimninate an entire squad in one hit. If the troooper cannot use the rangefinder to set the explosion before impact, one can use the default explode upon impact mode.

    In secondary mode, the launcher fires two cannisters which can be set to either explode upon impact or bounce off a surface and detonate a 1.5 seconds later. This can be very effective in urban combat.

    Finally the launcher can be loaded with anti-armour penetrating cannisters with a shaped charge that concentrates largerflechettes in an area of 5m2 or less. They can penetrate 10 cm of durasteel armour and spread the flechettes inside the vehicle with complete devastation as a result. Typically it can destroy rebel airspeeders and similar sized vehicles with a single hit.


    Specifications:

    Name/Type: FC-1 Flechette Launcher
    Designer/Manufacturer: Golan Arms
    Designation: Heavy Projectile Launcher
    Size: ~100 cm
    Mass: ~12.5 kg
    Effective Range: 250 m
    Fire Modes: Explode on impact, explode before impact, dual shot explode upon impact, dual shot timed delay.
    Damage Rating: Anti-personnel 60, Anti-armour 50.
    Magazine: 4 + 2 reserve
    Ammunition: Flechette Cannisters, Explosive Cannisters
    Standard Price: ~800 Cr

    Rail Charge Launcher

    More commonly referred to as the rail detonator, the weapon magnetically accelerate explosive charges to high velocities which explodes upon contact. It also features a secondary fire mode in which the charges stick to their targets and have a timed delay of a few seconds. It carries three charges loaded which can be fired in rapid succession, and it auto-loads quickly. The weapon is quite powerful and can kill in a single shot; 7 to 8 of them can destroy an AT-ST walker. The weapon is somewhat unreliable and can overload.

    The weapon saw limited use during the Clone Wars, and is often used by Imperial Shocktroopers. It is also commonly used by rebel agents.


    Specifications:

    Name/Type: Rail Charge Launcher
    Designer/Manufacturer:
    Designation: Heavy Projectile Launcher
    Size: ~100 cm
    Mass: ~21 kg
    Effective Range: ~300 m
    Fire Modes: Single
    Damage Rating: ~60
    Magazine: 20
    Ammunition: Explosive Charges
    Standard Price: ~2,500 Cr

    Seeker Rail Charge Launcher

    This is the newer version of the rail detonator. The weapon magnetically accelerate explosive charges to high velocities which explodes upon contact. It also features a secondary fire mode which fires heat-seeking charges that stick to their targets and have a timed delay of a few seconds. It carries three charges loaded which can be fired in rapid succession, and it auto-loads quickly. The weapon is quite powerful and can kill in a single shot; 7 to 8 of them can destroy an AT-ST walker.

    The weapon saw limited use during the Clone Wars, and is often used by Imperial Shocktroopers. It is also commonly used by rebel agents.


    Specifications:

    Name/Type: Seeker Rail Charge Launcher
    Designer/Manufacturer:
    Designation: Heavy Projectile Launcher
    Size: ~100 cm
    Mass: ~21 kg
    Effective Range: ~300 m
    Fire Modes: Single, Heat-Seeking
    Damage Rating: ~60
    Magazine: 20
    Ammunition: Explosive Charges
    Standard Price: ~2,500 Cr

    PLX-4 Missile Launcher

    The "Plex" as it is called, is a series of launchers which quickly became standard issue during the Clone Wars. The original PLX-1 was able to destroy a Separatist AAT tank in a single shot. The weapon has multiple firing modes, from dumb fire to GAM, gravity-activated mode, which is specially meant for targeting repulsorcraft. During the Civil War, the PLX-2 and PLX-2M versions were the latest, and they improved the weapon with lighter materials, belt-worn firing triggers, a built in microrepulsorlift which both stabilizes the weapon and enables anyone to fire the weapon regardless of physical strenght, and a larger magazine of 6 missiles. Typically it fires Arakyd 3t3 Proton Torpedoes which can even shoot down a fighter, but it can house a variety of payloads. For example, the "M" version can also fire "chips", large shrapnel anti-infantry projectiles.

    The currently modern version is PLX-4 which can also fire "Savant" missiles. When launched, the Savant's computer tracking system tags the target with a sensor scan and then goes into "Savant" mode. The missile does not go into active mode for five seconds - this interval can be altered by the user - which lures a careless pilot into thinking he's shot at with a dumb fire rocket. The missile is avoided by the enemy craft which then activcates and starts searching for its target from behind. Most pilots doesn't even see the missile coming at them, and the Savant has so far been highly successful in shooting down rebel and pirate fighters.


    Specifications:

    Name/Type: PLX-4 Missile Launcher
    Designer/Manufacturer: Merr-Sonn Munitions
    Designation: Portable Missile Launcher
    Size: ~156 cm
    Mass: 50 kg
    Effective Range: 250 m dumbfire, 50 km GAM, 10 km Savant.
    Fire Modes: Dumbfire, IR Tracking, Gravity-Activated, Delayed Tracking
    Damage Rating: ~120-150
    Magazine: 6
    Ammunition: Mini Proton Torpedoes, Shrapnel Bombs.
    Standard Price: ~3,500 Cr

    MM-s3 Grenade Launcher

    The MM-s3 is a lightweight grenade launcher with automatic loading, which enables it to be operated and fired by a single trooper. If you have access to transportation disks (which uses repulsorlift to negate weight), or a vehicle, you can bring an optional ammo pack that can be fitted to the launcher. It increases the magazine to 100 grenades.

    The MM3 can fire any type of standard canister grenade that can fit the barrel. The mortar is designed to be used on the WW-676 repulsorlift platform which gives makes it a self-propelled light artillery piece, and is then called the Mobile Mortar-3. It can also be fitted to other combat craft.

    Specifications:

    Name/Type: MM-s3 Grenade Launcher
    Designer/Manufacturer: Merr-Sonn Munitions, Inc.
    Designation: Heavy Projectile Launcher
    Size: ~100 cm
    Mass: ~20 kg
    Effective Range: 1 km
    Fire Modes: Single Direct Fire, Single Indirect Fire.
    Damage Rating: ~60, depends on grenade type.
    Magazine: 12 Grenades.
    Ammunition: Concussion, fragmentation, high explosive, illumination, flare, smoke, stun or gas grenades.
    Standard Price: ~10,000 Cr

    MiniMag PTL Missile Launcher

    The MiniMag was pretty much unchanged from the Clone Wars until today. While newer than the PLX-1, It is a crude weapon, only capable of dumbfire, which means trooper skill is the sole determinator for accuracy. This also makes it an incredibly rugged weapon, capable of being used in the harshest of conditions. Like any missile launcher, it is very powerful, and while designed to fire proton torpedoes (Proton Torpedo Launcher, PTL), it can be easily adapted for a variety of ordnance with field-kits. The MiniMag is used by Imperial Shocktroopers, but is also in common use by Alliance/New Republic Heavy Troopers, some of which have achieved an uncanny skill with the weapon.

    Specifications:

    Name/Type: MiniMag PTL Missile Launcher
    Designer/Manufacturer: Krupx Munitions
    Designation: Portable Missile Launcher
    Size: ~171 cm
    Mass: ~26 kg
    Effective Range: 250 m
    Fire Modes: Dumbfire
    Damage Rating: ~100
    Magazine: 1
    Ammunition: Mini Proton Torpedoes
    Standard Price: ~1,500 Cr

    HH-15 Projectile Launcher

    The HH-15 has become a mainstay in rebel vanguard units. It's even older and has inferior targeting systems to the old Imperial MiniMag PTL, but many rebel soldiers have become proficient in manually aiming the weapon. It can use a variety of projectiles, including miniaturized concussion missiles and proton torpedoes. It's also quite reliable and functions well even in extreme climates. The HH-15 is typically used to crack open fortifications due to its lack of accuracy, but it can also be used against armoured vehicles.

    Specifications:

    Name/Type: HH-15 Projectile Launcher
    Designer/Manufacturer: Golan Arms
    Designation: Portable Missile Launcher
    Size: ~167.5 cm
    Mass: ~15 kg
    Effective Range: ~500 m
    Fire Modes: Single
    Damage Rating: ~100
    Magazine: 1
    Ammunition: Mini Concussion Missiles or Mini Proton Torpedoes
    Standard Price: ~2,500 Cr

    PHX-8

    Intended to be moved and operated by a crew of three Stormtroopers, this launcher is practically field artillery. The fire team’s primary gunner carries the launcher tube with one preloaded round, or more depending on their strength. The secondary gunner carries the tripod plus an ammo case, and the loader carries two ammo cases and a light repeating blaster. Both gunners carry side arms as well. The launch tube is just that, a two piece carbon fiber reinforced plastic tube. It doesn’t need to be especially tough because all warheads are launched by cool gas cartridge. The forward section of the tube telescopes into the rear half for travel. Built into the top of it is the low light/ infrared sighting unit and dual laser designator. On the rear of the tube is the only mechanically complex piece. It is a recoil operated semi-auto action magazine capable of holding 3 large rounds(full size missiles and torpedoes), or double stacked smaller projectiles(proton and concussion rockets). However, this piece is extremely reliable because it is actually designed with lots of “slop” in it. Even packed with mud, ash, or sand it still operates. Projectile canisters are loaded in from the side and pushed in until they click into the loading brackets. There is also an optional kit to convert the magazine into a feed tray to permit belt fed operation. The launcher tube doesn’t necessarily have to be on the tripod to fire, resting it on a suitably high ledge like a wall, boulder, or fallen tree will do. However, the tripod allows for smooth and easy traverse, better aim, and absorbs more recoil so the next shot can be fired sooner. The tube does come with a small repulsorlift disk on the rear to make the tube easier to balance and transport with a loaded ready use round. The ammo cases that the secondary gunner and loader carry are more like cages, just light duralloy bars hinged like a briefcase and shaped to securely hold four missile canisters. Since the canisters come sealed from the factory, the cases don’t need to be. The internal cool gas cartridge pops the projectile through the top of the canister upon triggering. The carrying case also includes several hand grips, adjustable shoulder and waist belts, and two repulsorlift transport disks that can run up to 48 hours on a typical pistol sized blaster power cell. Thanks to its size compared to shoulder fired launchers, the PHX-8 fires fighter sized warheads in most all their varieties.

    Specifications:

    Name/Type: PHX-8
    Designer/Manufacturer: Tom Saint/ Golan Arms
    Designation: Crew Served Missile Launcher
    Size: 2.2 m
    Mass: 7 Kg launcher; 12Kg tripod
    Effective Range: Ammo dependant
    Fire Modes: Dumb Fire, Beam Rider, Radar Guided
    Damage Rating: Ammo Dependant
    Magazine: 3 rounds + 1 in chamber
    Ammunition: StreakHammer Missile, Thermobaric Bomb, Class 1 and 2 Fighter Grade Warheads, Concussion, and Proton Rockets
    Standard Price: 5,000 Cr.

    Grenades

    Merr-Sonn C-16 Frag Grenade

    Standard fragmentation grenade. The metal shell becomes hot splinters when the grenade explodes, which makes frag grenades much more lethal than concussion grenades against unarmoured infantry. It is one of the most common grenades in the galaxy and is used by the Rebel Alliance.

    Specifications:

    Name/Type: C-16 Frag Grenade
    Designer/Manufacturer: Merr Sonn
    Designation: Grenade
    Size: 13.5 cm
    Mass: 0.5 kg
    Effective Range: 4 m
    Fire Modes: Timed, Contact
    Damage Rating: ~60 DP
    Magazine: N/A
    Ammunition: N/A
    Standard Price: 500 Cr

    Merr-Sonn C-22 Frag Grenade

    Standard fragmentation grenade. The metal shell becomes hot splinters when the grenade explodes, which makes frag grenades much more lethal than concussion grenades against unarmoured infantry. The C-22 (unlike the earlier C-16) can be magnetically attached.

    Specifications:

    Name/Type: C-22 Frag Grenade
    Designer/Manufacturer: Merr Sonn
    Designation: Grenade
    Size: 13.5 cm
    Mass: 0.5 kg
    Effective Range: 4 m
    Fire Modes: Timed, Contact
    Damage Rating: ~65 DP
    Magazine: N/A
    Ammunition: N/A
    Standard Price: 500 Cr

    LXR-6 Concussion Grenade

    Concussion grenades are common, simple explosives which causes damage by overperssure. While impressive, the blast in itself is not very damaging, but in organics, it can cause sensoric problems from shock which effectively stuns the injured person. CG's or "conks" are however not non-lethal weapons and not suited for riot control.

    Most come in handheld, spherical forms, but military versions are cylindric for use in mortars or launchers as well. The LXR-6 has been produced without major changes for decades. The majority of concussion grenades use only a timer, but impact explosion settings are also common. Contact grenades can also be used as improvised mines or traps.

    Specifications:

    Name/Type: LXR-6 Concussion Grenade
    Designer/Manufacturer: Sorosuub Corp.
    Designation: Grenade
    Size: 13.5 cm
    Mass: 0.45 kg
    Effective Range: 4 m
    Fire Modes: Timed, Contact
    Damage Rating: ~40 DP
    Magazine: N/A
    Ammunition: N/A
    Standard Price: 80 Cr

    C-10 Stun Grenade

    The C-10 is a smooth grenade which stuns the victims by concussive force and knocks them over. It is very difficult to resist the effects, but it only lasts a few seconds, up to half a minute.

    Specifications:

    Name/Type: C-10 Stun Grenade
    Designer/Manufacturer: Merr-Sonn
    Designation: Grenade
    Size: ~12 cm
    Mass: 0.5 kg
    Effective Range: 4 m
    Fire Modes: Contact
    Damage Rating: 75% Stun Chance
    Magazine: N/A
    Ammunition: N/A
    Standard Price: 600 Cr

    Thermal Detonator

    A Thermal Detonator is a handheld nuclear device which causes total disintegration within its effective radius. It does so by expanding a particle shield at the moment before detonation, holding the implosion within, effectively leaving everything outside the radius unscatched. This makes thermal detonators highly effective military weapons, if also highly dangerous.

    All use of thermal detonators for non-military purposes is strictly prohibited. TDs come in various sizes. The most common variants are classified D, C, B, and A depending on their destructive capabilities. TDs have an unstable baradium core which can be set off if mistreated.

    Imperial Stormtroopers carry a more stable and less powerful version, C (also known as BCCK, Baridium Core Code Key), which comes with a blast radius of 5 metres. It is also code-protected against unauthorized use. The BCCK can be set on a timer from six to eighteen seconds and can only be used with the right key sequence on unlabeled buttons, preventing rebels from using Imperial Thermal Detonators in the heat of battle. Some versions of the BCCK can be stuck on surfaces.

    Class A TDs have a blast radius of 20 metres, but more uncommon variants with much greater destructive capabilities also exist.

    An anomalous variant, class E, was commonly used in the Clone Wars. This type of detonator produces a concussive blast and is only different from regular concussion grenades in that it uses a small amount of baradium in its core.

    They have thumb-activated timers, but also come with a contact detonation setting, in which case they can be placed like mines and detonated either when an enemy contacts with it, or by firing at it from afar.

    Specifications:

    Name/Type: Thermal Detonator
    Designer/Manufacturer: Merr-Sonn Corp.
    Designation: Grenade
    Size: 15 cm
    Mass: A~2 kg, C~0.4 kg
    Effective Range: Class A 20 m. Class C 5 m.
    Fire Modes: Timed, Contact
    Damage Rating: ~100 DP
    Magazine: N/A
    Ammunition: N/A
    Standard Price: 1000 Cr

    C-14A Stun Grenade

    A handle with a multifaceted sphere full of beam splitters, the C-14A was designed for riot control. Upon contact, it discharges a brilliant energy field, enveloping everyone within the radius. Victims remain unconscious for a half to one minute. Originally made for Imperial Munitions, the C-14A is designed so that it can be recovered, recharged, and reused. Unfortunately this has sometimes meant that it ends up being used in later battles against the troops which initially used them.

    Specifications:

    Name/Type: C-14A Stun Grenade
    Designer/Manufacturer: Merr-Sonn
    Designation: Grenade
    Size: ~21 cm
    Mass: 0.5 kg
    Effective Range: 4 m
    Fire Modes: Contact
    Damage Rating: 60% Stun Chance
    Magazine: N/A
    Ammunition: N/A
    Standard Price: 500 Cr

    Special

    ISIS SA3 Distractor "Lipshot"

    The ISIS SA3 Distractor is better known as the "Lipshot". Designed to look like a facial makeup device, it hides a more sinister purpose. Utilizing miniaturized components, it can fire a single blaster bolt at an enemy. The bolt is hardly powerful enough to be lethal unless the target is critically hit, but it can still be a lifesaver while distracting the enemy.

    The tip is usually covered in lip smear, making it possible to actually use it as makeup a few times, which is handy for fooling an enemy into that it's not a weapon. Although mostly utilized by females, some cultures don't mind or even require males to wear facial makeup, so this piece of equipment can be used by any agent depending on the mission. It's also possible for a creative agent to recharge the SA3 from various power sources. A final advantage is that the SA3 doesn't show up as a weapon on automatic scans because of its design and low power.


    *ORIGINAL DESIGN*

    Specifications:

    Name/Type: ISIS SA3 Distractor "Lipshot"
    Designer/Manufacturer: NIF
    Designation: Holdout Blaster
    Size: 5 cm
    Mass: 0.21 kg
    Effective Range: 10 m
    Fire Modes: Single
    Damage Rating: 20
    Magazine: 1 Charge
    Ammunition: Micro Blaster Powercell
    Standard Price: 800 Cr

    Taser Staff

    This is a balanced, short club that releases a powerful electric shock upon contact with the target. It differs from ordinary stun staves because it can be variably set from a harmless stun shock to a lethal charge. Designed as a crowd control weapon, it is restricted to military use, however sometimes criminals use them as melee weapons.

    Specifications:

    Name/Type: TASER Staff
    Designer/Manufacturer: Merr-Sonn
    Designation: Electric Melee Baton
    Size: 50 cm
    Mass: 0,45 kg
    Effective Range: Melee
    Fire Modes: Single
    Damage Rating: 1-50
    Magazine: ~100-500
    Ammunition: Powercell
    Standard Price:50 Cr

    CQRFSW "Thunder Cannon"

    CQRFSW stands for "Close Quarters, Rapid Fire, Siege Weapon", but this unwieldy abbreviation was quickly replaced with the nickname "Thunder Cannon" because of the loud noise made by all six barrels firing at once. As the abbreviation says, it's a multibarreled (nonrotational) blaster cannon designed specially with close quarters combat in mind. It packs tremendous firepower and expends vast volumes of fire rapidly, but is still meant to be carried and operated effectively by a single man.

    The weapon has no less than six large, heavy-duty powercells due to the vast power demands, and comes with three built-in repulsorlift transporter discs so it can be carried and used easily with little effort, plus a recoil dampener to improve accuracy. It also has a three-barrel firing mode to support longer sustained fire before power runs out, though the refire rate obviously drops to half when this mode is utilized. Since the powercells are used up fairly quickly, they can be removed equally quickly with a release button under the recessed firing column. The powercells can be replaced in less than 30 seconds by an experienced operator. Some troopers have even learned to replace one powercell at a time on the fly and maintain continous fire. The Thunder Cannon is not considered a support weapon, rather a main weapon for heavy close quarters battle (CQB).

    Since it uses fixed barrels, the weapon has no problem with galvanizing the bolts rapidly enough, which is otherwise a common problem for rotary blasters. Instead, the Thunder Cannon's main weakness is overheating. It has a small blast shield and a surge protector, so the operator is safe; instead of exploding, the weapon will simply cease to fire if overheated.

    *ORGIGINAL DESIGN*

    Specifications:

    Name/Type: CQRFSW "Thunder Cannon"
    Designer/Manufacturer: NIF/Xorn Mangar
    Designation: Short Range Blaster Cannon
    Size: 106,75 cm
    Mass: 1.0 kg (50 kg without repulsorlift).
    Effective Range: 300 m (400m max range).
    Fire Modes: 6 Barrels Auto (1620 rpm), 3 Barrels Auto (810 rpm).
    Damage Rating: ~120-240
    Magazine: 18000 Charges (3000 / powercell)
    Ammunition: 6 Powercells
    Standard Price: 6,500 Cr (not available for sale).

    DEMP-2

    As the name implies, the Mk II is an improvement upon the original DEMP (destructive electromagnetic pulse) gun made for the Empire. The weapon fires a concentrated EM blast that is highly effective in disrupting droids, energy shields and electronic devices, plus it causes moderate tissue damage. It also has a selectable fire mode which can also stun organic beings, while causing negligble damage. Primary fire only affects droids. Imperial Stormtroopers note with pleasure that the weapon can be fired around corners or even through walls on wide blast mode, a setting which is also useable against several grouped enemies at once. A highly effective and versatile pistol, just make sure you don't hit friendlies.

    Specifications:

    Name/Type:
    Designer/Manufacturer: Merr-Sonn
    Designation: EMP Pistol
    Size: ~45 cm
    Mass: 4.7 kg
    Effective Range: 120 m
    Fire Modes: Single, Wide Blast/Stun (up to 3 m radius)
    Damage Rating: ~50 vs droids, ~30 Stun.
    Magazine: 10 Charges
    Ammunition: Powercell
    Standard Price: 950 Cr

    Compact Magnetic Coil Gun

    The C-MaC is built with a bullpup configuration and fully ambidextrous controls. It is selective fire allowing for semi and full auto, as well as a three round burst-fire mode. The weapon uses magnetic coils to launch its projectiles. The process is nearly silent. As with the verpine shatter gun, power settings give the user a wide array of options in: velocity, energy usage, and impact shock. Multicaliber magazine and bore allow for the weapon to fire almost any kind of small projectile, less than an inch in diameter. It has excellent accuracy and high armor penetration. The projectiles typically cause hydrostatic shock upon humanoids. A rail system allows for a variety of equipment to be mounted. A computer link enables data specific to the weapon's current operating mode to be displayed on a helmet's HUD. A polymer composite body houses the delicate inner systems, making it much more durable than the verpine shatter gun. It is EMP hardened. The weapon can be configured as a sniper rifle. In its current stat it is configured as a personal defense weapon.

    Specifications:

    Name/Type: Compact Magnetic Coil Gun
    Designer/Manufacturer: Tycho Shorn/Imperial Munitions
    Designation: Railgun
    Size: 500 mm
    Mass: 2.54 kg empty, 3kg loaded
    Effective Range: 1500 m
    Fire Modes: Semi-Auto; Multifire; Auto
    Damage Rating: 60
    Magazine: 500 rounds
    Ammunition: Metal Alloy Projectiles
    Standard Price: 5.000 Cr (Not for sale to civilians)